(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -360,7 +360,7 @@ namespace Barotrauma
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Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
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tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
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}
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tempBuffer.Write(IsRagdolled);
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tempBuffer.Write(IsRagdolled || IsUnconscious || Stun > 0.0f || IsDead);
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tempBuffer.Write(AnimController.Dir > 0.0f);
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}
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@@ -83,6 +83,7 @@ namespace Barotrauma
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LevelGenerationParams.LoadPresets();
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ScriptedEventSet.LoadPrefabs();
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AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
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StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
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ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
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JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
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@@ -90,7 +91,6 @@ namespace Barotrauma
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NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
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ItemAssemblyPrefab.LoadAll();
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LevelObjectPrefab.LoadAll();
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AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
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GameModePreset.Init();
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LocationType.Init();
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@@ -168,6 +168,8 @@ namespace Barotrauma
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msg.Write(isRunning && endWatchman != null ? endWatchman.ID : (UInt16)0);
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msg.Write(Money);
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msg.Write(PurchasedHullRepairs);
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msg.Write(PurchasedItemRepairs);
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msg.Write((UInt16)CargoManager.PurchasedItems.Count);
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foreach (PurchasedItem pi in CargoManager.PurchasedItems)
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@@ -192,6 +194,8 @@ namespace Barotrauma
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{
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UInt16 selectedLocIndex = msg.ReadUInt16();
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byte selectedMissionIndex = msg.ReadByte();
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bool purchasedHullRepairs = msg.ReadBoolean();
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bool purchasedItemRepairs = msg.ReadBoolean();
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UInt16 purchasedItemCount = msg.ReadUInt16();
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List<PurchasedItem> purchasedItems = new List<PurchasedItem>();
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@@ -208,6 +212,17 @@ namespace Barotrauma
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return;
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}
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if (purchasedHullRepairs && !this.PurchasedHullRepairs && Money >= HullRepairCost)
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{
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this.PurchasedHullRepairs = true;
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Money -= HullRepairCost;
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}
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if (purchasedItemRepairs && !this.PurchasedItemRepairs && Money >= ItemRepairCost)
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{
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this.PurchasedItemRepairs = true;
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Money -= ItemRepairCost;
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}
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Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
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if (Map.SelectedConnection != null)
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{
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@@ -1754,11 +1754,10 @@ namespace Barotrauma.Networking
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Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
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Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
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Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
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}
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}
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bool missionAllowRespawn = campaign == null &&
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(!(GameMain.GameSession.GameMode is MissionMode) ||
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((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
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MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
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bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
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if (serverSettings.AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null);
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@@ -1767,6 +1766,12 @@ namespace Barotrauma.Networking
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{
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var teamID = n == 0 ? Character.TeamType.Team1 : Character.TeamType.Team2;
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Submarine.MainSubs[n].TeamID = teamID;
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foreach (Submarine sub in Submarine.MainSubs[n].DockedTo)
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{
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sub.TeamID = teamID;
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}
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//find the clients in this team
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List<Client> teamClients = teamCount == 1 ?
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new List<Client>(connectedClients) :
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@@ -1935,10 +1940,8 @@ namespace Barotrauma.Networking
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MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
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bool missionAllowRespawn = campaign == null &&
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(!(GameMain.GameSession.GameMode is MissionMode) ||
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((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
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MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
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bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
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msg.Write(serverSettings.AllowRespawn && missionAllowRespawn);
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msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
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+1
-3
@@ -10,9 +10,7 @@ namespace Barotrauma.Networking
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class ServerEntityEvent : NetEntityEvent
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{
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private IServerSerializable serializable;
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public bool Sent;
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#if DEBUG
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public string StackTrace;
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#endif
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