Fixed entity IDs getting messed up and causing desync because of purchased items in multiplayer campaign. The server created cargo items first and then mission-related entities, while the clients only spawned mission entities and relied on the server to spawn the cargo, which caused mission entities to have wrong IDs. Closes #484
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@@ -1267,6 +1267,26 @@ namespace Barotrauma
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}
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}));
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commands.Add(new Command("findentityids", "findentityids [entityname]", (string[] args) =>
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{
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if (args.Length == 0) return;
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args[0] = args[0].ToLowerInvariant();
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foreach (MapEntity mapEntity in MapEntity.mapEntityList)
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{
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if (mapEntity.Name.ToLowerInvariant() == args[0])
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{
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ThrowError(mapEntity.ID + ": " + mapEntity.Name.ToString());
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}
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}
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foreach (Character character in Character.CharacterList)
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{
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if (character.Name.ToLowerInvariant() == args[0] || character.SpeciesName.ToLowerInvariant() == args[0])
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{
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ThrowError(character.ID + ": " + character.Name.ToString());
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}
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}
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}));
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commands.Add(new Command("heal", "heal [character name]: Restore the specified character to full health. If the name parameter is omitted, the controlled character will be healed.", (string[] args) =>
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{
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Character healedCharacter = (args.Length == 0) ? Character.Controlled : FindMatchingCharacter(args);
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