Unstable 1.8.4.0
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@@ -335,7 +335,7 @@ namespace Barotrauma.Items.Components
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item.CreateServerEvent(this);
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}
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#else
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if (GameMain.Client != null && GameMain.Client.MidRoundSyncing &&
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if (GameMain.Client != null && GameMain.Client.MidRoundSyncing && Submarine.MainSub != null &&
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(item.Submarine == Submarine.MainSub || DockingTarget.item.Submarine == Submarine.MainSub))
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{
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Screen.Selected.Cam.Position = Submarine.MainSub.WorldPosition;
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@@ -1224,11 +1224,10 @@ namespace Barotrauma.Items.Components
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#if CLIENT
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
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{
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return;
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}
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if (GameMain.GameSession?.Campaign != null && !CampaignMode.AllowedToManageCampaign(ClientPermissions.ManageMap))
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{
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return;
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if (GameMain.GameSession?.Campaign != null && !CampaignMode.AllowedToManageCampaign(ClientPermissions.ManageMap))
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{
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return;
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}
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}
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#endif
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@@ -1254,9 +1253,12 @@ namespace Barotrauma.Items.Components
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if (newDockedState != wasDocked)
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{
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bool tryingToToggleOutpostDocking = docked ?
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DockingTarget?.Item?.Submarine?.Info?.IsOutpost ?? false :
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FindAdjacentPort()?.Item?.Submarine?.Info?.IsOutpost ?? false;
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var targetPort = docked ? DockingTarget : FindAdjacentPort();
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bool tryingToToggleOutpostDocking =
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item.Submarine is { Info.IsOutpost: false } &&
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//check that the "parent submarine of the submarine" is not an outpost (that this isn't a shuttle/elevator that's part of an outpost)
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item.Submarine?.Submarine is not { Info.IsOutpost: true } &&
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targetPort is { item.Submarine.Info.IsOutpost: true };
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//trying to dock/undock from an outpost and the signal was sent by some automated system instead of a character
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// -> ask if the player really wants to dock/undock to prevent a softlock if someone's wired the docking port
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// in a way that makes always makes it dock/undock immediately at the start of the roun
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