Fixed clients spawning monsters twice (first during mission/event initialization and again when the server notifies them about the spawning)

This commit is contained in:
Joonas Rikkonen
2017-08-08 21:48:13 +03:00
parent a8ec821382
commit 6eba16ff4e
3 changed files with 11 additions and 14 deletions
@@ -73,7 +73,7 @@ namespace Barotrauma
{
base.Init();
SpawnMonsters(Rand.Range(minAmount, maxAmount, Rand.RandSync.Server));
monsters = SpawnMonsters(Rand.Range(minAmount, maxAmount, Rand.RandSync.Server));
}
private Character[] SpawnMonsters(int amount)
@@ -90,7 +90,7 @@ namespace Barotrauma
{
spawnPos.X += Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server);
spawnPos.Y += Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server);
monsters[i] = Character.Create(characterFile, spawnPos, null, GameMain.Client != null);
monsters[i] = Character.Create(characterFile, spawnPos, null, GameMain.Client != null, true, false);
}
return monsters;
@@ -103,13 +103,7 @@ namespace Barotrauma
Finished();
return;
}
if (monsters == null)
{
monsters = SpawnMonsters(Rand.Range(minAmount, maxAmount, Rand.RandSync.Server));
return;
}
if (repeat)
{
//clients aren't allowed to spawn more monsters mid-round