Progress on tutorial, misc bugfixes
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@@ -72,13 +72,18 @@ namespace Subsurface.Networking
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myCharacter = Character.Controlled;
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// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
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NetPeerConfiguration Config = new NetPeerConfiguration("subsurface");
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//Config.SimulatedLoss = 0.2f;
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//Config.SimulatedMinimumLatency = 0.5f;
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NetPeerConfiguration config = new NetPeerConfiguration("subsurface");
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#if DEBUG
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config.SimulatedLoss = 0.2f;
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config.SimulatedMinimumLatency = 0.3f;
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#endif
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config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt
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| NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
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// Create new client, with previously created configs
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client = new NetClient(Config);
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client = new NetClient(config);
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NetOutgoingMessage outmsg = client.CreateMessage();
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client.Start();
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@@ -267,9 +272,19 @@ namespace Subsurface.Networking
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Character.Controlled = null;
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Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
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}
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else
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else if (gameStarted)
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{
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if (gameStarted) new NetworkEvent(myCharacter.ID, true);
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Vector2 charMovement = myCharacter.AnimController.TargetMovement;
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if ((charMovement==Vector2.Zero || charMovement.Length()<0.001f) &&
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!myCharacter.ActionKeyDown.State && !myCharacter.SecondaryKeyDown.State)
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{
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new NetworkEvent(NetworkEventType.NotMoving, myCharacter.ID, true);
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}
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else
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{
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new NetworkEvent(myCharacter.ID, true);
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}
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}
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}
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