(7f12d8742) More reliable firesource syncing: instead of just creating a network event when a firesource is created/removed and trusting that the fire behaves deterministically enough to stay in sync between the client and server, create events at 0.5 s intervals when there's fire in a hull. Closes #721
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@@ -257,12 +257,6 @@ namespace Barotrauma
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}
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}
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}
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if (Character.Controlled == character)
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{
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GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
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}
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}
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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@@ -33,7 +33,8 @@ namespace Barotrauma
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//update client hulls if the amount of water has changed by >10%
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//or if oxygen percentage has changed by 5%
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if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f ||
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Math.Abs(lastSentOxygen - OxygenPercentage) > 5f)
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Math.Abs(lastSentOxygen - OxygenPercentage) > 5f ||
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FireSources.Count > 0)
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{
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sendUpdateTimer -= deltaTime;
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if (sendUpdateTimer < 0.0f)
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@@ -417,11 +417,6 @@ namespace Barotrauma
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public void AddFireSource(FireSource fireSource)
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{
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FireSources.Add(fireSource);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !IdFreed)
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{
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GameMain.NetworkMember.CreateEntityEvent(this);
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}
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -589,11 +584,6 @@ namespace Barotrauma
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public void RemoveFire(FireSource fire)
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{
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FireSources.Remove(fire);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !Removed && !IdFreed)
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{
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GameMain.NetworkMember.CreateEntityEvent(this);
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}
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}
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public IEnumerable<Hull> GetConnectedHulls(int? searchDepth)
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