Unstable v0.19.3.0

This commit is contained in:
Juan Pablo Arce
2022-09-02 15:10:56 -03:00
parent 28789616bd
commit 3f2c843247
336 changed files with 7152 additions and 7739 deletions
@@ -8,11 +8,6 @@ namespace Barotrauma.Networking
{
partial class RespawnManager : Entity, IServerSerializable
{
/// <summary>
/// How much skills drop towards the job's default skill levels when respawning midround in the campaign
/// </summary>
const float SkillReductionOnCampaignMidroundRespawn = 0.75f;
private DateTime despawnTime;
private float shuttleEmptyTimer;
@@ -444,7 +439,7 @@ namespace Barotrauma.Networking
}
clients[i].Character = character;
character.OwnerClientEndpoint = clients[i].Connection.Endpoint;
character.OwnerClientAddress = clients[i].Connection.Endpoint.Address;
character.OwnerClientName = clients[i].Name;
GameServer.Log(
$"Respawning {GameServer.ClientLogName(clients[i])} ({clients[i].Connection.Endpoint}) as {characterInfos[i].Job.Name}", ServerLog.MessageType.Spawning);
@@ -561,7 +556,7 @@ namespace Barotrauma.Networking
{
var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Identifier == s.Identifier);
if (skillPrefab == null) { continue; }
skill.Level = MathHelper.Lerp(skill.Level, skillPrefab.LevelRange.Start, SkillReductionOnCampaignMidroundRespawn);
skill.Level = MathHelper.Lerp(skill.Level, skillPrefab.LevelRange.End, SkillReductionOnDeath);
}
}
@@ -572,20 +567,20 @@ namespace Barotrauma.Networking
switch (CurrentState)
{
case State.Transporting:
msg.Write(ReturnCountdownStarted);
msg.Write(GameMain.Server.ServerSettings.MaxTransportTime);
msg.Write((float)(ReturnTime - DateTime.Now).TotalSeconds);
msg.WriteBoolean(ReturnCountdownStarted);
msg.WriteSingle(GameMain.Server.ServerSettings.MaxTransportTime);
msg.WriteSingle((float)(ReturnTime - DateTime.Now).TotalSeconds);
break;
case State.Waiting:
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
var matchingData = campaign?.GetClientCharacterData(c);
bool forceSpawnInMainSub = matchingData != null && !matchingData.HasSpawned;
msg.Write((ushort)pendingRespawnCount);
msg.Write((ushort)requiredRespawnCount);
msg.Write(IsRespawnPromptPendingForClient(c));
msg.Write(RespawnCountdownStarted);
msg.Write(forceSpawnInMainSub);
msg.Write((float)(RespawnTime - DateTime.Now).TotalSeconds);
msg.WriteUInt16((ushort)pendingRespawnCount);
msg.WriteUInt16((ushort)requiredRespawnCount);
msg.WriteBoolean(IsRespawnPromptPendingForClient(c));
msg.WriteBoolean(RespawnCountdownStarted);
msg.WriteBoolean(forceSpawnInMainSub);
msg.WriteSingle((float)(RespawnTime - DateTime.Now).TotalSeconds);
break;
case State.Returning:
break;