A bunch of fixes to syncing clients who join mid-round:
- syncing items spawned/removed mid-round - syncing characters spawned mid-round (through the console or by respawning) - making sure that item IDs of the spawned characters match - syncing wall damage
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@@ -385,6 +385,31 @@ namespace Barotrauma.Networking
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"Votes (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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}
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}
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if (respawnManager != null)
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{
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string respawnInfo = "";
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if (respawnManager.CurrentState == RespawnManager.State.Waiting &&
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respawnManager.CountdownStarted &&
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myCharacter != null && myCharacter.IsDead)
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{
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respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawning in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
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}
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else if (respawnManager.CurrentState == RespawnManager.State.Transporting)
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{
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respawnInfo = respawnManager.TransportTimer <= 0.0f ? "" : "Shuttle leaving in " + ToolBox.SecondsToReadableTime(respawnManager.TransportTimer);
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}
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if (!string.IsNullOrEmpty(respawnInfo))
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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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respawnInfo, Color.White, null, 0, GUI.SmallFont);
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}
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}
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}
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public virtual bool SelectCrewCharacter(GUIComponent component, object obj)
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