Banning players, networkevent refactoring, wire syncing bugfixes, wrenches can be used as a melee weapon, proper error message for invalid IPs, drawing held items in correct position, fixed client crashing if sending a chatmessage while connection is lost
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@@ -125,10 +125,9 @@ namespace Barotrauma.Items.Components
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{
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Wire[] wires = Array.FindAll(c.Wires, w => w != null);
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message.Write((byte)wires.Length);
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for (int i = 0 ; i < c.Wires.Length; i++)
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for (int i = 0 ; i < wires.Length; i++)
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{
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if (c.Wires[i] == null) continue;
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message.Write(c.Wires[i].Item.ID);
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message.Write(wires[i].Item.ID);
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}
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}
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}
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@@ -140,26 +139,22 @@ namespace Barotrauma.Items.Components
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{
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//int wireCount = c.Wires.Length;
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c.ClearConnections();
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try
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byte wireCount = message.ReadByte();
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for (int i = 0; i < wireCount; i++)
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{
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byte wireCount = message.ReadByte();
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for (int i = 0; i < wireCount; i++)
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{
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ushort wireId = message.ReadUInt16();
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ushort wireId = message.ReadUInt16();
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Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
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if (wireItem == null) continue;
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Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
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if (wireItem == null) continue;
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent == null) continue;
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent == null) continue;
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c.Wires[i] = wireComponent;
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wireComponent.Connect(c, false);
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}
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c.Wires[i] = wireComponent;
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wireComponent.Connect(c, false);
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}
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catch { }
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}
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}
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}
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