(a00338777) v0.9.2.1
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@@ -27,8 +27,8 @@ namespace Barotrauma.Networking
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.ToList();
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}
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int currPlayerCount = GameMain.Server.ConnectedClients.Count(c =>
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c.InGame &&
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int currPlayerCount = GameMain.Server.ConnectedClients.Count(c =>
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c.InGame &&
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(!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection)));
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var existingBots = Character.CharacterList
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@@ -68,7 +68,7 @@ namespace Barotrauma.Networking
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{
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RespawnCountdownStarted = respawnPending;
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RespawnTime = DateTime.Now + new TimeSpan(0,0,0,0, (int)(GameMain.Server.ServerSettings.RespawnInterval * 1000.0f));
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GameMain.Server.CreateEntityEvent(this);
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GameMain.Server.CreateEntityEvent(this);
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}
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if (!RespawnCountdownStarted) { return; }
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@@ -180,7 +180,7 @@ namespace Barotrauma.Networking
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partial void UpdateTransportingProjSpecific(float deltaTime)
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{
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if (!ReturnCountdownStarted)
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{
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//if there are no living chracters inside, transporting can be stopped immediately
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@@ -231,7 +231,7 @@ namespace Barotrauma.Networking
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var botsToSpawn = GetBotsToRespawn();
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characterInfos.AddRange(botsToSpawn);
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GameMain.Server.AssignJobs(clients);
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foreach (Client c in clients)
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{
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@@ -257,7 +257,7 @@ namespace Barotrauma.Networking
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, !bot, bot);
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character.TeamID = Character.TeamType.Team1;
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if (bot)
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{
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GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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@@ -265,18 +265,18 @@ namespace Barotrauma.Networking
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else
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{
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//tell the respawning client they're no longer a traitor
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if (GameMain.Server.TraitorManager != null && clients[i].Character != null)
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if (GameMain.Server.TraitorManager?.Traitors != null && clients[i].Character != null)
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{
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if (GameMain.Server.TraitorManager.TraitorList.Any(t => t.Character == clients[i].Character))
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if (GameMain.Server.TraitorManager.Traitors.Any(t => t.Character == clients[i].Character))
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{
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GameMain.Server.SendDirectChatMessage(TextManager.Get("traitorrespawnmessage"), clients[i], ChatMessageType.MessageBox);
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GameMain.Server.SendDirectChatMessage(TextManager.FormatServerMessage("TraitorRespawnMessage"), clients[i], ChatMessageType.ServerMessageBox);
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}
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}
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clients[i].Character = character;
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character.OwnerClientIP = clients[i].Connection.RemoteEndPoint.Address.ToString();
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character.OwnerClientEndPoint = clients[i].Connection.EndPointString;
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character.OwnerClientName = clients[i].Name;
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GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.EndPointString, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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}
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if (divingSuitPrefab != null && oxyPrefab != null && RespawnShuttle != null)
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@@ -325,9 +325,9 @@ namespace Barotrauma.Networking
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
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{
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msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)CurrentState);
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msg.WriteRangedIntegerDeprecated(0, Enum.GetNames(typeof(State)).Length, (int)CurrentState);
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switch (CurrentState)
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{
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