- converting NetworkEvent sending time to local time before doing any comparisons
- using mersenne twister for random number generation due to differences in Mono and .NET implementations of the Random library - password prompt for password-protected private servers - fixed deconstructor, fabricator and railgun connection panels closing immediately after opening - fixed editor saving newly created subs to the root folder instead of the Submarines folder - keeping items in the same inventory slots between clients instead of just syncing which items are in the inventory - fixed crashing when swapping items between different limbslots
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@@ -104,7 +104,7 @@ namespace Barotrauma
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return true;
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}
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public virtual bool TryPutItem(Item item, int i, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool createNetworkEvent)
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{
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if (Owner == null) return false;
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if (CanBePut(item,i))
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@@ -274,7 +274,7 @@ namespace Barotrauma
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}
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//selectedSlot = slotIndex;
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TryPutItem(draggingItem, slotIndex);
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TryPutItem(draggingItem, slotIndex, true, true);
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draggingItem = null;
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}
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@@ -351,11 +351,9 @@ namespace Barotrauma
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public virtual bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
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{
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var foundItems = Array.FindAll(Items, i => i != null);
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message.Write((byte)foundItems.Count());
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foreach (Item item in foundItems)
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for (int i = 0; i < capacity; i++)
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{
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message.Write((ushort)item.ID);
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message.Write((ushort)(Items[i]==null ? 0 : Items[i].ID));
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}
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return true;
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@@ -368,31 +366,21 @@ namespace Barotrauma
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List<ushort> newItemIDs = new List<ushort>();
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List<Item> droppedItems = new List<Item>();
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List<Item> prevItems = new List<Item>(Items);
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byte count = message.ReadByte();
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for (int i = 0; i<count; i++)
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{
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newItemIDs.Add(message.ReadUInt16());
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}
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == null) continue;
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if (!newItemIDs.Contains(Items[i].ID))
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ushort itemId = message.ReadUInt16();
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if (itemId==0)
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{
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droppedItems.Add(Items[i]);
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Items[i].Drop(null, false);
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continue;
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if (Items[i] != null) Items[i].Drop();
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}
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}
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foreach (ushort itemId in newItemIDs)
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{
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Item item = Entity.FindEntityByID(itemId) as Item;
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if (item == null) continue;
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else
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{
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var item = Entity.FindEntityByID(itemId) as Item;
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if (item == null) continue;
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TryPutItem(item, item.AllowedSlots, false);
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if (droppedItems.Contains(item)) droppedItems.Remove(item);
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TryPutItem(item, i, true, false);
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}
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}
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lastUpdate = sendingTime;
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