Unstable 0.17.1.0
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@@ -6,7 +6,7 @@ using System.Linq;
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namespace Barotrauma.Networking
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{
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enum ClientPacketHeader
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public enum ClientPacketHeader
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{
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UPDATE_LOBBY, //update state in lobby
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UPDATE_INGAME, //update state ingame
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@@ -31,9 +31,10 @@ namespace Barotrauma.Networking
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ERROR, //tell the server that an error occurred
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CREW, //hiring UI
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MEDICAL, //medical clinic
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MONEY, //wallet updates
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REWARD_DISTRIBUTION, // wallet reward distribution
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READY_CHECK,
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READY_TO_SPAWN
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}
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enum ClientNetObject
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{
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@@ -52,7 +53,7 @@ namespace Barotrauma.Networking
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MISSING_ENTITY //client can't find an entity of a certain ID
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}
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enum ServerPacketHeader
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public enum ServerPacketHeader
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{
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AUTH_RESPONSE, //tell the player if they require a password to log in
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AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive
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@@ -82,6 +83,7 @@ namespace Barotrauma.Networking
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EVENTACTION,
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CREW, //anything related to managing bots in multiplayer
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MEDICAL, //medical clinic
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MONEY,
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READY_CHECK //start, end and update a ready check
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}
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enum ServerNetObject
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@@ -169,7 +171,7 @@ namespace Barotrauma.Networking
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get { return false; }
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}
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public abstract void CreateEntityEvent(INetSerializable entity, object[] extraData = null);
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public abstract void CreateEntityEvent(INetSerializable entity, NetEntityEvent.IData extraData = null);
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#if DEBUG
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public Dictionary<string, long> messageCount = new Dictionary<string, long>();
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