(a00338777) v0.9.2.1
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@@ -1,6 +1,5 @@
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using Barotrauma.Networking;
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using FarseerPhysics;
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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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@@ -122,7 +121,7 @@ namespace Barotrauma
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return "LevelObject (" + ActivePrefab.Name + ")";
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}
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public void ServerWrite(NetBuffer msg, Client c)
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public void ServerWrite(IWriteMessage msg, Client c)
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{
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for (int j = 0; j < Triggers.Count; j++)
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{
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@@ -3,7 +3,6 @@ using Barotrauma.Particles;
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#endif
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using Barotrauma.Networking;
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using FarseerPhysics;
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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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@@ -407,10 +406,10 @@ namespace Barotrauma
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partial void RemoveProjSpecific();
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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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LevelObject obj = extraData[0] as LevelObject;
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msg.WriteRangedInteger(0, objects.Count, objects.IndexOf(obj));
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msg.WriteRangedIntegerDeprecated(0, objects.Count, objects.IndexOf(obj));
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obj.ServerWrite(msg, c);
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}
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}
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@@ -2,7 +2,6 @@
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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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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@@ -598,7 +597,7 @@ namespace Barotrauma
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return vel.ClampLength(ConvertUnits.ToDisplayUnits(ForceVelocityLimit)) * currentForceFluctuation;
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}
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public void ServerWrite(NetBuffer msg, Client c)
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public void ServerWrite(IWriteMessage msg, Client c)
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{
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if (ForceFluctuationStrength > 0.0f)
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{
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