OBT/1.2.0(Spring Update)
Sync with Upstream
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@@ -18,7 +18,7 @@ namespace Barotrauma.Networking
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MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
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foreach (Client c in networkMember.ConnectedClients)
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{
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if (GameMain.LuaCs.Game.overrideRespawnSub)
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if (LuaCsSetup.Instance.Game.overrideRespawnSub)
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continue;
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if (!c.InGame) { continue; }
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@@ -169,7 +169,7 @@ namespace Barotrauma.Networking
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private bool ShouldStartRespawnCountdown(int characterToRespawnCount)
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{
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if (GameMain.LuaCs.Game.overrideRespawnSub)
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if (LuaCsSetup.Instance.Game.overrideRespawnSub)
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{
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characterToRespawnCount = 0;
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}
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@@ -187,7 +187,7 @@ namespace Barotrauma.Networking
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var teamId = teamSpecificState.TeamID;
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var respawnShuttle = GetShuttle(teamId);
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if (respawnShuttle != null && !GameMain.LuaCs.Game.overrideRespawnSub)
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if (respawnShuttle != null && !LuaCsSetup.Instance.Game.overrideRespawnSub)
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{
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respawnShuttle.Velocity = Vector2.Zero;
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}
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@@ -240,7 +240,7 @@ namespace Barotrauma.Networking
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if (RespawnShuttles.Any())
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{
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ResetShuttle(teamSpecificState);
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if (GameMain.LuaCs.Game.overrideRespawnSub)
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if (LuaCsSetup.Instance.Game.overrideRespawnSub)
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{
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teamSpecificState.CurrentState = State.Waiting;
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}
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@@ -596,6 +596,23 @@ namespace Barotrauma.Networking
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teamSpecificState.RespawnItems.AddRange(AutoItemPlacer.RegenerateLoot(respawnShuttle, respawnContainer));
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}
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}
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else if (character.InWater)
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{
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if (divingSuitPrefab != null)
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{
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var divingSuit = new Item(divingSuitPrefab, character.Position, respawnSub);
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Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(divingSuit));
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character.Inventory.TryPutItem(divingSuit, user: null, allowedSlots: divingSuit.AllowedSlots);
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teamSpecificState.RespawnItems.Add(divingSuit);
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if (oxyPrefab != null && divingSuit.GetComponent<ItemContainer>() != null)
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{
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var oxyTank = new Item(oxyPrefab, character.Position, respawnSub);
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Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(oxyTank));
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divingSuit.Combine(oxyTank, user: null);
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teamSpecificState.RespawnItems.Add(oxyTank);
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}
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}
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}
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var characterData = campaign?.GetClientCharacterData(clients[i]);
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// NOTE: This was where Reaper's tax got applied
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