separated Lua source by client, server and shared
github desktop bugged
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@@ -3096,6 +3096,22 @@ namespace Barotrauma
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NewMessage("Level seed: " + Level.Loaded.Seed);
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}
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});
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commands.Add(new Command("lua_cl", "lua_cl: runs a string on the client", (string[] args) =>
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{
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if (GameMain.Client != null)
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GameMain.Lua.DoString(string.Join(" ", args));
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else
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ThrowError("Client not connected to any server.");
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}));
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commands.Add(new Command("reloadlua_cl", "reloads lua on the client", (string[] args) =>
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{
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if (GameMain.Client != null)
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GameMain.Lua.Initialize();
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else
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ThrowError("Client not connected to any server.");
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}));
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}
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private static void ReloadWearables(Character character, int variant = 0)
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@@ -23,6 +23,8 @@ namespace Barotrauma
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{
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class GameMain : Game
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{
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public static LuaSetup Lua;
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public static bool ShowFPS = false;
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public static bool ShowPerf = false;
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public static bool DebugDraw;
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@@ -210,6 +212,8 @@ namespace Barotrauma
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Config = new GameSettings();
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Lua = new LuaSetup();
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Md5Hash.LoadCache();
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ConsoleArguments = args;
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@@ -393,6 +393,8 @@ namespace Barotrauma.Networking
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{
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GameMain.NetLobbyScreen.ChatInput.Enabled = true;
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}
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GameMain.Lua.Initialize();
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};
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clientPeer.OnRequestPassword = (int salt, int retries) =>
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{
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@@ -2690,6 +2692,8 @@ namespace Barotrauma.Networking
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public override void Disconnect()
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{
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GameMain.Lua.Stop();
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allowReconnect = false;
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if (clientPeer is SteamP2PClientPeer || clientPeer is SteamP2POwnerPeer)
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