Clients use the Revive method instead of just setting health above zero when the host revives a character. Fixes dismembered characters staying dismembered client-side.
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@@ -344,7 +344,7 @@ namespace Barotrauma
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}
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}
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else
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else
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{
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{
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this.isDead = false;
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if (this.isDead) Revive();
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health = msg.ReadRangedSingle(minHealth, maxHealth, 8);
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health = msg.ReadRangedSingle(minHealth, maxHealth, 8);
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@@ -1995,7 +1995,7 @@ namespace Barotrauma
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}
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}
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partial void KillProjSpecific();
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partial void KillProjSpecific();
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public void Revive(bool isNetworkMessage)
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public void Revive()
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{
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{
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if (Removed)
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if (Removed)
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{
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{
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@@ -1334,7 +1334,7 @@ namespace Barotrauma
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Character revivedCharacter = (args.Length == 0) ? Character.Controlled : FindMatchingCharacter(args);
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Character revivedCharacter = (args.Length == 0) ? Character.Controlled : FindMatchingCharacter(args);
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if (revivedCharacter == null) return;
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if (revivedCharacter == null) return;
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revivedCharacter.Revive(false);
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revivedCharacter.Revive();
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if (GameMain.Server != null)
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if (GameMain.Server != null)
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{
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{
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foreach (Client c in GameMain.Server.ConnectedClients)
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foreach (Client c in GameMain.Server.ConnectedClients)
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@@ -1353,7 +1353,7 @@ namespace Barotrauma
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Character revivedCharacter = (args.Length == 0) ? client.Character : FindMatchingCharacter(args);
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Character revivedCharacter = (args.Length == 0) ? client.Character : FindMatchingCharacter(args);
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if (revivedCharacter == null) return;
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if (revivedCharacter == null) return;
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revivedCharacter.Revive(false);
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revivedCharacter.Revive();
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if (GameMain.Server != null)
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if (GameMain.Server != null)
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{
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{
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foreach (Client c in GameMain.Server.ConnectedClients)
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foreach (Client c in GameMain.Server.ConnectedClients)
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