Unstable 0.16.0.0
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@@ -218,33 +218,6 @@ namespace Barotrauma.Networking
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if (shuttle != null) { GameMain.NetLobbyScreen.SelectedShuttle = shuttle; }
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}
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List<SubmarineInfo> campaignSubs = new List<SubmarineInfo>();
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if (serverSettings.CampaignSubmarines != null && serverSettings.CampaignSubmarines.Length > 0)
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{
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string[] submarines = serverSettings.CampaignSubmarines.Split(ServerSettings.SubmarineSeparatorChar);
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for (int i = 0; i < submarines.Length; i++)
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{
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SubmarineInfo subInfo = SubmarineInfo.SavedSubmarines.FirstOrDefault(s => s.Name == submarines[i]);
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if (subInfo != null && subInfo.IsCampaignCompatible)
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{
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campaignSubs.Add(subInfo);
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}
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}
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}
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else
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{
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// Add vanilla submarines by default
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for (int i = 0; i < SubmarineInfo.SavedSubmarines.Count(); i++)
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{
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SubmarineInfo subInfo = SubmarineInfo.SavedSubmarines.ElementAt(i);
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if (subInfo.IsVanillaSubmarine() && subInfo.IsCampaignCompatible)
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{
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campaignSubs.Add(SubmarineInfo.SavedSubmarines.ElementAt(i));
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}
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}
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}
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GameMain.NetLobbyScreen.CampaignSubmarines = campaignSubs;
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started = true;
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GameAnalyticsManager.AddDesignEvent("GameServer:Start");
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@@ -835,6 +808,9 @@ namespace Barotrauma.Networking
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case ClientPacketHeader.CREW:
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ReadCrewMessage(inc, connectedClient);
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break;
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case ClientPacketHeader.MEDICAL:
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ReadMedicalMessage(inc, connectedClient);
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break;
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case ClientPacketHeader.READY_CHECK:
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ReadyCheck.ServerRead(inc, connectedClient);
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break;
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@@ -879,16 +855,16 @@ namespace Barotrauma.Networking
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}
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else if (entity is Character character)
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{
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errorStr = "Missing character " + character.Name + " (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
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errorStrNoName = "Missing character " + character.SpeciesName + "(event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
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errorStr = $"Missing character {character.Name} (event id {eventID}, entity id {entityID}).";
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errorStrNoName = $"Missing character {character.SpeciesName} (event id {eventID}, entity id {entityID}).";
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}
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else if (entity is Item item)
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{
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errorStr = errorStrNoName = "Missing item " + item.Name + " (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
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errorStr = errorStrNoName = $"Missing item {item.Name}, sub: {item.Submarine?.Info?.Name ?? "none"} (event id {eventID}, entity id {entityID}).";
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}
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else
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{
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errorStr = errorStrNoName = "Missing entity " + entity.ToString() + " (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
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errorStr = errorStrNoName = $"Missing entity {entity}, sub: {entity.Submarine?.Info?.Name ?? "none"} (event id {eventID}, entity id {entityID}).";
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}
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break;
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}
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@@ -1234,6 +1210,14 @@ namespace Barotrauma.Networking
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}
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}
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private void ReadMedicalMessage(IReadMessage inc, Client sender)
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{
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if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
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{
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mpCampaign.MedicalClinic.ServerRead(inc, sender);
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}
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}
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private void ReadReadyToSpawnMessage(IReadMessage inc, Client sender)
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{
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sender.SpectateOnly = inc.ReadBoolean() && (serverSettings.AllowSpectating || sender.Connection == OwnerConnection);
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@@ -1861,24 +1845,6 @@ namespace Barotrauma.Networking
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outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
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outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.ToString());
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List<int> campaignSubIndices = new List<int>();
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if (GameMain.NetLobbyScreen.SelectedMode == GameModePreset.MultiPlayerCampaign)
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{
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IReadOnlyList<SubmarineInfo> subList = GameMain.NetLobbyScreen.GetSubList();
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for (int i = 0; i < subList.Count; i++)
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{
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if (GameMain.NetLobbyScreen.CampaignSubmarines.Contains(subList[i]))
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{
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campaignSubIndices.Add(i);
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}
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}
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}
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outmsg.Write((UInt16)campaignSubIndices.Count);
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foreach (int campaignSubIndex in campaignSubIndices)
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{
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outmsg.Write((UInt16)campaignSubIndex);
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}
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outmsg.Write(serverSettings.Voting.AllowSubVoting);
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outmsg.Write(serverSettings.Voting.AllowModeVoting);
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@@ -2166,7 +2132,6 @@ namespace Barotrauma.Networking
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else
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{
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SendStartMessage(roundStartSeed, GameMain.NetLobbyScreen.LevelSeed, GameMain.GameSession, connectedClients, false);
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GameMain.GameSession.StartRound(GameMain.NetLobbyScreen.LevelSeed, serverSettings.SelectedLevelDifficulty);
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Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
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Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
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@@ -2186,8 +2151,7 @@ namespace Barotrauma.Networking
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yield return CoroutineStatus.Failure;
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}
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MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
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bool missionAllowRespawn = missionMode == null || !missionMode.Missions.Any(m => !m.AllowRespawn);
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bool missionAllowRespawn = !(GameMain.GameSession.GameMode is MissionMode missionMode) || !missionMode.Missions.Any(m => !m.AllowRespawn);
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bool isOutpost = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
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if (serverSettings.AllowRespawn && missionAllowRespawn)
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@@ -2263,7 +2227,7 @@ namespace Barotrauma.Networking
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characterInfos.Add(client.CharacterInfo);
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if (client.CharacterInfo.Job == null || client.CharacterInfo.Job.Prefab != client.AssignedJob.First)
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{
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client.CharacterInfo.Job = new Job(client.AssignedJob.First, client.AssignedJob.Second);
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client.CharacterInfo.Job = new Job(client.AssignedJob.First, Rand.RandSync.Unsynced, client.AssignedJob.Second);
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}
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}
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@@ -2475,7 +2439,7 @@ namespace Barotrauma.Networking
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msg.Write(serverSettings.LockAllDefaultWires);
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msg.Write(serverSettings.AllowRagdollButton);
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msg.Write(serverSettings.AllowLinkingWifiToChat);
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msg.Write(serverSettings.UseRespawnShuttle);
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msg.Write(serverSettings.UseRespawnShuttle || (gameStarted && respawnManager.UsingShuttle));
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msg.Write((byte)serverSettings.LosMode);
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msg.Write(includesFinalize); msg.WritePadBits();
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@@ -3372,14 +3336,40 @@ namespace Barotrauma.Networking
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}
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}
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public void IncrementStat(Character character, string achievementIdentifier, int amount)
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{
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achievementIdentifier = achievementIdentifier.ToLowerInvariant();
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foreach (Client client in connectedClients)
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{
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if (client.Character == character)
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{
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IncrementStat(client, achievementIdentifier, amount);
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return;
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}
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}
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}
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public void GiveAchievement(Client client, string achievementIdentifier)
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{
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if (client.GivenAchievements.Contains(achievementIdentifier)) return;
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if (client.GivenAchievements.Contains(achievementIdentifier)) { return; }
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client.GivenAchievements.Add(achievementIdentifier);
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
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msg.Write(achievementIdentifier);
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msg.Write(0);
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serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
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}
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public void IncrementStat(Client client, string achievementIdentifier, int amount)
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{
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if (client.GivenAchievements.Contains(achievementIdentifier)) { return; }
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
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msg.Write(achievementIdentifier);
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msg.Write(amount);
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serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
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}
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@@ -3733,7 +3723,7 @@ namespace Barotrauma.Networking
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if (assignedPlayerCount[jobPrefab] >= jobPrefab.MaxNumber) { continue; }
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var variant = Rand.Range(0, jobPrefab.Variants, Rand.RandSync.Server);
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unassignedBots[0].Job = new Job(jobPrefab, variant);
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unassignedBots[0].Job = new Job(jobPrefab, Rand.RandSync.Server, variant);
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assignedPlayerCount[jobPrefab]++;
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unassignedBots.Remove(unassignedBots[0]);
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canAssign = true;
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@@ -3756,7 +3746,7 @@ namespace Barotrauma.Networking
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{
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var job = remainingJobs.GetRandom();
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var variant = Rand.Range(0, job.Variants);
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c.Job = new Job(job, variant);
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c.Job = new Job(job, Rand.RandSync.Unsynced, variant);
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assignedPlayerCount[c.Job.Prefab]++;
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}
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}
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@@ -3842,16 +3832,6 @@ namespace Barotrauma.Networking
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if (GameMain.NetLobbyScreen.SelectedSub != null) { serverSettings.SelectedSubmarine = GameMain.NetLobbyScreen.SelectedSub.Name; }
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if (GameMain.NetLobbyScreen.SelectedShuttle != null) { serverSettings.SelectedShuttle = GameMain.NetLobbyScreen.SelectedShuttle.Name; }
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if (GameMain.NetLobbyScreen.CampaignSubmarines != null)
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{
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string submarinesString = string.Empty;
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for (int i = 0; i < GameMain.NetLobbyScreen.CampaignSubmarines.Count; i++)
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{
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submarinesString += GameMain.NetLobbyScreen.CampaignSubmarines[i].Name + ServerSettings.SubmarineSeparatorChar;
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}
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submarinesString.Trim(ServerSettings.SubmarineSeparatorChar);
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serverSettings.CampaignSubmarines = submarinesString;
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}
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serverSettings.SaveSettings();
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