Release 1.11.4.1 (Winter Update)
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@@ -53,7 +53,7 @@ namespace Barotrauma
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{
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if (!Enabled) { return 1000.0f; }
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Vector2 comparePosition = recipient.SpectatePos == null ? recipient.Character.WorldPosition : recipient.SpectatePos.Value;
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Vector2 comparePosition = recipient.SpectatePos ?? recipient.Character.WorldPosition;
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float distance = Vector2.Distance(comparePosition, WorldPosition);
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if (recipient.Character?.ViewTarget != null)
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@@ -199,7 +199,9 @@ namespace Barotrauma
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UInt16 networkUpdateID = msg.ReadUInt16();
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byte inputCount = msg.ReadByte();
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if (AllowInput) { Enabled = true; }
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// Doesn't seem to work consistently (at least with simulated long loading time 120), because sometimes there's some stun on the character. Anyway, can't see why we'd have to check AllowInput here.
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//if (AllowInput) { Enabled = true; }
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Enabled = true;
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for (int i = 0; i < inputCount; i++)
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{
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@@ -798,9 +800,7 @@ namespace Barotrauma
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if (msg.LengthBytes - initialMsgLength >= 255 && restrictMessageSize)
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{
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string errorMsg = $"Error when writing character spawn data for \"{Name}\": data exceeded 255 bytes (info: {infoLength}, orders: {ordersLength}, total: {msg.LengthBytes - initialMsgLength})";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("Character.WriteSpawnData:TooMuchData", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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DebugConsole.AddWarning($"Character spawn data for \"{Name}\" exceeded 255 bytes (info: {infoLength}, orders: {ordersLength}, total: {msg.LengthBytes - initialMsgLength})");
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}
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TryWriteStatus(msg);
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@@ -816,9 +816,7 @@ namespace Barotrauma
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msg.WriteBoolean(false);
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if (msgLengthBeforeStatus < 255)
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{
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string errorMsg = $"Error when writing character spawn data for \"{Name}\": status data caused the length of the message to exceed 255 bytes ({msgLengthBeforeStatus} + {tempBuffer.LengthBytes})";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("Character.WriteSpawnData:TooMuchDataForStatus", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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DebugConsole.ThrowError($"Character spawn data for \"{Name}\" caused the length of the message to exceed 255 bytes ({msgLengthBeforeStatus} + {tempBuffer.LengthBytes})");
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}
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}
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else
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