Fixed host's character spawning twice, some cleanup (LINQ <3)
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@@ -4,6 +4,7 @@ using Barotrauma;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Xml.Linq;
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@@ -17,7 +18,7 @@ namespace Barotrauma
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public List<Character> TeamBCrew = new List<Character>();
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int state = 0;
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string winner; string loser;
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string winner, loser;
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public override string SuccessMessage
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{
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@@ -30,7 +31,7 @@ namespace Barotrauma
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}
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public override bool AssignClientIDs(List<Client> clients)
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public override bool AssignTeamIDs(List<Client> clients)
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{
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List<Client> randList = new List<Client>(clients);
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for (int i = 0; i < randList.Count; i++)
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@@ -105,22 +106,8 @@ namespace Barotrauma
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GameMain.Server.AllowRespawn = false;
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}
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bool ADead = true;
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foreach (Character c in TeamACrew)
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{
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if (!c.IsDead)
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{
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ADead = false; break;
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}
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}
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bool BDead = true;
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foreach (Character c in TeamBCrew)
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{
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if (!c.IsDead)
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{
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BDead = false; break;
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}
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}
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bool ADead = TeamACrew.All(c => c.IsDead);
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bool BDead = TeamBCrew.All(c => c.IsDead);
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if (BDead && !ADead)
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{
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@@ -164,22 +151,8 @@ namespace Barotrauma
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public override void End()
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{
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bool ADead = true;
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foreach (Character c in TeamACrew)
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{
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if (!c.IsDead && !c.IsUnconscious)
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{
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ADead = false; break;
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}
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}
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bool BDead = true;
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foreach (Character c in TeamBCrew)
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{
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if (!c.IsDead && !c.IsUnconscious)
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{
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BDead = false; break;
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}
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}
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bool ADead = TeamACrew.All(c => c.IsDead || c.IsUnconscious);
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bool BDead = TeamBCrew.All(c => c.IsDead || c.IsUnconscious);
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if (BDead && !ADead)
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{
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@@ -221,7 +221,7 @@ namespace Barotrauma
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public virtual void Update(float deltaTime) { }
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public virtual bool AssignClientIDs(List<Networking.Client> clients) { return false; }
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public virtual bool AssignTeamIDs(List<Networking.Client> clients) { return false; }
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public void ShowMessage(int index)
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{
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