assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes
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@@ -58,12 +58,9 @@ namespace Subsurface.Networking
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DebugConsole.NewMessage("Server started", Color.Green);
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}
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public override void Update()
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public override void Update(float deltaTime)
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{
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//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.K))
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//{
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// SendRandomData();
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//}
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base.Update(deltaTime);
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if (gameStarted) inGameHUD.Update((float)Physics.step);
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@@ -208,7 +205,7 @@ namespace Subsurface.Networking
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}
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else
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{
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AssignJobs();
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//AssignJobs();
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Game1.NetLobbyScreen.AddPlayer(sender);
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@@ -346,6 +343,8 @@ namespace Subsurface.Networking
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{
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int seed = DateTime.Now.Millisecond;
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Rand.SetSyncedSeed(seed);
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AssignJobs();
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Submarine selectedMap = Game1.NetLobbyScreen.SelectedMap as Submarine;
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@@ -369,9 +368,12 @@ namespace Subsurface.Networking
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}
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characterInfos.Add(client.characterInfo);
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client.characterInfo.Job = new Job(client.assignedJob);
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//client.character = new Character(client.characterInfo, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition, true);
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}
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List<Character> crew = new List<Character>();
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
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for (int i = 0; i < connectedClients.Count; i++ )
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@@ -379,6 +381,8 @@ namespace Subsurface.Networking
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connectedClients[i].character = new Character(
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connectedClients[i].characterInfo, assignedWayPoints[i], true);
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connectedClients[i].character.GiveJobItems(assignedWayPoints[i]);
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crew.Add(connectedClients[i].character);
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}
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//todo: fix
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@@ -427,6 +431,9 @@ namespace Subsurface.Networking
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Game1.GameScreen.Select();
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CreateCrewFrame(crew);
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return true;
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}
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@@ -685,7 +692,7 @@ namespace Subsurface.Networking
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}
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}
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UpdateNetLobby(null);
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//UpdateNetLobby(null);
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}
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