From 4a37dab3ca15b56e32559e82c8a927fb0a079ce4 Mon Sep 17 00:00:00 2001 From: Regalis Date: Tue, 14 Mar 2017 19:50:40 +0200 Subject: [PATCH] Fixed hosts character being taken into account in both teams' job assignment --- Subsurface/Source/Networking/GameServer.cs | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/Subsurface/Source/Networking/GameServer.cs b/Subsurface/Source/Networking/GameServer.cs index 8dd2e727b..1be5e1019 100644 --- a/Subsurface/Source/Networking/GameServer.cs +++ b/Subsurface/Source/Networking/GameServer.cs @@ -1879,13 +1879,16 @@ namespace Barotrauma.Networking int[] assignedClientCount = new int[JobPrefab.List.Count]; - if (characterInfo != null && assignHost) + if (assignHost) { - assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])] = 1; - } - else if (myCharacter != null && !myCharacter.IsDead) - { - assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)] = 1; + if (characterInfo != null) + { + assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])] = 1; + } + else if (myCharacter != null && !myCharacter.IsDead) + { + assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)] = 1; + } } //count the clients who already have characters with an assigned job