Fixed server end cinematic, bugfix in submarine position syncing, CharacterIgnoreDistance bugfix, readded crew button to multiplayer, searching a path out of the sub
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@@ -78,7 +78,7 @@ namespace Barotrauma
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//{
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//if (RefLimb.ignoreCollisions) continue;
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if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
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//if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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@@ -94,15 +94,15 @@ namespace Barotrauma
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aiController.FillNetworkData(message);
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return true;
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case NetworkEventType.EntityUpdate:
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if (Submarine == null)
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{
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if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
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//if (Submarine == null)
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//{
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// if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
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}
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else
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{
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if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
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}
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//}
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//else
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//{
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// if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
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//}
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message.Write(AnimController.TargetDir == Direction.Right);
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