- Edited item densities to make more sense

- Characters spawned through the console are synced with clients
This commit is contained in:
Regalis
2016-03-04 18:29:41 +02:00
parent 6efb64e94d
commit 02825782e5
18 changed files with 107 additions and 57 deletions
@@ -1476,6 +1476,21 @@ namespace Barotrauma.Networking
message.Write(character.Info.Job.Name);
}
public void SendCharacterSpawnMessage(Character character)
{
NetOutgoingMessage message = server.CreateMessage();
message.Write((byte)PacketTypes.NewCharacter);
message.Write(character.ConfigPath);
message.Write(character.ID);
message.Write(character.Position.X);
message.Write(character.Position.Y);
SendMessage(message, NetDeliveryMethod.ReliableUnordered);
}
public void SendItemSpawnMessage(List<Item> items, List<Inventory> inventories = null)
{
if (items == null || !items.Any()) return;