Host can spawn in team 2 + relay component state syncing
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@@ -892,8 +892,9 @@ namespace Barotrauma.Networking
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yield return CoroutineStatus.Running;
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int teamCount = 1;
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int hostTeam = 1;
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if (GameMain.GameSession.gameMode.Mission != null &&
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GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients))
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GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients,out hostTeam))
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{
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teamCount = 2;
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}
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@@ -913,7 +914,7 @@ namespace Barotrauma.Networking
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if (!teamClients.Any() && teamID > 1) continue;
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AssignJobs(teamClients, teamID==1);
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AssignJobs(teamClients, teamID==hostTeam);
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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@@ -931,7 +932,7 @@ namespace Barotrauma.Networking
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}
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//host's character
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if (characterInfo != null && teamID == 1)
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if (characterInfo != null && teamID == hostTeam)
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{
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characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
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characterInfos.Add(characterInfo);
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@@ -951,7 +952,7 @@ namespace Barotrauma.Networking
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}
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//host plays in team 1
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if (characterInfo != null && teamID == 1)
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if (characterInfo != null && teamID == hostTeam)
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{
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myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
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myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
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