(99feac023) Unstable 0.9.704.0
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@@ -159,6 +159,10 @@ namespace Barotrauma
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public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false, bool mirrorLevel = false)
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{
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//make sure no status effects have been carried on from the next round
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//(they should be stopped in EndRound, this is a safeguard against cases where the round is ended ungracefully)
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StatusEffect.StopAll();
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#if CLIENT
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GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
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if (GameMain.Client == null) GameMain.LightManager.LosMode = GameMain.Config.LosMode;
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@@ -260,7 +264,18 @@ namespace Barotrauma
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if (GameMode.Mission != null) { Mission = GameMode.Mission; }
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if (GameMode != null) { GameMode.Start(); }
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if (GameMode.Mission != null) { Mission.Start(Level.Loaded); }
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if (GameMode.Mission != null)
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{
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int prevEntityCount = Entity.GetEntityList().Count;
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Mission.Start(Level.Loaded);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Entity.GetEntityList().Count != prevEntityCount)
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{
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DebugConsole.ThrowError(
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"Entity count has changed after starting a mission as a client. " +
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"The clients should not instantiate entities themselves when starting the mission," +
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" but instead the server should inform the client of the spawned entities using Mission.ServerWriteInitial.");
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}
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}
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EventManager.StartRound(level);
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SteamAchievementManager.OnStartRound();
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