v0.10.5.1
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@@ -18,9 +18,9 @@ namespace Barotrauma.Networking
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Returning
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}
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private NetworkMember networkMember;
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private Steering shuttleSteering;
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private List<Door> shuttleDoors;
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private readonly NetworkMember networkMember;
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private readonly Steering shuttleSteering;
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private readonly List<Door> shuttleDoors;
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//items created during respawn
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//any respawn items left in the shuttle are removed when the shuttle despawns
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@@ -55,8 +55,6 @@ namespace Barotrauma.Networking
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public State CurrentState { get; private set; }
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private DateTime despawnTime;
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private float maxTransportTime;
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private float updateReturnTimer;
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@@ -187,8 +185,6 @@ namespace Barotrauma.Networking
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}
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}
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partial void DispatchShuttle();
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partial void UpdateReturningProjSpecific();
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private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
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@@ -217,7 +213,10 @@ namespace Barotrauma.Networking
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private void ResetShuttle()
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{
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ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
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#if SERVER
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despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30);
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#endif
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if (RespawnShuttle == null) return;
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@@ -244,29 +243,23 @@ namespace Barotrauma.Networking
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != RespawnShuttle) continue;
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if (wall.Submarine != RespawnShuttle) { continue; }
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for (int i = 0; i < wall.SectionCount; i++)
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{
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wall.AddDamage(i, -100000.0f);
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}
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}
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var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == RespawnShuttle && g.ConnectedWall != null);
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shuttleGaps.ForEach(g => Spawner.AddToRemoveQueue(g));
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != RespawnShuttle) continue;
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if (hull.Submarine != RespawnShuttle) { continue; }
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hull.OxygenPercentage = 100.0f;
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hull.WaterVolume = 0.0f;
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.Submarine != RespawnShuttle) continue;
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if (c.Submarine != RespawnShuttle) { continue; }
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#if CLIENT
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if (Character.Controlled == c) Character.Controlled = null;
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#endif
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