Renaming fields in the Client class for consistency

This commit is contained in:
Joonas Rikkonen
2017-11-23 20:43:22 +02:00
parent 4689bec441
commit 1c09f757a2
14 changed files with 197 additions and 189 deletions
@@ -111,7 +111,7 @@ namespace Barotrauma.Networking
private List<Client> GetClientsToRespawn()
{
return networkMember.ConnectedClients.FindAll(c =>
c.inGame &&
c.InGame &&
(!c.SpectateOnly || !((GameServer)networkMember).AllowSpectating) &&
(c.Character == null || c.Character.IsDead));
}
@@ -408,10 +408,10 @@ namespace Barotrauma.Networking
//all characters are in Team 1 in game modes/missions with only one team.
//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
c.TeamID = 1;
if (c.characterInfo == null) c.characterInfo = new CharacterInfo(Character.HumanConfigFile, c.name);
if (c.CharacterInfo == null) c.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, c.Name);
}
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
if (server.Character != null && server.Character.IsDead)
{
characterInfos.Add(server.CharacterInfo);
@@ -420,7 +420,7 @@ namespace Barotrauma.Networking
server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
foreach (Client c in clients)
{
c.characterInfo.Job = new Job(c.assignedJob);
c.CharacterInfo.Job = new Job(c.AssignedJob);
}
//the spawnpoints where the characters will spawn
@@ -460,7 +460,7 @@ namespace Barotrauma.Networking
{
#endif
clients[i].Character = character;
GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
#if CLIENT
}