Made game compilable
Networking functionality is fully disabled now. I think it's time to start rewriting everything. OH BOY
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@@ -112,49 +112,5 @@ namespace Barotrauma.Networking
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return sb.ToString();
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}
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public void WriteNetworkMessage(NetOutgoingMessage msg)
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{
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msg.WriteRangedInteger(0, Enum.GetValues(typeof(ChatMessageType)).Length, (byte)Type);
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if (GameMain.Server != null)
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{
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msg.Write(Sender == null ? (ushort)0 : Sender.ID);
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msg.Write(SenderName);
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}
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msg.Write(Text);
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}
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public static ChatMessage ReadNetworkMessage(NetBuffer msg)
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{
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ChatMessageType type = (ChatMessageType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(ChatMessageType)).Length);
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string senderName="";
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Character character = null;
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if (GameMain.Server == null)
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{
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ushort senderId = msg.ReadUInt16();
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character = Entity.FindEntityByID(senderId) as Character;
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senderName = msg.ReadString();
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}
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else
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{
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NetIncomingMessage inc = msg as NetIncomingMessage;
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if (inc == null) return null;
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Client sender = GameMain.Server.ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
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if (sender == null) return null;
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character = sender.Character;
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if (character != null)
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{
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senderName = character.Name;
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}
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else
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{
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senderName = sender.name;
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}
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}
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string text = msg.ReadString();
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return new ChatMessage(senderName, text, type, character);
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}
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}
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}
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