Completely destroyed game
Looks like a lot more than just netcode is getting rewritten. Removing coroutines because there are better ways of handling asynchronous tasks, removing filestream because that's to be reimplemented later
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@@ -591,7 +591,7 @@ namespace Barotrauma
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if (item == null) continue;
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item.Pick(this, true, true, true);
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inventory.TryPutItem(item, i, false, false);
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inventory.TryPutItem(item, i, false);
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}
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}
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}
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@@ -795,7 +795,7 @@ namespace Barotrauma
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{
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if (Vector2.Distance(selectedCharacter.WorldPosition, WorldPosition) > 300.0f || !selectedCharacter.CanBeSelected)
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{
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DeselectCharacter(controlled == this);
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DeselectCharacter();
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}
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}
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@@ -944,16 +944,14 @@ namespace Barotrauma
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return closestCharacter;
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}
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private void SelectCharacter(Character character, bool createNetworkEvent = true)
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private void SelectCharacter(Character character)
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{
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if (character == null) return;
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selectedCharacter = character;
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if (createNetworkEvent) new NetworkEvent(NetworkEventType.SelectCharacter, ID, true, selectedCharacter.ID);
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}
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private void DeselectCharacter(bool createNetworkEvent = true)
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private void DeselectCharacter()
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{
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if (selectedCharacter == null) return;
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@@ -963,8 +961,6 @@ namespace Barotrauma
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}
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selectedCharacter = null;
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if (createNetworkEvent) new NetworkEvent(NetworkEventType.SelectCharacter, ID, true, (ushort)0);
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}
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/// <summary>
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@@ -1063,13 +1059,7 @@ namespace Barotrauma
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closestItem.IsHighlighted = true;
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if (!LockHands && closestItem.Pick(this))
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{
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new NetworkEvent(NetworkEventType.PickItem, ID, true,
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new int[]
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{
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closestItem.ID,
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IsKeyHit(InputType.Select) ? 1 : 0,
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IsKeyHit(InputType.Use) ? 1 : 0
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});
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}
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}
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@@ -1077,7 +1067,7 @@ namespace Barotrauma
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{
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if (selectedCharacter != null)
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{
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DeselectCharacter(controlled == this);
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DeselectCharacter();
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}
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else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
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{
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@@ -1087,7 +1077,7 @@ namespace Barotrauma
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}
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else
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{
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if (selectedCharacter != null) DeselectCharacter(controlled==this);
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if (selectedCharacter != null) DeselectCharacter();
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selectedConstruction = null;
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closestItem = null;
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closestCharacter = null;
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@@ -1486,13 +1476,11 @@ namespace Barotrauma
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GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
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GameMain.LightManager.LosEnabled = false;
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controlled = null;
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new NetworkEvent(NetworkEventType.KillCharacter, ID, true, causeOfDeath);
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}
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//if it's an ai Character, only let the server kill it
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else if (GameMain.Server != null && this is AICharacter)
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{
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new NetworkEvent(NetworkEventType.KillCharacter, ID, false, causeOfDeath);
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}
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//don't kill the Character unless received a message about the Character dying
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else if (!isNetworkMessage)
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