(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -15,6 +15,8 @@ namespace Barotrauma
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private bool networkUpdateSent;
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private double LastInputTime;
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public float GetPositionUpdateInterval(Client recipient)
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{
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if (!Enabled) { return 1000.0f; }
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@@ -61,6 +63,15 @@ namespace Barotrauma
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else if (memInput.Count == 0)
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{
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AnimController.Frozen = true;
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if (Timing.TotalTime > LastInputTime + 0.5)
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{
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//no inputs have been received in 0.5 seconds, reset input
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//(if there's a temporary network hiccup that prevents us from receiving inputs, we assume the inputs haven't changed,
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//but if it takes too long, for example due to a client crashing/disconnecting, we don't want to keep the character
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//firing a welding tool or whatever else they were doing until the kill disconnect timer kicks in)
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prevDequeuedInput = dequeuedInput =
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dequeuedInput.HasFlag(InputNetFlags.FacingLeft) ? InputNetFlags.FacingLeft : InputNetFlags.None;
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}
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}
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else
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{
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@@ -190,6 +201,7 @@ namespace Barotrauma
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networkUpdateID = (ushort)(networkUpdateID - i)
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};
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memInput.Insert(i, newMem);
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LastInputTime = Timing.TotalTime;
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}
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}
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