Removing & spawning entities in the same order as the server, EntitySpawner does both removing and spawning
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@@ -602,7 +602,6 @@ namespace Barotrauma.Networking
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c.lastRecvGeneralUpdate = Math.Max(c.lastRecvGeneralUpdate, inc.ReadUInt32());
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c.lastRecvChatMsgID = Math.Max(c.lastRecvChatMsgID, inc.ReadUInt32());
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c.lastRecvEntitySpawnID = Math.Max(c.lastRecvEntitySpawnID, inc.ReadUInt32());
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c.lastRecvEntityRemoveID = Math.Max(c.lastRecvEntityRemoveID, inc.ReadUInt32());
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break;
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case ClientNetObject.CHAT_MESSAGE:
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@@ -652,14 +651,7 @@ namespace Barotrauma.Networking
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Item.Spawner.ServerWrite(outmsg, c);
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outmsg.WritePadBits();
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}
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if (Item.Remover.NetStateID > c.lastRecvEntityRemoveID)
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{
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outmsg.Write((byte)ServerNetObject.ENTITY_REMOVE);
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Item.Remover.ServerWrite(outmsg, c);
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outmsg.WritePadBits();
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}
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foreach (Character character in Character.CharacterList)
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{
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if (character is AICharacter) continue;
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@@ -835,7 +827,6 @@ namespace Barotrauma.Networking
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private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
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{
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Item.Spawner.Clear();
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Item.Remover.Clear();
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GameMain.NetLobbyScreen.StartButton.Enabled = false;
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@@ -996,7 +987,6 @@ namespace Barotrauma.Networking
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GameMain.LightManager.LosEnabled = false;
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Item.Spawner.Clear();
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Item.Remover.Clear();
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#if DEBUG
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messageCount.Clear();
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