Submarine position is synced using the same logic as the characters, AICharacter position syncing
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@@ -231,8 +231,8 @@ namespace Barotrauma.Networking
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if (updateReturnTimer > 10.0f)
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{
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updateReturnTimer = 0.0f;
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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shuttleSteering.AutoPilot = true;
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shuttleSteering.MaintainPos = false;
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@@ -302,7 +302,7 @@ namespace Barotrauma.Networking
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private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
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{
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respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);
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while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
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{
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@@ -313,7 +313,7 @@ namespace Barotrauma.Networking
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if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
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}
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody);
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yield return CoroutineStatus.Success;
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}
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@@ -378,7 +378,7 @@ namespace Barotrauma.Networking
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respawnShuttle.Velocity = Vector2.Zero;
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respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
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respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody);
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}
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