- host can respawn
- respawn info texts - camera clamped to the the upper edge of the level - fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
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@@ -413,6 +413,11 @@ namespace Barotrauma.Networking
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reliableChannel.Update(deltaTime);
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if (gameStarted && respawnManager != null)
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{
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respawnManager.Update(deltaTime);
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}
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if (updateTimer > DateTime.Now) return;
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if (myCharacter != null)
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@@ -730,6 +735,8 @@ namespace Barotrauma.Networking
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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respawnManager = null;
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float endPreviewLength = 10.0f;
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if (Screen.Selected == GameMain.GameScreen)
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@@ -779,11 +786,6 @@ namespace Barotrauma.Networking
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if (fileStreamReceiver != null &&
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(fileStreamReceiver.Status == FileTransferStatus.Receiving || fileStreamReceiver.Status == FileTransferStatus.NotStarted))
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{
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//Vector2 pos = Screen.Selected == GameMain.NetLobbyScreen ?
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// new Vector2(GameMain.NetLobbyScreen.SubList.Rect.X, GameMain.NetLobbyScreen.SubList.Rect.Bottom+5) : new Vector2(GameMain.GraphicsWidth / 2 - 200, 10);
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Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2 - 130, GameMain.NetLobbyScreen.InfoFrame.Rect.Y / 2 - 15);
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GUI.DrawString(spriteBatch,
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@@ -804,6 +806,16 @@ namespace Barotrauma.Networking
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}
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}
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if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting &&
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myCharacter != null && myCharacter.IsDead)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
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"Respawning in " + (int)respawnManager.RespawnTimer + " s",
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Color.White, null, 0, GUI.SmallFont);
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}
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if (!GameMain.DebugDraw) return;
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int width = 200, height = 300;
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