Server serialization functions require client
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@@ -636,10 +636,10 @@ namespace Barotrauma.Networking
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{
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outmsg.Write((UInt16)0);
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}
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outmsg.Write((GameMain.NetLobbyScreen.SubList.SelectedData as Submarine).Name);
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outmsg.Write((GameMain.NetLobbyScreen.SubList.SelectedData as Submarine).MD5Hash.ToString());
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outmsg.Write((GameMain.NetLobbyScreen.ShuttleList.SelectedData as Submarine).Name);
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outmsg.Write((GameMain.NetLobbyScreen.ShuttleList.SelectedData as Submarine).MD5Hash.ToString());
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outmsg.Write((GameMain.NetLobbyScreen.SubList.SelectedData as Submarine).Name);
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outmsg.Write((GameMain.NetLobbyScreen.SubList.SelectedData as Submarine).MD5Hash.ToString());
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outmsg.Write((GameMain.NetLobbyScreen.ShuttleList.SelectedData as Submarine).Name);
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outmsg.Write((GameMain.NetLobbyScreen.ShuttleList.SelectedData as Submarine).MD5Hash.ToString());
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}
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else
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{
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@@ -656,10 +656,10 @@ namespace Barotrauma.Networking
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if (gc.UserData is ChatMessage)
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{
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ChatMessage cMsg = (ChatMessage)gc.UserData;
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if (cMsg.ID > c.lastRecvChatMsgID)
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if (cMsg.NetStateID > c.lastRecvChatMsgID)
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{
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outmsg.Write((byte)ServerNetObject.CHAT_MESSAGE);
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outmsg.Write(cMsg.ID);
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outmsg.Write(cMsg.NetStateID);
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outmsg.Write((byte)cMsg.Type);
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outmsg.Write(cMsg.SenderName);
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outmsg.Write(cMsg.Text);
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