ReliableMessages for all reliable networkevents, netstats fix, own character is not networkplayer
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@@ -353,15 +353,29 @@ namespace Barotrauma.Networking
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foreach (NetworkEvent networkEvent in NetworkEvent.events)
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{
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NetOutgoingMessage message = client.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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if (networkEvent.FillData(message))
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if (networkEvent.IsImportant)
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{
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client.SendMessage(message,
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(networkEvent.IsImportant) ? NetDeliveryMethod.ReliableUnordered : NetDeliveryMethod.Unreliable);
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ReliableMessage reliableMessage = reliableChannel.CreateMessage();
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reliableMessage.InnerMessage.Write((byte)PacketTypes.NetworkEvent);
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if (networkEvent.FillData(reliableMessage.InnerMessage))
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{
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reliableChannel.SendMessage(reliableMessage, client.ServerConnection);
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}
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}
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else
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{
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NetOutgoingMessage message = client.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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if (networkEvent.FillData(message))
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{
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client.SendMessage(message, NetDeliveryMethod.Unreliable);
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}
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}
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}
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NetworkEvent.events.Clear();
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@@ -665,8 +679,8 @@ namespace Barotrauma.Networking
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}
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Character character = (closestWaypoint == null) ?
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new Character(ch, position, true) :
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new Character(ch, closestWaypoint, true);
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new Character(ch, position, !isMyCharacter) :
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new Character(ch, closestWaypoint, !isMyCharacter);
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character.ID = ID;
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character.Inventory.ID = inventoryID;
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