Seems like sending a long-winded copy-paste of the traitor greeting message to host when he's still in lobby causes an error: https://cdn.discordapp.com/attachments/386620407035330561/387295192946049025/unknown.png
This is mostly a bugfix
This commit is contained in:
@@ -14,15 +14,15 @@ namespace Barotrauma
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Character = character;
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Character = character;
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}
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}
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public void Greet(GameServer server)
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public void Greet(GameServer server, string codeWords, string codeResponse)
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{
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{
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//Greeting messages TODO: Move this to a function in Traitor class
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//Greeting messages TODO: Move this to a function in Traitor class
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string greetingMessage = "You are the Traitor! Your secret task is to assassinate " + TargetCharacter.Name + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
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string greetingMessage = "You are the Traitor! Your secret task is to assassinate " + TargetCharacter.Name + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
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+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
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+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
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string moreAgentsMessage = "It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. "
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string moreAgentsMessage = "It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. "
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+ "Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.";
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+ "Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.";
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moreAgentsMessage += "\nThe code words are: " + server.TraitorManager.codeWords + ".";
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moreAgentsMessage += "\nThe code words are: " + codeWords + ".";
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moreAgentsMessage += "\nThe code response is: " + server.TraitorManager.codeResponse + ".\n";
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moreAgentsMessage += "\nThe code response is: " + codeResponse + ".\n";
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if (server.Character != Character)
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if (server.Character != Character)
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{
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{
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@@ -35,8 +35,8 @@ namespace Barotrauma
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var msgBox = ChatMessage.Create(
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var msgBox = ChatMessage.Create(
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null,
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null,
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"There might be other agents. Use these to communicate with them." +
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"There might be other agents. Use these to communicate with them." +
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"\nThe code words are: " + server.TraitorManager.codeWords + "." +
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"\nThe code words are: " + codeWords + "." +
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"\nThe code response is: " + server.TraitorManager.codeResponse + ".",
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"\nThe code response is: " + codeResponse + ".",
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(ChatMessageType)ChatMessageType.MessageBox,
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(ChatMessageType)ChatMessageType.MessageBox,
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null);
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null);
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@@ -48,15 +48,12 @@ namespace Barotrauma
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#if CLIENT
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#if CLIENT
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if (server.Character == null)
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if (server.Character == null)
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{
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{
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new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + Character.Name+".");
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new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + TargetCharacter.Name+".");
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}
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}
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else if (server.Character == Character)
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else if (server.Character == Character)
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{
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{
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TraitorManager.CreateStartPopUp(TargetCharacter.Name);
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TraitorManager.CreateStartPopUp(TargetCharacter.Name);
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GameMain.NetworkMember.AddChatMessage(greetingMessage + "\n" + moreAgentsMessage, ChatMessageType.Server);
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GameMain.NetworkMember.AddChatMessage(moreAgentsMessage, ChatMessageType.Server);
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GameMain.NetworkMember.AddChatMessage("There might be other agents. Use these to communicate with them." +
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"\nThe code words are: " + server.TraitorManager.codeWords + "." +
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"\nThe code response is: " + server.TraitorManager.codeResponse + ".", ChatMessageType.MessageBox);
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return;
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return;
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}
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}
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#endif
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#endif
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@@ -141,7 +138,7 @@ namespace Barotrauma
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Character targetCharacter = characters[targetIndex];
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Character targetCharacter = characters[targetIndex];
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traitor.TargetCharacter = targetCharacter;
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traitor.TargetCharacter = targetCharacter;
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traitor.Greet(server);
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traitor.Greet(server, codeWords, codeResponse);
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}
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}
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}
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}
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