Multiplayer fixes
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@@ -42,7 +42,6 @@ namespace Barotrauma
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public AICharacter(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
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: base(file, position, characterInfo, isNetworkPlayer)
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{
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if (GameMain.Client != null && GameMain.Server == null) Enabled = false;
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}
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public void SetAI(AIController aiController)
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@@ -98,10 +97,10 @@ namespace Barotrauma
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//{
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//if (RefLimb.ignoreCollisions) continue;
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if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
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if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
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message.WriteRangedSingle(AnimController.RefLimb.SimPosition.X, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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message.WriteRangedSingle(AnimController.RefLimb.SimPosition.Y, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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message.Write(AnimController.RefLimb.Rotation);
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@@ -114,14 +113,14 @@ namespace Barotrauma
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aiController.FillNetworkData(message);
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return true;
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case NetworkEventType.EntityUpdate:
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if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
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if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
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message.Write(AnimController.TargetDir == Direction.Right);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
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message.WriteRangedSingle(AnimController.RefLimb.SimPosition.X, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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message.WriteRangedSingle(AnimController.RefLimb.SimPosition.Y, -NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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return true;
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}
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@@ -149,8 +148,8 @@ namespace Barotrauma
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try
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{
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limbPos.X = message.ReadRangedSingle(-NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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limbPos.Y = message.ReadRangedSingle(-NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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limbPos.X = message.ReadFloat();
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limbPos.Y = message.ReadFloat();
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rotation = message.ReadFloat();
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}
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@@ -196,8 +195,8 @@ namespace Barotrauma
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targetMovement.X = message.ReadRangedSingle(-1.0f, 1.0f, 8);
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targetMovement.Y = message.ReadRangedSingle(-1.0f, 1.0f, 8);
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pos.X = message.ReadRangedSingle(-NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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pos.Y = message.ReadRangedSingle(-NetConfig.CharacterIgnoreDistance, NetConfig.CharacterIgnoreDistance, 16);
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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//vel.X = message.ReadFloat();
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//vel.Y = message.ReadFloat();
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