Endworm & moloch immune to bleeding, showing right sub name in save file info, disable charactermode before saving, option to end round when the end of the level is reached, maintain position option in steering
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@@ -181,14 +181,16 @@ namespace Barotrauma.Networking
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if (DateTime.Now > timeOut)
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{
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restRequestHandle.Abort();
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DebugConsole.ThrowError("Couldn't connect to master server (request timed out)");
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registeredToMaster = false;
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DebugConsole.NewMessage("Couldn't connect to master server (request timed out)", Color.Red);
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break;
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//registeredToMaster = false;
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}
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System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms");
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yield return CoroutineStatus.Running;
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}
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System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms");
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yield return CoroutineStatus.Success;
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}
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@@ -198,15 +200,13 @@ namespace Barotrauma.Networking
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if (response.ErrorException != null)
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{
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DebugConsole.ThrowError("Error while registering to master server", response.ErrorException);
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registeredToMaster = false;
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DebugConsole.NewMessage("Error while registering to master server (" + response.ErrorException + ")", Color.Red);
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return;
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}
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if (response.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.NewMessage("Error while reporting to master server (" + response.StatusCode + ": " + response.StatusDescription + ")", Color.Red);
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//registeredToMaster = false;
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return;
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}
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}
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@@ -224,10 +224,14 @@ namespace Barotrauma.Networking
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{
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inGameHUD.Update((float)Physics.step);
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//if all characters dead
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if (AutoRestart &&
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bool isCrewDead =
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ConnectedClients.Find(c => c.Character != null && !c.Character.IsDead)==null &&
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(myCharacter == null || myCharacter.IsDead))
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(myCharacter == null || myCharacter.IsDead);
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//restart if all characters are dead or submarine is at the end of the level
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if ((AutoRestart && isCrewDead)
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||
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(endRoundAtLevelEnd && Submarine.Loaded!=null && Submarine.Loaded.AtEndPosition))
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{
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EndButtonHit(null, null);
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UpdateNetLobby(null,null);
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@@ -284,7 +288,7 @@ namespace Barotrauma.Networking
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{
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if (gameStarted)
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{
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if (myCharacter != null) new NetworkEvent(NetworkEventType.EntityUpdate, myCharacter.ID, false);
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if (myCharacter != null && !myCharacter.IsDead) new NetworkEvent(NetworkEventType.EntityUpdate, myCharacter.ID, false);
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foreach (Character c in Character.CharacterList)
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{
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