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

View File

@@ -1185,6 +1185,7 @@ namespace Barotrauma.Networking
#endif
}
#if CLIENT
if (characterInfo != null && hostTeam == teamID)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
@@ -1192,10 +1193,10 @@ namespace Barotrauma.Networking
myCharacter.TeamID = (byte)teamID;
Character.Controlled = myCharacter;
#if CLIENT
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
#endif
}
#endif
}
@@ -1247,7 +1248,7 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.GameScreen.Select();
AddChatMessage("Press TAB to chat. Use ''r;'' to talk through the radio.", ChatMessageType.Server);
AddChatMessage("Press TAB to chat. Use \"r;\" to talk through the radio.", ChatMessageType.Server);
GameMain.NetLobbyScreen.StartButtonEnabled = true;
@@ -1336,12 +1337,13 @@ namespace Barotrauma.Networking
if (SaveServerLogs) log.Save();
Character.Controlled = null;
myCharacter = null;
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
#if CLIENT
myCharacter = null;
GameMain.LightManager.LosEnabled = false;
#endif
entityEventManager.Clear();
foreach (Client c in connectedClients)
{