(24d02be32) Revert 8e2e2526 ("Spawn multiple monsters using the same spatial and temporal spreading logic as in events". Caused entity IDs to often differ between the server and clients in monster missions, leading to all sorts of syncing issues (the most frequent being IndexOutOfRange exceptions when attempting to read data for an incorrect entity).
This commit is contained in:
@@ -89,6 +89,21 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -945,6 +945,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -1145,24 +1145,6 @@ namespace Barotrauma
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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if (speedMultipliers.Count == 0) return 1f;
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@@ -34,33 +34,14 @@ namespace Barotrauma
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{
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Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
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//bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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//for (int i = 0; i < monsterCount; i++)
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//{
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// monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
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//}
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//monsters.ForEach(m => m.Enabled = false);
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//SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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//sonarPositions.Add(spawnPos);
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float offsetAmount = 500;
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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for (int i = 0; i < monsterCount; i++)
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{
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CoroutineManager.InvokeAfter(() =>
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{
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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var monster = Character.Create(monsterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true);
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monster.Enabled = false;
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monsters.Add(monster);
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if (monsters.Count == monsterCount)
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{
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//this will do nothing if the monsters have no swarm behavior defined,
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//otherwise it'll make the spawned characters act as a swarm
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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sonarPositions.Add(spawnPos);
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}
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}, Rand.Range(0f, monsterCount / 2, Rand.RandSync.Server));
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monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
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}
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monsters.ForEach(m => m.Enabled = false);
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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sonarPositions.Add(spawnPos);
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}
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public override void Update(float deltaTime)
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@@ -867,6 +867,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -144,6 +144,17 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2 SteeringInput
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{
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get { return steeringInput; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
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steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
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}
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}
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public SteeringPath SteeringPath
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{
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if (!CanBeSelected) return false;
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@@ -164,12 +175,6 @@ namespace Barotrauma.Items.Components
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set { posToMaintain = value; }
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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@@ -1139,70 +1139,6 @@ namespace Barotrauma
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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FindHull();
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub == null)
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{
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body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub != null && Submarine != prevSub)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
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Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
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{
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body.LinearVelocity = new Vector2(
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MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
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MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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FindHull();
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if (Submarine == null && prevSub != null)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub == null)
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{
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body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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else if (Submarine != null && prevSub != null && Submarine != prevSub)
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{
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body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
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Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
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{
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body.LinearVelocity = new Vector2(
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MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
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MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
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}
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}
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public void UpdateTransform()
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{
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Submarine prevSub = Submarine;
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@@ -305,6 +305,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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