v0.13.0.11
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@@ -24,7 +24,7 @@ namespace Barotrauma.Networking
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//items created during respawn
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//any respawn items left in the shuttle are removed when the shuttle despawns
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private List<Item> respawnItems = new List<Item>();
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private readonly List<Item> respawnItems = new List<Item>();
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public bool UsingShuttle
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{
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@@ -55,6 +55,14 @@ namespace Barotrauma.Networking
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public State CurrentState { get; private set; }
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public bool UseRespawnPrompt
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{
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get
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{
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return GameMain.GameSession?.GameMode is CampaignMode && Level.Loaded != null && Level.Loaded?.Type != LevelData.LevelType.Outpost;
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}
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}
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private float maxTransportTime;
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private float updateReturnTimer;
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@@ -70,6 +78,8 @@ namespace Barotrauma.Networking
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{
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RespawnShuttle = new Submarine(shuttleInfo, true);
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RespawnShuttle.PhysicsBody.FarseerBody.OnCollision += OnShuttleCollision;
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//set crush depth slightly deeper than the main sub's
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RespawnShuttle.RealWorldCrushDepth = Math.Max(RespawnShuttle.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth * 1.2f);
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//prevent wifi components from communicating between the respawn shuttle and other subs
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List<WifiComponent> wifiComponents = new List<WifiComponent>();
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@@ -293,10 +303,10 @@ namespace Barotrauma.Networking
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RespawnShuttle.Velocity = Vector2.Zero;
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}
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partial void RespawnCharactersProjSpecific();
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public void RespawnCharacters()
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partial void RespawnCharactersProjSpecific(Vector2? shuttlePos);
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public void RespawnCharacters(Vector2? shuttlePos)
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{
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RespawnCharactersProjSpecific();
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RespawnCharactersProjSpecific(shuttlePos);
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}
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public Vector2 FindSpawnPos()
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