Release 1.11.4.1 (Winter Update)
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+8
-9
@@ -278,7 +278,14 @@ namespace Barotrauma
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characterInfo.ApplyDeathEffects();
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}
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c.CharacterInfo = characterInfo;
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SetClientCharacterData(c);
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// Only create new character data if the connected client has an active character (which they might not,
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// eg. if they are in the lobby). Otherwise the CharacterCampaignData constructor would fall back to a new
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// Character object, overwriting the inventory and wallet with empty values.
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if (c.Character != null)
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{
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SetClientCharacterData(c);
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}
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}
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//refresh the character data of clients who aren't in the server anymore
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@@ -1105,10 +1112,6 @@ namespace Barotrauma
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bool predicate(SoldItem i) => allowedToSellInventoryItems != (i.Origin == SoldItem.SellOrigin.Character);
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}
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}
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else
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{
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GameServer.Log($"{sender.Name} attempted to buy or sell items without having access to a store NPC.", ServerLog.MessageType.Error);
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}
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if ((purchasedUpgrades.Any() || purchasedItemSwaps.Any()) &&
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HasCampaignInteractionAvailable(sender, InteractionType.Upgrade))
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@@ -1142,10 +1145,6 @@ namespace Barotrauma
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}
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}
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}
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else
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{
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GameServer.Log($"{sender.Name} attempted to buy upgrades without having access to an NPC offering upgrades.", ServerLog.MessageType.Error);
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}
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}
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private bool HasCampaignInteractionAvailable(Client sender, InteractionType interactionType)
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