2f107db...5202af9
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@@ -70,11 +70,12 @@ namespace Barotrauma
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if (GameMain.NetworkMember != null)
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{
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List<string> monsterNames = GameMain.NetworkMember.monsterEnabled.Keys.ToList();
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List<string> monsterNames = GameMain.NetworkMember.ServerSettings.MonsterEnabled.Keys.ToList();
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string tryKey = monsterNames.Find(s => characterFileName == s.ToLower());
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if (!string.IsNullOrWhiteSpace(tryKey))
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{
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if (!GameMain.NetworkMember.monsterEnabled[tryKey]) disallowed = true; //spawn was disallowed by host
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if (!GameMain.NetworkMember.ServerSettings.MonsterEnabled[tryKey]) disallowed = true; //spawn was disallowed by host
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}
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}
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}
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@@ -161,7 +162,7 @@ namespace Barotrauma
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//only found a spawnpos that's very far from the sub, pick one that's closer
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//and wait for the sub to move further before spawning
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if (closestDist > 10000.0f * 10000.0f)
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if (closestDist > 15000.0f * 15000.0f)
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{
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foreach (Vector2 position in availablePositions)
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{
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@@ -192,8 +193,8 @@ namespace Barotrauma
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private float GetMinDistanceToSub(Submarine submarine)
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{
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//12000 units is slightly more than the default range of the sonar
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return Math.Max(Math.Max(submarine.Borders.Width, submarine.Borders.Height), 12000.0f);
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//9000 units is slightly less than the default range of the sonar
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return Math.Max(Math.Max(submarine.Borders.Width, submarine.Borders.Height), 9000.0f);
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}
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public override void Update(float deltaTime)
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@@ -224,16 +225,23 @@ namespace Barotrauma
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for (int i = 0; i < amount; i++)
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{
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bool isClient = false;
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#if CLIENT
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isClient = GameMain.Client != null;
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#endif
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monsters[i] = Character.Create(
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characterFile, spawnPos + Rand.Vector(100.0f, Rand.RandSync.Server),
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i.ToString(), null, GameMain.Client != null, true, true);
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i.ToString(), null, isClient, true, true);
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}
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spawnPending = false;
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}
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Entity targetEntity = Character.Controlled != null ?
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(Entity)Character.Controlled : Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
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Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
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#if CLIENT
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if (Character.Controlled != null) targetEntity = (Entity)Character.Controlled;
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#endif
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bool monstersDead = true;
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foreach (Character monster in monsters)
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