- 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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@@ -850,6 +850,10 @@ namespace Barotrauma.Networking
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//save "normal" events again
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existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
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}
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yield return new WaitForSeconds(0.1f);
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sender.inGame = true;
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yield return CoroutineStatus.Success;
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}
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@@ -1102,6 +1106,8 @@ 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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gameStarted = false;
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if (connectedClients.Count > 0)
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@@ -1144,7 +1150,7 @@ namespace Barotrauma.Networking
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}
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public void RespawnClients()
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public void SendRespawnManagerMsg()
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{
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NetOutgoingMessage msg = server.CreateMessage();
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respawnManager.WriteNetworkEvent(msg);
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@@ -1342,6 +1348,14 @@ namespace Barotrauma.Networking
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log.LogFrame.Draw(spriteBatch);
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}
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if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting && respawnManager.CountdownStarted)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(GameMain.GraphicsWidth - 500.0f, 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 (!ShowNetStats) return;
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int width = 200, height = 300;
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