Dockingport power wire is connected to a free wire slot instead of the last slot, submarines above the top of the level (i.e. respawn shuttle) aren't shown on sonar, underwater scooter for each respawned player
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@@ -182,7 +182,7 @@ namespace Barotrauma.Networking
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private void UpdateTransporting(float deltaTime)
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{
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//shuttleTransportTimer -= deltaTime;
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shuttleTransportTimer -= deltaTime;
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if (shuttleReturnTimer + deltaTime > 15.0f && shuttleReturnTimer <= 15.0f &&
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networkMember.Character != null &&
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@@ -401,7 +401,8 @@ namespace Barotrauma.Networking
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var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
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ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
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ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
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ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
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ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
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var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
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@@ -428,25 +429,25 @@ namespace Barotrauma.Networking
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{
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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var scooter = new Item(scooterPrefab, pos, respawnShuttle);
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divingSuit.Combine(oxyTank);
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spawnedItems.Add(divingSuit);
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spawnedItems.Add(oxyTank);
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spawnedItems.Add(scooter);
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Item.Spawner.AddToSpawnedList(divingSuit);
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Item.Spawner.AddToSpawnedList(oxyTank);
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Item.Spawner.AddToSpawnedList(scooter);
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}
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character.GiveJobItems(waypoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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server.SendRespawnManagerMsg(spawnedCharacters, spawnedItems);
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}
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