Refactor and fix #56
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@@ -25,7 +25,7 @@ namespace Barotrauma.Networking
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MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
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foreach (Client c in networkMember.ConnectedClients)
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{
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if (GameMain.LuaCs.game.overrideRespawnSub)
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if (GameMain.LuaCs.Game.overrideRespawnSub)
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continue;
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if (!c.InGame) { continue; }
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@@ -125,7 +125,7 @@ namespace Barotrauma.Networking
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private bool ShouldStartRespawnCountdown(int characterToRespawnCount)
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{
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if (GameMain.LuaCs.game.overrideRespawnSub)
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if (GameMain.LuaCs.Game.overrideRespawnSub)
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{
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characterToRespawnCount = 0;
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}
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@@ -136,7 +136,7 @@ namespace Barotrauma.Networking
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{
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if (RespawnShuttle != null)
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{
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if (!GameMain.LuaCs.game.overrideRespawnSub)
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if (!GameMain.LuaCs.Game.overrideRespawnSub)
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{
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RespawnShuttle.Velocity = Vector2.Zero;
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}
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@@ -185,7 +185,7 @@ namespace Barotrauma.Networking
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{
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if (RespawnShuttle != null)
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{
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if (GameMain.LuaCs.game.overrideRespawnSub)
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if (GameMain.LuaCs.Game.overrideRespawnSub)
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{
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CurrentState = State.Waiting;
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}
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@@ -206,7 +206,7 @@ namespace Barotrauma.Networking
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Vector2 spawnPos = FindSpawnPos();
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if (!GameMain.LuaCs.game.overrideRespawnSub)
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if (!GameMain.LuaCs.Game.overrideRespawnSub)
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{
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RespawnCharacters(spawnPos);
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}
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