Humans can be spawned through console in multiplayer
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@@ -890,12 +890,19 @@ namespace Barotrauma.Networking
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{
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string configPath = message.ReadString();
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ushort id = message.ReadUInt16();
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if (configPath != Character.HumanConfigFile)
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{
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ushort id = message.ReadUInt16();
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Vector2 position = new Vector2(message.ReadFloat(), message.ReadFloat());
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Vector2 position = new Vector2(message.ReadFloat(), message.ReadFloat());
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var character = Character.Create(configPath, position, null, true);
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if (character != null) character.ID = id;
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var character = Character.Create(configPath, position, null, true);
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if (character != null) character.ID = id;
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}
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else
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{
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ReadCharacterData(message, false, true);
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}
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}
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public void RequestFile(string file, FileTransferMessageType fileType)
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@@ -1069,7 +1076,7 @@ namespace Barotrauma.Networking
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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public Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter)
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public Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter, bool hasAi = false)
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{
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string newName = inc.ReadString();
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ushort ID = inc.ReadUInt16();
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@@ -1082,12 +1089,10 @@ namespace Barotrauma.Networking
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string jobName = inc.ReadString();
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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//ushort spawnPointID = inc.ReadUInt16();
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CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
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ch.HeadSpriteId = headSpriteID;
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Character character = Character.Create(ch, position, !isMyCharacter, false);
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Character character = Character.Create(ch, position, !isMyCharacter, hasAi);
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GameMain.GameSession.CrewManager.characters.Add(character);
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character.ID = ID;
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