Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -49,6 +49,29 @@ namespace Barotrauma.Networking
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}
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}
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private bool IsRespawnPromptPendingForClient(Client c)
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{
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if (!UseRespawnPrompt || !(GameMain.GameSession.GameMode is MultiPlayerCampaign campaign)) { return false; }
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if (!c.InGame) { return false; }
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if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { return false; }
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if (c.Character != null && !c.Character.IsDead) { return false; }
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var matchingData = campaign.GetClientCharacterData(c);
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if (matchingData != null && matchingData.HasSpawned)
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{
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if (Character.CharacterList.Any(c => c.Info == matchingData.CharacterInfo && !c.IsDead))
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{
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return false;
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}
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else if (!c.WaitForNextRoundRespawn.HasValue)
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{
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return true;
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}
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}
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return false;
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}
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private List<CharacterInfo> GetBotsToRespawn()
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{
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if (GameMain.Server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal)
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@@ -304,7 +327,7 @@ namespace Barotrauma.Networking
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c.WaitForNextRoundRespawn = null;
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var matchingData = campaign?.GetClientCharacterData(c);
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if (matchingData != null && !matchingData.HasSpawned)
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if (matchingData != null)
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{
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c.CharacterInfo = matchingData.CharacterInfo;
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}
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@@ -493,9 +516,9 @@ namespace Barotrauma.Networking
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if (characterInfo?.Job == null) { return; }
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foreach (Skill skill in characterInfo.Job.Skills)
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{
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var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Prefab == s);
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var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Identifier.Equals(s.Identifier, StringComparison.OrdinalIgnoreCase));
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if (skillPrefab == null) { continue; }
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skill.Level = MathHelper.Lerp(skill.Level, skillPrefab.LevelRange.X, SkillReductionOnCampaignMidroundRespawn);
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skill.Level = MathHelper.Lerp(skill.Level, skillPrefab.LevelRange.Start, SkillReductionOnCampaignMidroundRespawn);
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}
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}
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@@ -511,9 +534,14 @@ namespace Barotrauma.Networking
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msg.Write((float)(ReturnTime - DateTime.Now).TotalSeconds);
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break;
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case State.Waiting:
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MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
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var matchingData = campaign?.GetClientCharacterData(c);
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bool forceSpawnInMainSub = matchingData != null && !matchingData.HasSpawned;
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msg.Write((ushort)pendingRespawnCount);
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msg.Write((ushort)requiredRespawnCount);
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msg.Write(IsRespawnPromptPendingForClient(c));
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msg.Write(RespawnCountdownStarted);
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msg.Write(forceSpawnInMainSub);
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msg.Write((float)(RespawnTime - DateTime.Now).TotalSeconds);
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break;
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case State.Returning:
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