Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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@@ -17,8 +17,6 @@ namespace Barotrauma.Networking
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//for keeping track of disconnected clients in case the reconnect shortly after
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private List<Client> disconnectedClients = new List<Client>();
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private NetStats netStats;
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private int roundStartSeed;
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//is the server running
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@@ -89,7 +87,9 @@ namespace Barotrauma.Networking
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config = new NetPeerConfiguration("barotrauma");
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#if CLIENT
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netStats = new NetStats();
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#endif
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#if DEBUG
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config.SimulatedLoss = 0.05f;
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@@ -100,7 +100,7 @@ namespace Barotrauma.Networking
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config.ConnectionTimeout = 60.0f;
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NetIdUtils.Test();
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#endif
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#endif
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config.Port = port;
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Port = port;
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@@ -332,19 +332,13 @@ namespace Barotrauma.Networking
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masterServerResponded = true;
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}
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public override void AddToGUIUpdateList()
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{
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if (started) base.AddToGUIUpdateList();
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if (settingsFrame != null) settingsFrame.AddToGUIUpdateList();
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if (log.LogFrame != null) log.LogFrame.AddToGUIUpdateList();
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}
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public override void Update(float deltaTime)
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{
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#if CLIENT
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if (ShowNetStats) netStats.Update(deltaTime);
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if (settingsFrame != null) settingsFrame.Update(deltaTime);
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if (log.LogFrame != null) log.LogFrame.Update(deltaTime);
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#endif
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if (!started) return;
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@@ -1176,7 +1170,9 @@ namespace Barotrauma.Networking
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teamClients[i].Character = spawnedCharacter;
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#if CLIENT
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GameMain.GameSession.CrewManager.characters.Add(spawnedCharacter);
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#endif
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}
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if (characterInfo != null && hostTeam == teamID)
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@@ -1186,7 +1182,9 @@ namespace Barotrauma.Networking
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myCharacter.TeamID = (byte)teamID;
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Character.Controlled = myCharacter;
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#if CLIENT
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GameMain.GameSession.CrewManager.characters.Add(myCharacter);
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#endif
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}
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}
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@@ -1470,7 +1468,7 @@ namespace Barotrauma.Networking
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#if CLIENT
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GameMain.NetLobbyScreen.RemovePlayer(client.name);
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#endif
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#endif
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connectedClients.Remove(client);
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UpdateVoteStatus();
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