(537240172) Fixed RuinGenerator using unsynced random when doing connections between ruin entities. I don't think there are any assemblies atm that use this type of connections, but if there were, the connections might've differed between clients/server.
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@@ -894,6 +894,75 @@ namespace Barotrauma
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return configFile;
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}
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private static IEnumerable<string> characterConfigFiles;
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private static IEnumerable<string> CharacterConfigFiles
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{
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#if SERVER
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if (GameMain.Server != null && IsRemotePlayer)
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{
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if (characterConfigFiles == null)
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{
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case InputType.Left:
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return !(dequeuedInput.HasFlag(InputNetFlags.Left)) && (prevDequeuedInput.HasFlag(InputNetFlags.Left));
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case InputType.Right:
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return !(dequeuedInput.HasFlag(InputNetFlags.Right)) && (prevDequeuedInput.HasFlag(InputNetFlags.Right));
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case InputType.Up:
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return !(dequeuedInput.HasFlag(InputNetFlags.Up)) && (prevDequeuedInput.HasFlag(InputNetFlags.Up));
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case InputType.Down:
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return !(dequeuedInput.HasFlag(InputNetFlags.Down)) && (prevDequeuedInput.HasFlag(InputNetFlags.Down));
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case InputType.Run:
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return !(dequeuedInput.HasFlag(InputNetFlags.Run)) && (prevDequeuedInput.HasFlag(InputNetFlags.Run));
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case InputType.Crouch:
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return !(dequeuedInput.HasFlag(InputNetFlags.Crouch)) && (prevDequeuedInput.HasFlag(InputNetFlags.Crouch));
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case InputType.Select:
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return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
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case InputType.Deselect:
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return dequeuedInput.HasFlag(InputNetFlags.Deselect);
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case InputType.Health:
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return dequeuedInput.HasFlag(InputNetFlags.Health);
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case InputType.Grab:
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return dequeuedInput.HasFlag(InputNetFlags.Grab);
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case InputType.Use:
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return !(dequeuedInput.HasFlag(InputNetFlags.Use)) && (prevDequeuedInput.HasFlag(InputNetFlags.Use));
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case InputType.Shoot:
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return !(dequeuedInput.HasFlag(InputNetFlags.Shoot)) && (prevDequeuedInput.HasFlag(InputNetFlags.Shoot));
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case InputType.Ragdoll:
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return !(dequeuedInput.HasFlag(InputNetFlags.Ragdoll)) && (prevDequeuedInput.HasFlag(InputNetFlags.Ragdoll));
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default:
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return false;
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}
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return characterConfigFiles;
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}
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}
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/// <summary>
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/// Searches for a character config file from all currently selected content packages,
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/// or from a specific package if the contentPackage parameter is given.
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/// </summary>
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public static string GetConfigFile(string speciesName, ContentPackage contentPackage = null)
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{
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string configFile = null;
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if (contentPackage == null)
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{
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configFile = GameMain.Instance.GetFilesOfType(ContentType.Character)
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.FirstOrDefault(c => Path.GetFileName(c).ToLowerInvariant() == $"{speciesName.ToLowerInvariant()}.xml");
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}
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else
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{
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configFile = contentPackage.GetFilesOfType(ContentType.Character)?
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.FirstOrDefault(c => Path.GetFileName(c).ToLowerInvariant() == $"{speciesName.ToLowerInvariant()}.xml");
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}
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#endif
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if (configFile == null)
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{
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DebugConsole.ThrowError($"Couldn't find a config file for {speciesName} from the selected content packages!");
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DebugConsole.ThrowError($"(The config file must end with \"{speciesName}.xml\")");
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return string.Empty;
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}
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return configFile;
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}
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private static IEnumerable<string> characterConfigFiles;
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private static IEnumerable<string> CharacterConfigFiles
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{
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@@ -1466,13 +1535,6 @@ namespace Barotrauma
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ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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var rightFoot = AnimController.GetLimb(LimbType.RightFoot);
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if (rightFoot != null)
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{
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float footAfflictionStrength = CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
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speed *= MathHelper.Lerp(1.0f, 0.4f, MathHelper.Clamp(footAfflictionStrength / 80.0f, 0.0f, 1.0f));
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}
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return speed;
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}
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@@ -1022,12 +1022,12 @@ namespace Barotrauma.RuinGeneration
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{
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targetEntity = ruinEntities.GetRandom(e =>
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e.Room == targetRoom &&
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e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier)?.Entity;
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e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier, Rand.RandSync.Server)?.Entity;
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}
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}
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else
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{
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targetEntity = ruinEntities.GetRandom(e => e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier)?.Entity;
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targetEntity = ruinEntities.GetRandom(e => e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier, Rand.RandSync.Server)?.Entity;
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}
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if (targetEntity == null) continue;
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