(68f3eb5ff) Fixed clients reading character events incorrectly if a character has selected another character, but a client doesn't know about the selected character being spawned yet.
This commit is contained in:
@@ -152,6 +152,32 @@ namespace Barotrauma
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}
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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}
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}
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
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if (body.UserData is Limb limb && character.Stun <= 0f)
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{
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if (impact > 3.0f) { PlayImpactSound(limb); }
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}
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else if (body.UserData is Limb || body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer && impact > ImpactTolerance)
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{
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SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
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}
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}
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if (Character.Controlled == character)
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{
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GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
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}
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}
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if (character.MemState.Count < 1) return;
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overrideTargetMovement = Vector2.Zero;
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@@ -206,7 +206,7 @@ namespace Barotrauma
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ushort itemID = msg.ReadUInt16();
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selectedCharacter = FindEntityByID(characterID) as Character;
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selectedItem = FindEntityByID(itemID) as Item;
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if (selectedCharacter != null)
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if (characterID != NullEntityID)
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{
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bool doingCpr = msg.ReadBoolean();
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if (doingCpr && SelectedCharacter != null)
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@@ -774,6 +774,8 @@ namespace Barotrauma
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private GUILayoutGroup subPreviewContainer;
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private GUILayoutGroup subPreviewContainer;
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private GUIButton loadGameButton;
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public Action<Submarine, string, string> StartNewGame;
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@@ -74,36 +74,6 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -949,6 +949,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -1145,6 +1145,15 @@ namespace Barotrauma
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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if (speedMultipliers.Count == 0) return 1f;
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@@ -886,6 +886,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2 SteeringInput
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{
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get { return steeringInput; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
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steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
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}
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}
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public SteeringPath SteeringPath
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{
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if (!CanBeSelected) return false;
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@@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components
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set { posToMaintain = value; }
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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@@ -1139,6 +1139,38 @@ namespace Barotrauma
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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FindHull();
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub == null)
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{
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body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub != null && Submarine != prevSub)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
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Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
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{
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body.LinearVelocity = new Vector2(
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MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
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MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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@@ -83,6 +83,27 @@ namespace Barotrauma
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public readonly List<Gap> ConnectedGaps = new List<Gap>();
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public readonly List<Gap> ConnectedGaps = new List<Gap>();
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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