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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@@ -467,11 +467,16 @@ namespace Barotrauma
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GUI.Style, Alignment.TopLeft, Alignment.TopLeft,
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playerFrameInner, false, GUI.LargeFont);
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var kickButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Kick", Alignment.BottomLeft, GUI.Style, playerFrameInner);
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var kickButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Kick", Alignment.BottomLeft, GUI.Style, playerFrameInner);
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kickButton.UserData = obj;
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kickButton.OnClicked += KickPlayer;
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kickButton.OnClicked += ClosePlayerFrame;
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var banButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Ban", Alignment.BottomLeft, GUI.Style, playerFrameInner);
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banButton.UserData = obj;
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banButton.OnClicked += BanPlayer;
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banButton.OnClicked += ClosePlayerFrame;
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var closeButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Close", Alignment.BottomRight, GUI.Style, playerFrameInner);
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closeButton.OnClicked = ClosePlayerFrame;
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@@ -485,11 +490,20 @@ namespace Barotrauma
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return true;
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}
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private bool KickPlayer(GUIButton button, object userData)
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public bool KickPlayer(GUIButton button, object userData)
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{
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if (GameMain.Server == null || userData == null) return false;
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GameMain.Server.KickPlayer(userData.ToString());
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return false;
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}
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public bool BanPlayer(GUIButton button, object userData)
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{
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if (GameMain.Server == null || userData == null) return false;
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GameMain.Server.KickPlayer(userData.ToString(), true);
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return false;
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}
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