Unstable 0.1300.0.5
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@@ -105,6 +105,14 @@ namespace Barotrauma
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focusedItem = item;
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FocusedCharacter = null;
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}
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else
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{
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//failed to interact with the item
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// -> correct the position and the state of the Holdable component (in case the item was deattached client-side)
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item.PositionUpdateInterval = 0.0f;
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var holdable = item.GetComponent<Items.Components.Holdable>();
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holdable.Item?.CreateServerEvent(holdable);
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}
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}
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else if (closestEntity is Character character)
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{
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@@ -567,10 +567,13 @@ namespace Barotrauma
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return;
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}
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NewMessage("Valid permissions are:", Color.White);
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foreach (ClientPermissions permission in Enum.GetValues(typeof(ClientPermissions)))
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if (args.Length < 2)
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{
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NewMessage(" - " + permission.ToString(), Color.White);
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NewMessage("Valid permissions are:", Color.White);
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foreach (ClientPermissions permission in Enum.GetValues(typeof(ClientPermissions)))
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{
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NewMessage(" - " + permission.ToString(), Color.White);
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}
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}
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ShowQuestionPrompt("Permission to revoke from \"" + client.Name + "\"?", (perm) =>
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{
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@@ -257,9 +257,10 @@ namespace Barotrauma.Networking
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msg.Write(SenderName);
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msg.Write(SenderClient != null);
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msg.Write(SenderClient != null ?
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((SenderClient.SteamID != 0) ? SenderClient.SteamID : SenderClient.ID) :
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0);
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if (SenderClient != null)
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{
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msg.Write((SenderClient.SteamID != 0) ? SenderClient.SteamID : SenderClient.ID);
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}
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msg.Write(Sender != null && c.InGame);
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if (Sender != null && c.InGame)
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{
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@@ -9,9 +9,10 @@
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msg.Write((byte)ChatMessageType.Order);
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msg.Write(SenderName);
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msg.Write(SenderClient != null);
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msg.Write(SenderClient != null ?
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((SenderClient.SteamID != 0) ? SenderClient.SteamID : SenderClient.ID) :
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0);
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if (SenderClient != null)
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{
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msg.Write((SenderClient.SteamID != 0) ? SenderClient.SteamID : SenderClient.ID);
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}
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msg.Write(Sender != null && c.InGame);
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if (Sender != null && c.InGame)
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{
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@@ -19,11 +19,13 @@ namespace Barotrauma.Networking
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if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { continue; }
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if (c.Character != null && !c.Character.IsDead) { continue; }
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//don't allow respawning if the client has previously disconnected and their corpse is still present on the server
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var matchingData = campaign?.GetClientCharacterData(c);
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if (matchingData != null && matchingData.HasSpawned)
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if (UseRespawnPrompt)
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{
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if (!c.WaitForNextRoundRespawn.HasValue || c.WaitForNextRoundRespawn.Value) { continue; }
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var matchingData = campaign?.GetClientCharacterData(c);
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if (matchingData != null && matchingData.HasSpawned)
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{
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if (!c.WaitForNextRoundRespawn.HasValue || c.WaitForNextRoundRespawn.Value) { continue; }
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}
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}
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yield return c;
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