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