- EntitySpawner recursively deletes contained items when an item is deleted
- items in the inventories of the characters inside the shuttle are deleted when resetting the respawn shuttle - fixed host's character not being taken into account when assigning jobs for respawning characters if the host is not respawning
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@@ -98,20 +98,20 @@ namespace Barotrauma
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img.Color = order.Color;
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img.CanBeFocused = false;
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orderListBox.children[characterIndex].ToolTip = "Order: " + order.Name;
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orderListBox.children[characterIndex].ToolTip = "Order: " + order.Name;
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}
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public bool SelectCharacterOrder(GUIComponent component, object selection)
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{
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GameMain.GameSession.CrewManager.commander.ToggleGUIFrame();
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commander.ToggleGUIFrame();
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int orderIndex = orderListBox.children.IndexOf(component);
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if (orderIndex<0 || orderIndex >= listBox.children.Count) return false;
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if (orderIndex < 0 || orderIndex >= listBox.children.Count) return false;
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var characterFrame = listBox.children[orderIndex];
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if (characterFrame == null) return false;
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GameMain.GameSession.CrewManager.commander.SelectCharacter(characterFrame.UserData as Character);
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commander.SelectCharacter(characterFrame.UserData as Character);
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return false;
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}
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@@ -129,7 +129,6 @@ namespace Barotrauma
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commander.UpdateCharacters();
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}
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character.Info.CreateCharacterFrame(listBox, character.Info.Name.Replace(' ', '\n'), character);
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GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 40, 40), Color.Transparent, null, orderListBox);
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@@ -140,21 +139,6 @@ namespace Barotrauma
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var ai = character.AIController as HumanAIController;
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SetCharacterOrder(character, ai.CurrentOrder);
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//string name = character.Info.Name.Replace(' ', '\n');
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//GUITextBlock textBlock = new GUITextBlock(
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// new Rectangle(40, 0, 0, 25),
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// name,
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// Color.Transparent, Color.White,
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// Alignment.Left, Alignment.Left,
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// null, frame, false);
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//textBlock.Font = GUI.SmallFont;
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//textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
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//new GUIImage(new Rectangle(-10, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, frame);
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}
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public void AddToGUIUpdateList()
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@@ -118,12 +118,23 @@ namespace Barotrauma
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removeQueue.Enqueue(entity);
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}
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public void Update()
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public void AddToRemoveQueue(Item item)
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{
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if (GameMain.Client != null) return;
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if (!spawnQueue.Any()) return;
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removeQueue.Enqueue(item);
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if (item.ContainedItems == null) return;
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foreach (Item containedItem in item.ContainedItems)
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{
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if (containedItem != null) AddToRemoveQueue(containedItem);
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}
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}
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public void Update()
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{
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if (GameMain.Client != null) return;
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while (spawnQueue.Count>0)
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{
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var entitySpawnInfo = spawnQueue.Dequeue();
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@@ -1891,6 +1891,10 @@ namespace Barotrauma.Networking
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assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)] = 1;
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}
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}
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else if (myCharacter != null && !myCharacter.IsDead)
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{
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assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)]++;
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}
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//count the clients who already have characters with an assigned job
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foreach (Client c in connectedClients)
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@@ -324,7 +324,8 @@ namespace Barotrauma.Networking
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if (item.body != null && item.body.Enabled && item.ParentInventory == null)
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{
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Item.Spawner.AddToRemoveQueue(item);
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Entity.Spawner.AddToRemoveQueue(item);
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continue;
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}
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item.Condition = 100.0f;
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@@ -362,9 +363,17 @@ namespace Barotrauma.Networking
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if (c.Submarine == respawnShuttle)
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{
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if (Character.Controlled == c) Character.Controlled = null;
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//if (networkMember.Character == c) networkMember.Character = null;
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c.Enabled = false;
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if (c.Inventory != null)
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{
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foreach (Item item in c.Inventory.Items)
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{
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if (item == null) continue;
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Entity.Spawner.AddToRemoveQueue(item);
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}
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}
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c.Kill(CauseOfDeath.Damage, true);
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}
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}
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