2f107db...5202af9
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Networking
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{
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partial class RespawnManager : Entity, IServerSerializable
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{
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private List<Client> GetClientsToRespawn()
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{
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return networkMember.ConnectedClients.FindAll(c =>
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c.InGame &&
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(!c.SpectateOnly || !((GameServer)networkMember).ServerSettings.AllowSpectating) &&
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(c.Character == null || c.Character.IsDead));
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}
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private List<CharacterInfo> GetBotsToRespawn()
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{
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GameServer server = networkMember as GameServer;
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if (server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal)
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{
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return Character.CharacterList
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.FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead)
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.Select(c => c.Info)
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.ToList();
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}
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int currPlayerCount = server.ConnectedClients.Count(c => c.InGame && (!c.SpectateOnly || !server.ServerSettings.AllowSpectating));
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//if (server.CharacterInfo != null) currPlayerCount++;
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var existingBots = Character.CharacterList
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.FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null);
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int requiredBots = server.ServerSettings.BotCount - currPlayerCount;
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requiredBots -= existingBots.Count(b => !b.IsDead);
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List<CharacterInfo> botsToRespawn = new List<CharacterInfo>();
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for (int i = 0; i < requiredBots; i++)
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{
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CharacterInfo botToRespawn = existingBots.Find(b => b.IsDead)?.Info;
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if (botToRespawn == null)
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{
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botToRespawn = new CharacterInfo(Character.HumanConfigFile);
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}
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else
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{
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existingBots.Remove(botToRespawn.Character);
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}
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botsToRespawn.Add(botToRespawn);
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}
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return botsToRespawn;
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}
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partial void UpdateWaiting(float deltaTime)
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{
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var server = networkMember as GameServer;
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int characterToRespawnCount = GetClientsToRespawn().Count;
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int totalCharacterCount = server.ConnectedClients.Count;
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/*if (server.Character != null)
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{
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totalCharacterCount++;
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if (server.Character.IsDead) characterToRespawnCount++;
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}*/
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bool startCountdown = (float)characterToRespawnCount >= Math.Max((float)totalCharacterCount * server.ServerSettings.MinRespawnRatio, 1.0f);
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if (startCountdown != CountdownStarted)
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{
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CountdownStarted = startCountdown;
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server.CreateEntityEvent(this);
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}
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if (!CountdownStarted) return;
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respawnTimer -= deltaTime;
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if (respawnTimer <= 0.0f)
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{
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respawnTimer = server.ServerSettings.RespawnInterval;
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DispatchShuttle();
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}
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if (respawnShuttle == null) return;
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respawnShuttle.Velocity = Vector2.Zero;
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if (shuttleSteering != null)
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{
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shuttleSteering.AutoPilot = false;
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shuttleSteering.MaintainPos = false;
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}
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}
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partial void DispatchShuttle()
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{
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var server = networkMember as GameServer;
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if (server == null) return;
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if (respawnShuttle != null)
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{
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state = State.Transporting;
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server.CreateEntityEvent(this);
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ResetShuttle();
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if (shuttleSteering != null)
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{
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shuttleSteering.TargetVelocity = Vector2.Zero;
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}
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GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
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RespawnCharacters();
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CoroutineManager.StopCoroutines("forcepos");
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CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
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}
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else
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{
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state = State.Waiting;
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GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
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server.CreateEntityEvent(this);
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RespawnCharacters();
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}
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}
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partial void RespawnCharactersProjSpecific()
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{
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var server = networkMember as GameServer;
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if (server == null) return;
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var respawnSub = respawnShuttle ?? Submarine.MainSub;
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var clients = GetClientsToRespawn();
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foreach (Client c in clients)
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{
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//all characters are in Team 1 in game modes/missions with only one team.
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//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
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c.TeamID = Character.TeamType.Team1;
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if (c.CharacterInfo == null) c.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, c.Name);
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}
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List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
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var botsToSpawn = GetBotsToRespawn();
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characterInfos.AddRange(botsToSpawn);
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server.AssignJobs(clients);
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foreach (Client c in clients)
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{
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c.CharacterInfo.Job = new Job(c.AssignedJob);
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}
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//the spawnpoints where the characters will spawn
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var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
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//the spawnpoints where they would spawn if they were spawned inside the main sub
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//(in order to give them appropriate ID card tags)
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var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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ItemPrefab divingSuitPrefab = MapEntityPrefab.Find(null, "divingsuit") as ItemPrefab;
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ItemPrefab oxyPrefab = MapEntityPrefab.Find(null, "oxygentank") as ItemPrefab;
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ItemPrefab scooterPrefab = MapEntityPrefab.Find(null, "underwaterscooter") as ItemPrefab;
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ItemPrefab batteryPrefab = MapEntityPrefab.Find(null, "batterycell") as ItemPrefab;
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var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
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for (int i = 0; i < characterInfos.Count; i++)
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{
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bool bot = i >= clients.Count;
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, !bot, bot);
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character.TeamID = Character.TeamType.Team1;
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if (bot)
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{
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GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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}
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else
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{
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clients[i].Character = character;
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character.OwnerClientIP = clients[i].Connection.RemoteEndPoint.Address.ToString();
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character.OwnerClientName = clients[i].Name;
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GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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}
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if (divingSuitPrefab != null && oxyPrefab != null && respawnShuttle != null)
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{
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(divingSuit, false);
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respawnItems.Add(divingSuit);
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var oxyTank = new Item(oxyPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(oxyTank, false);
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divingSuit.Combine(oxyTank);
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respawnItems.Add(oxyTank);
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}
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if (scooterPrefab != null && batteryPrefab != null)
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{
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var scooter = new Item(scooterPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(scooter, false);
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var battery = new Item(batteryPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(battery, false);
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scooter.Combine(battery);
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respawnItems.Add(scooter);
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respawnItems.Add(battery);
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}
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}
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//give the character the items they would've gotten if they had spawned in the main sub
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character.GiveJobItems(mainSubSpawnPoints[i]);
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//add the ID card tags they should've gotten when spawning in the shuttle
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foreach (Item item in character.Inventory.Items)
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{
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if (item == null || item.Prefab.Name != "ID Card") continue;
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foreach (string s in shuttleSpawnPoints[i].IdCardTags)
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{
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item.AddTag(s);
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}
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if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc))
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item.Description = shuttleSpawnPoints[i].IdCardDesc;
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}
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}
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}
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}
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}
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