(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -7,7 +7,7 @@
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enum FileTransferMessageType
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{
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Unknown, Initiate, Data, Cancel
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Unknown, Initiate, Data, TransferOnSameMachine, Cancel
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}
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enum FileTransferType
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@@ -32,11 +32,14 @@ namespace Barotrauma.Networking
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public const float HighPrioCharacterPositionUpdateInterval = 0.0f;
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public const float LowPrioCharacterPositionUpdateInterval = 1.0f;
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//how much the physics body of an item has to move until the server
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//send a position update to clients (in sim units)
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public const float ItemPosUpdateDistance = 2.0f;
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public const float DeleteDisconnectedTime = 10.0f;
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public const float DeleteDisconnectedTime = 20.0f;
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public const float ItemConditionUpdateInterval = 0.15f;
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public const float LevelObjectUpdateInterval = 0.5f;
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public const float HullUpdateInterval = 0.5f;
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public const float HullUpdateDistance = 20000.0f;
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public const int MaxEventPacketsPerUpdate = 4;
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/// <summary>
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/// Interpolates the positional error of a physics body towards zero.
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+2
-9
@@ -58,15 +58,8 @@ namespace Barotrauma.Networking
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eventCount++;
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continue;
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}
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//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
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/*else if (Entity.FindEntityByID(e.Entity.ID) != e.Entity || e.Entity.IdFreed)
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{
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//technically the clients don't have any use for these, but removing events and shifting the IDs of all
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//consecutive ones is so error-prone that I think this is a safer option
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tempBuffer.Write(Entity.NullEntityID);
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tempBuffer.WritePadBits();
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}*/
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else
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if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > MaxEventBufferLength)
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{
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//no more room in this packet
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break;
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