Unstable 0.1400.2.0 (a mimir edition)
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@@ -283,7 +283,7 @@ namespace Barotrauma
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if (extraData != null)
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{
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int min = 0, max = 9;
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const int min = 0, max = 9;
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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@@ -331,6 +331,7 @@ namespace Barotrauma
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case NetEntityEvent.Type.AssignCampaignInteraction:
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msg.WriteRangedInteger(6, min, max);
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msg.Write((byte)CampaignInteractionType);
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msg.Write(RequireConsciousnessForCustomInteract);
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break;
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case NetEntityEvent.Type.ObjectiveManagerState:
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msg.WriteRangedInteger(7, min, max);
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@@ -19,12 +19,10 @@ namespace Barotrauma
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{
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character.WriteSpawnData(msg, character.ID, restrictMessageSize: false);
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msg.Write(terroristCharacters.Contains(character));
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List<Item> characterItems = characterDictionary[character];
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// items must be written in a specific sequence so that child items aren't written before their parents
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msg.Write((ushort)characterItems.Count());
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foreach (Item item in characterItems)
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msg.Write((ushort)characterItems[character].Count());
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foreach (Item item in characterItems[character])
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{
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item.WriteSpawnData(msg, item.ID, item.ParentInventory.Owner?.ID ?? Entity.NullEntityID, 0);
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item.WriteSpawnData(msg, item.ID, item.ParentInventory?.Owner?.ID ?? Entity.NullEntityID, 0);
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}
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}
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}
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@@ -19,12 +19,10 @@ namespace Barotrauma
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foreach (Character character in characters)
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{
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character.WriteSpawnData(msg, character.ID, restrictMessageSize: false);
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List<Item> characterItems = characterDictionary[character];
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// items must be written in a specific sequence so that child items aren't written before their parents
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msg.Write((ushort)characterItems.Count());
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foreach (Item item in characterItems)
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msg.Write((ushort)characterItems[character].Count());
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foreach (Item item in characterItems[character])
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{
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item.WriteSpawnData(msg, item.ID, item.ParentInventory.Owner?.ID ?? Entity.NullEntityID, 0);
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item.WriteSpawnData(msg, item.ID, item.ParentInventory?.Owner?.ID ?? Entity.NullEntityID, 0);
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}
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}
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}
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@@ -260,9 +260,13 @@ namespace Barotrauma
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{
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Submarine.MainSub = leavingSub;
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GameMain.GameSession.Submarine = leavingSub;
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GameMain.GameSession.SubmarineInfo = leavingSub.Info;
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leavingSub.Info.FilePath = System.IO.Path.Combine(SaveUtil.TempPath, leavingSub.Info.Name + ".sub");
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var subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
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GameMain.GameSession.OwnedSubmarines.Add(leavingSub.Info);
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foreach (Submarine sub in subsToLeaveBehind)
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{
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GameMain.GameSession.OwnedSubmarines.RemoveAll(s => s != leavingSub.Info && s.Name == sub.Info.Name);
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MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
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LinkedSubmarine.CreateDummy(leavingSub, sub);
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}
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