Ingame syncing kinda works

Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
This commit is contained in:
juanjp600
2017-06-20 22:28:18 -03:00
parent 7003214847
commit 0740579f62
25 changed files with 109 additions and 43 deletions
@@ -505,8 +505,6 @@ namespace Barotrauma
protected Character(string file, Vector2 position, CharacterInfo characterInfo = null, bool isRemotePlayer = false)
: base(null)
{
keys = new Key[Enum.GetNames(typeof(InputType)).Length];
ConfigPath = file;
selectedItems = new Item[2];
@@ -899,8 +897,8 @@ namespace Barotrauma
}
}
if (IsRemotePlayer)
if (IsRemotePlayer && keys!=null)
{
foreach (Key key in keys)
{
@@ -1726,9 +1724,9 @@ namespace Barotrauma
{
GameMain.GameSession.CrewManager.characters.Remove(this);
}
#endif
if (GameMain.Client != null && GameMain.Client.Character == this) GameMain.Client.Character = null;
#endif
if (aiTarget != null) aiTarget.Remove();
@@ -401,7 +401,7 @@ namespace Barotrauma
attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
}
else
else if (keys != null)
{
aiming = keys[(int)InputType.Aim].GetHeldQueue;
use = keys[(int)InputType.Use].GetHeldQueue;