Networking bugfixes, underwater scooter, fixed limbs going through walls when flipping the ragdoll
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@@ -460,11 +460,13 @@ namespace Barotrauma.Networking
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case (byte)PacketTypes.Vote:
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Voting.RegisterVote(inc, ConnectedClients);
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break;
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case (byte)PacketTypes.Spectate:
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case (byte)PacketTypes.SpectateRequest:
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if (gameStarted)
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{
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
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server.SendMessage(startMessage, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered);
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dataSender.Spectating = true;
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}
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break;
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}
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@@ -674,9 +676,6 @@ namespace Barotrauma.Networking
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode);
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed);
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
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SendMessage(startMessage, NetDeliveryMethod.ReliableUnordered);
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yield return CoroutineStatus.Running;
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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@@ -717,6 +716,10 @@ namespace Barotrauma.Networking
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myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
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}
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
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SendMessage(startMessage, NetDeliveryMethod.ReliableUnordered);
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yield return CoroutineStatus.Running;
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UpdateCrewFrame();
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@@ -761,7 +764,7 @@ namespace Barotrauma.Networking
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if (myCharacter != null)
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{
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msg.Write(-1);
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WriteCharacterData(msg, myCharacter.Info.Name, Character.Controlled);
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WriteCharacterData(msg, myCharacter.Info.Name, myCharacter);
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}
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return msg;
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@@ -799,6 +802,7 @@ namespace Barotrauma.Networking
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foreach (Client client in ConnectedClients)
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{
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client.Spectating = false;
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client.Character = null;
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client.inGame = false;
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}
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@@ -1328,6 +1332,8 @@ namespace Barotrauma.Networking
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public List<JobPrefab> jobPreferences;
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public JobPrefab assignedJob;
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public bool Spectating;
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public ReliableChannel ReliableChannel;
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public float deleteDisconnectedTimer;
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