Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
This commit is contained in:
@@ -27,7 +27,7 @@ namespace Barotrauma
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{
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base.Update(cam, deltaTime);
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if (!Enabled) return;
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if (!Enabled || IsRemotePlayer) return;
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float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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if (dist > 8000.0f * 8000.0f)
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@@ -64,7 +64,7 @@ namespace Barotrauma
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public Hull PreviousHull = null;
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public Hull CurrentHull = null;
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public readonly bool IsRemotePlayer;
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public bool IsRemotePlayer;
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private CharacterInventory inventory;
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@@ -810,7 +810,7 @@ namespace Barotrauma
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ViewTarget = null;
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if (!AllowInput) return;
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if (!(this is AICharacter) || controlled == this)
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if (!(this is AICharacter) || controlled == this || IsRemotePlayer)
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{
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Vector2 targetMovement = GetTargetMovement();
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@@ -1289,7 +1289,7 @@ namespace Barotrauma
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{
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foreach (Character c in CharacterList)
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{
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if (!(c is AICharacter)) continue;
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if (!(c is AICharacter) && !c.IsRemotePlayer) continue;
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if (GameMain.Server != null)
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{
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@@ -1432,7 +1432,7 @@ namespace Barotrauma
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selectedConstruction = null;
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}
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if (controlled != this && !(this is AICharacter))
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if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
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{
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if (!LockHands)
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{
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@@ -82,7 +82,7 @@ namespace Barotrauma
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private bool networkUpdateSent;
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public bool isSynced = false;
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public List<CharacterStateInfo> MemState
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{
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get { return memState; }
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@@ -93,6 +93,16 @@ namespace Barotrauma
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get { return memLocalState; }
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}
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public void ResetNetState()
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{
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memInput.Clear();
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memState.Clear();
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memLocalState.Clear();
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LastNetworkUpdateID = 0;
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LastProcessedID = 0;
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}
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private void UpdateNetInput()
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{
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if (this != Character.Controlled)
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@@ -112,7 +122,7 @@ namespace Barotrauma
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}
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}
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}
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else if (GameMain.Server != null && !(this is AICharacter))
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else if (GameMain.Server != null && (!(this is AICharacter) || IsRemotePlayer))
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{
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if (!AllowInput)
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{
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@@ -387,17 +397,24 @@ namespace Barotrauma
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if (extraData != null)
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{
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.Write(true);
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msg.WriteRangedInteger(0, 2, 0);
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inventory.ClientWrite(msg, extraData);
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break;
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case NetEntityEvent.Type.Control:
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msg.WriteRangedInteger(0, 2, 1);
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Client owner = ((Client)extraData[1]);
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msg.Write(owner == null ? (byte)0 : owner.ID);
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break;
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case NetEntityEvent.Type.Status:
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msg.Write(false);
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msg.WriteRangedInteger(0, 2, 2);
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WriteStatus(msg);
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break;
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}
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msg.WritePadBits();
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}
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else
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{
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@@ -573,15 +590,36 @@ namespace Barotrauma
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break;
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case ServerNetObject.ENTITY_EVENT:
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bool isInventoryUpdate = msg.ReadBoolean();
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int eventType = msg.ReadRangedInteger(0, 2);
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switch (eventType)
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{
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case 0:
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inventory.ClientRead(type, msg, sendingTime);
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break;
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case 1:
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byte ownerID = msg.ReadByte();
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ResetNetState();
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if (ownerID == GameMain.Client.ID)
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{
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if (controlled != null)
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{
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LastNetworkUpdateID = controlled.LastNetworkUpdateID;
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}
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if (isInventoryUpdate)
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{
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inventory.ClientRead(type, msg, sendingTime);
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}
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else
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{
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ReadStatus(msg);
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controlled = this;
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IsRemotePlayer = false;
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GameMain.Client.Character = this;
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}
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else if (controlled == this)
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{
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controlled = null;
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IsRemotePlayer = ownerID > 0;
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}
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break;
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case 2:
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ReadStatus(msg);
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break;
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}
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break;
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@@ -404,17 +404,19 @@ namespace Barotrauma
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break;
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case "banip":
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if (GameMain.Server == null || commands.Length < 2) break;
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{
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if (GameMain.Server == null || commands.Length < 2) break;
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var client = GameMain.Server.ConnectedClients.Find(c => c.Connection.RemoteEndPoint.Address.ToString() == commands[1]);
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if (client == null)
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{
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GameMain.Server.BanList.BanPlayer("Unnamed", commands[1]);
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}
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else
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{
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//GameMain.Server.KickClient(client, true);
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}
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var client = GameMain.Server.ConnectedClients.Find(c => c.Connection.RemoteEndPoint.Address.ToString() == commands[1]);
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if (client == null)
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{
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GameMain.Server.BanList.BanPlayer("Unnamed", commands[1]);
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}
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else
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{
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GameMain.Server.KickClient(client, true);
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}
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}
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break;
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case "startclient":
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if (commands.Length == 1) return;
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@@ -462,15 +464,43 @@ namespace Barotrauma
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break;
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case "controlcharacter":
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case "control":
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if (commands.Length < 2) break;
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var character = FindMatchingCharacter(commands, true);
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if (character != null)
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{
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Character.Controlled = character;
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if (commands.Length < 2) break;
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var character = FindMatchingCharacter(commands, true);
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if (character != null)
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{
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Character.Controlled = character;
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}
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}
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break;
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case "setclientcharacter":
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{
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if (GameMain.Server == null) break;
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int separatorIndex = Array.IndexOf(commands, ";");
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if (separatorIndex == -1 || commands.Length < 4)
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{
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ThrowError("Invalid parameters. The command should be formatted as \"setclientcharacter [client] ; [character]\"");
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break;
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}
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string[] commandsLeft = commands.Take(separatorIndex).ToArray();
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string[] commandsRight = commands.Skip(separatorIndex).ToArray();
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string clientName = String.Join(" ", commandsLeft.Skip(1));
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var client = GameMain.Server.ConnectedClients.Find(c => c.name == clientName);
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if (client == null)
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{
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ThrowError("Client \"" + clientName + "\" not found.");
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}
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var character = FindMatchingCharacter(commandsRight, false);
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GameMain.Server.SetClientCharacter(client, character);
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}
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break;
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case "teleportcharacter":
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case "teleport":
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@@ -533,19 +563,29 @@ namespace Barotrauma
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break;
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case "revive":
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Character reveivedCharacter = null;
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Character revivedCharacter = null;
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if (commands.Length == 1)
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{
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reveivedCharacter = Character.Controlled;
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revivedCharacter = Character.Controlled;
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}
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else
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{
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reveivedCharacter = FindMatchingCharacter(commands);
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revivedCharacter = FindMatchingCharacter(commands);
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}
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if (reveivedCharacter != null)
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if (revivedCharacter != null)
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{
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reveivedCharacter.Revive(false);
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revivedCharacter.Revive(false);
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if (GameMain.Server != null)
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{
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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if (c.Character != revivedCharacter) continue;
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//clients stop controlling the character when it dies, force control back
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GameMain.Server.SetClientCharacter(c, revivedCharacter);
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break;
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}
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}
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}
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break;
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case "freeze":
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@@ -1,5 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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@@ -1945,6 +1944,37 @@ namespace Barotrauma.Networking
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return true;
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}
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public void SetClientCharacter(Client client, Character newCharacter)
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{
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if (client == null) return;
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//the client's previous character is no longer a remote player
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if (client.Character != null)
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{
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client.Character.IsRemotePlayer = false;
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}
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if (newCharacter == null)
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{
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if (client.Character != null) //removing control of the current character
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{
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newCharacter.IsRemotePlayer = false;
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CreateEntityEvent(client.Character, new object[] { NetEntityEvent.Type.Control, null });
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client.Character = null;
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}
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}
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else if (client.Character != newCharacter) //taking control of a new character
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{
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newCharacter.ResetNetState();
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newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
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newCharacter.IsRemotePlayer = true;
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client.Character = newCharacter;
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CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
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}
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}
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private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
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{
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Gender gender = Gender.Male;
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@@ -1,9 +1,5 @@
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using Lidgren.Network;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma.Networking
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{
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@@ -16,7 +12,8 @@ namespace Barotrauma.Networking
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Status,
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Repair,
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ApplyStatusEffect,
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ChangeProperty
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ChangeProperty,
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Control
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}
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public readonly Entity Entity;
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Reference in New Issue
Block a user