(a00338777) v0.9.2.1
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@@ -1,5 +1,4 @@
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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@@ -10,6 +9,8 @@ namespace Barotrauma
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{
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partial class MultiPlayerCampaign : CampaignMode
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{
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public bool SuppressStateSending = false;
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private UInt16 startWatchmanID, endWatchmanID;
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public static GUIComponent StartCampaignSetup( IEnumerable<Submarine> submarines, IEnumerable<string> saveFiles)
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@@ -129,7 +130,7 @@ namespace Barotrauma
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}
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}
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public void ClientWrite(NetBuffer msg)
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public void ClientWrite(IWriteMessage msg)
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{
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System.Diagnostics.Debug.Assert(map.Locations.Count < UInt16.MaxValue);
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@@ -147,7 +148,7 @@ namespace Barotrauma
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}
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//static because we may need to instantiate the campaign if it hasn't been done yet
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public static void ClientRead(NetBuffer msg)
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public static void ClientRead(IReadMessage msg)
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{
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byte campaignID = msg.ReadByte();
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UInt16 updateID = msg.ReadUInt16();
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@@ -213,6 +214,8 @@ namespace Barotrauma
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if (NetIdUtils.IdMoreRecent(updateID, campaign.lastUpdateID))
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{
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campaign.SuppressStateSending = true;
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campaign.Map.SetLocation(currentLocIndex == UInt16.MaxValue ? -1 : currentLocIndex);
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campaign.Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
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campaign.Map.SelectMission(selectedMissionIndex);
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@@ -236,6 +239,8 @@ namespace Barotrauma
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}
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campaign.lastUpdateID = updateID;
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campaign.SuppressStateSending = false;
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}
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}
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