Changed ItemSpawner to EntitySpawner, used for syncing both item and character spawning
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@@ -44,6 +44,13 @@ namespace Barotrauma.Networking
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get { return myID; }
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}
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public ushort MyCharacterID
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{
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get;
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private set;
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}
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public override List<Client> ConnectedClients
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{
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get
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@@ -570,6 +577,8 @@ namespace Barotrauma.Networking
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bool respawnAllowed = inc.ReadBoolean();
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bool loadSecondSub = inc.ReadBoolean();
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MyCharacterID = inc.ReadUInt16();
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GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
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if (gameMode == null)
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@@ -595,16 +604,16 @@ namespace Barotrauma.Networking
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if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
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int characterCount = inc.ReadByte();
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for (int i = 0; i < characterCount; i++)
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{
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var character = Character.ReadSpawnData(inc);
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if (inc.ReadBoolean())
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{
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myCharacter = character;
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Character.Controlled = character;
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}
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}
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//int characterCount = inc.ReadByte();
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//for (int i = 0; i < characterCount; i++)
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//{
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// var character = Character.ReadSpawnData(inc);
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// if (inc.ReadBoolean())
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// {
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// myCharacter = character;
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// Character.Controlled = character;
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// }
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//}
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gameStarted = true;
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@@ -704,7 +713,7 @@ namespace Barotrauma.Networking
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case ServerNetObject.CHAT_MESSAGE:
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ChatMessage.ClientRead(inc);
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break;
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case ServerNetObject.ITEM_SPAWN:
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case ServerNetObject.ENTITY_SPAWN:
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Item.Spawner.ClientRead(inc);
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break;
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}
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