v1.0.7.0 (Full Release)
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@@ -2367,10 +2367,7 @@ namespace Barotrauma.Networking
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List<WayPoint> spawnWaypoints = null;
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List<WayPoint> mainSubWaypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]).ToList();
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if (Level.Loaded?.StartOutpost != null &&
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Level.Loaded.Type == LevelData.LevelType.Outpost &&
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(Level.Loaded.StartOutpost.Info.OutpostGenerationParams?.SpawnCrewInsideOutpost ?? false) &&
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Level.Loaded.StartOutpost.GetConnectedSubs().Any(s => s.Info.Type == SubmarineType.Player))
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if (Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost())
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{
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spawnWaypoints = WayPoint.WayPointList.FindAll(wp =>
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wp.SpawnType == SpawnType.Human &&
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@@ -3313,12 +3310,13 @@ namespace Barotrauma.Networking
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if (checkActiveVote && Voting.ActiveVote != null)
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{
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#warning TODO: this is mostly the same as Voting.Update, deduplicate (if/when refactoring the Voting class?)
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var inGameClients = GameMain.Server.ConnectedClients.Where(c => c.InGame);
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if (inGameClients.Count() == 1)
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if (inGameClients.Count() == 1 && inGameClients.First() == Voting.ActiveVote.VoteStarter)
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{
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Voting.ActiveVote.Finish(Voting, passed: true);
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}
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else
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else if (inGameClients.Any())
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{
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var eligibleClients = inGameClients.Where(c => c != Voting.ActiveVote.VoteStarter);
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int yes = eligibleClients.Count(c => c.GetVote<int>(Voting.ActiveVote.VoteType) == 2);
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