- File transfer improvements (switching the sub selection during transfer works, max transfer duration, waiting for transfers to finish before starting the round)
- Firesource changes (more particles with shorter lifetimes, combining bugfix) - StatusEffects can target hulls and always be active - Cyrillic character support - Saving server settings - Swapping items in inventory by dropping an item to a non-free slot
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@@ -53,6 +53,8 @@ namespace Barotrauma
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public readonly bool IsNetworkPlayer;
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private bool networkUpdateSent;
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private CharacterInventory inventory;
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public float LastNetworkUpdate;
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@@ -955,6 +957,17 @@ namespace Barotrauma
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if (isDead) return;
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if (networkUpdateSent)
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{
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foreach (Key key in keys)
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{
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key.DequeueHit();
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key.DequeueHeld();
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}
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networkUpdateSent = true;
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}
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if (needsAir)
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{
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bool protectedFromPressure = PressureProtection > 0.0f;
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@@ -1421,9 +1434,9 @@ namespace Barotrauma
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return true;
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case NetworkEventType.EntityUpdate:
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message.Write(keys[(int)InputType.Use].DequeueHeld);
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message.Write(keys[(int)InputType.Use].GetHeldQueue);
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bool secondaryHeld = keys[(int)InputType.Aim].DequeueHeld;
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bool secondaryHeld = keys[(int)InputType.Aim].GetHeldQueue;
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message.Write(secondaryHeld);
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message.Write(keys[(int)InputType.Left].Held);
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@@ -1469,6 +1482,8 @@ namespace Barotrauma
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message.Write(SimPosition.X);
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message.Write(SimPosition.Y);
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networkUpdateSent = true;
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return true;
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default:
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#if DEBUG
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@@ -273,20 +273,21 @@ namespace Barotrauma
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if (disableDeltaTime) deltaTime = 1.0f;
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Type type = value.GetType();
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if (type == typeof(float))
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if (type == typeof(float) ||
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(type == typeof(int) && property.GetValue().GetType() == typeof(float)))
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{
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float floatValue = (float)value * deltaTime;
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float floatValue = Convert.ToSingle(value) * deltaTime;
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if (!setValue) floatValue += (float)property.GetValue();
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property.TrySetValue(floatValue);
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}
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else if (type == typeof(int))
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else if (type == typeof(int) && value.GetType()==typeof(int))
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{
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int intValue = (int)((int)value * deltaTime);
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if (!setValue) intValue += (int)property.GetValue();
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property.TrySetValue(intValue);
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}
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else if (type == typeof(bool))
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else if (type == typeof(bool) && value.GetType() == typeof(bool))
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{
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property.TrySetValue((bool)value);
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}
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@@ -294,6 +295,11 @@ namespace Barotrauma
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{
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property.TrySetValue((string)value);
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}
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else
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{
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DebugConsole.ThrowError("Couldn't apply value "+value.ToString()+" ("+type+") to property ''"+property.Name+"'' ("+property.GetValue().GetType()+")! "
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+"Make sure the type of the value set in the config files matches the type of the property.");
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}
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}
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public static void UpdateAll(float deltaTime)
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