Unstable 0.1400.7.0 (Coronavirus edition)
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@@ -10,8 +10,8 @@ namespace Barotrauma
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[Serialize("", true)]
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public string NPCTag { get; set; }
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[Serialize(0, true)]
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public int TeamTag { get; set; }
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[Serialize(CharacterTeamType.None, true)]
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public CharacterTeamType TeamTag { get; set; }
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[Serialize(false, true)]
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public bool AddToCrew { get; set; }
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@@ -29,11 +29,10 @@ namespace Barotrauma
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affectedNpcs = ParentEvent.GetTargets(NPCTag).Where(c => c is Character).Select(c => c as Character).ToList();
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foreach (var npc in affectedNpcs)
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{
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CharacterTeamType newTeam = (CharacterTeamType)TeamTag;
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// characters will still remain on friendlyNPC team for rest of the tick
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npc.SetOriginalTeam(newTeam);
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npc.SetOriginalTeam(TeamTag);
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if (AddToCrew && (newTeam == CharacterTeamType.Team1 || newTeam == CharacterTeamType.Team2))
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if (AddToCrew && (TeamTag == CharacterTeamType.Team1 || TeamTag == CharacterTeamType.Team2))
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{
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npc.Info.StartItemsGiven = true;
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@@ -44,11 +43,11 @@ namespace Barotrauma
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var wifiComponent = item.GetComponent<Items.Components.WifiComponent>();
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if (wifiComponent != null)
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{
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wifiComponent.TeamID = newTeam;
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wifiComponent.TeamID = TeamTag;
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}
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}
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#if SERVER
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GameMain.NetworkMember.CreateEntityEvent(npc, new object[] { NetEntityEvent.Type.AddToCrew, newTeam, npc.Inventory.AllItems.Select(it => it.ID).ToArray() });
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GameMain.NetworkMember.CreateEntityEvent(npc, new object[] { NetEntityEvent.Type.AddToCrew, TeamTag, npc.Inventory.AllItems.Select(it => it.ID).ToArray() });
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#endif
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}
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}
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