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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@@ -64,6 +64,8 @@ namespace Barotrauma.Networking
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public bool Sent;
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public string StackTrace;
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private double createTime;
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public double CreateTime
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{
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@@ -76,6 +78,8 @@ namespace Barotrauma.Networking
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serializable = entity;
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createTime = Timing.TotalTime;
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StackTrace = Environment.StackTrace.ToString();
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}
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public void Write(NetBuffer msg, Client recipient)
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@@ -137,7 +137,7 @@ namespace Barotrauma.Networking
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "!", e);
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DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "\"!", e);
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}
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}
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@@ -232,6 +232,7 @@ namespace Barotrauma.Networking
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msg.Write(client.UnreceivedEntityEventCount);
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msg.Write(client.FirstNewEventID);
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//DebugConsole.NewMessage(eventsToSync[0].ID.ToString(), Microsoft.Xna.Framework.Color.Yellow);
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Write(msg, eventsToSync, client);
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}
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else
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