Option to choose which submarine to use as the respawn shuttle, submarines can be given "tags" (atm just shuttle and HideInMenu), separate saving window in sub editor
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@@ -61,11 +61,11 @@ namespace Barotrauma.Networking
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private float updateReturnTimer;
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public RespawnManager(NetworkMember networkMember)
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public RespawnManager(NetworkMember networkMember, Submarine shuttle)
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{
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this.networkMember = networkMember;
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respawnShuttle = new Submarine("Submarines/Shuttle Mark I.sub");
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respawnShuttle = shuttle;
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respawnShuttle.Load(false);
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ResetShuttle();
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@@ -398,7 +398,9 @@ namespace Barotrauma.Networking
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msg.Write((byte)characterInfos.Count);
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for (int i = 0; i < characterInfos.Count; i++)
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{
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var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false);
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bool myCharacter = i >= clients.Count;
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var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, !myCharacter, false);
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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@@ -416,17 +418,17 @@ namespace Barotrauma.Networking
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Item.Spawner.AddToSpawnedList(oxyTank);
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}
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if (i < clients.Count)
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{
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msg.Write((byte)clients[i].ID);
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clients[i].Character = character;
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}
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else
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if (myCharacter)
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{
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msg.Write((byte)0);
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server.Character = character;
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Character.Controlled = character;
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}
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else
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{
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msg.Write((byte)clients[i].ID);
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clients[i].Character = character;
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}
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character.GiveJobItems(waypoints[i]);
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