Clients spawn all characters at round start (not just their own), spawnpoints that aren't inside the main sub are ignored when selecting spawnpoints for the clients
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@@ -740,7 +740,7 @@ namespace Barotrauma.Networking
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}
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}
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outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
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server.SendMessage(outmsg,c.Connection,NetDeliveryMethod.Unreliable);
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server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
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}
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public bool StartGameClicked(GUIButton button, object obj)
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@@ -845,7 +845,7 @@ namespace Barotrauma.Networking
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{
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c.inGame = true;
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WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
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WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human, null, selectedSub);
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Vector2 spawnPosition = spawnPoint.WorldPosition;
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DebugConsole.NewMessage(Convert.ToString(spawnPosition.X) + "," + Convert.ToString(spawnPosition.Y), Color.Lime);
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@@ -856,7 +856,7 @@ namespace Barotrauma.Networking
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GameMain.GameSession.CrewManager.characters.Add(c.Character);
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}
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CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
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SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
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//var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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//server.SendMessage(startMessage, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
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@@ -883,9 +883,9 @@ namespace Barotrauma.Networking
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yield return CoroutineStatus.Success;
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}
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private void CreateStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
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private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
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{
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foreach (Client c in clients)
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foreach (Client client in clients)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)ServerPacketHeader.STARTGAME);
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@@ -905,12 +905,19 @@ namespace Barotrauma.Networking
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msg.Write(selectedMode.Name);
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msg.Write(AllowRespawn);
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msg.Write(c.Character.WorldPosition.X);
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msg.Write(c.Character.WorldPosition.Y);
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c.Connection.SendMessage(msg, NetDeliveryMethod.ReliableUnordered,0);
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var clientsWithCharacter = clients.FindAll(c => c.Character != null);
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msg.Write((byte)clientsWithCharacter.Count);
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foreach (Client c in clientsWithCharacter)
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{
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c.Character.WriteSpawnData(msg);
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msg.Write(c == client);
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}
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server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
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}
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}
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public void EndGame()
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