- camera follows the closest sub
- WIP "respawn shuttle" - submarine size affects its mass - electricity fixes
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@@ -282,6 +282,8 @@ namespace Barotrauma.Networking
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{
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inGameHUD.Update((float)Physics.step);
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respawnManager.Update(deltaTime);
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bool isCrewDead =
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connectedClients.Find(c => c.Character != null && !c.Character.IsDead)==null &&
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(myCharacter == null || myCharacter.IsDead);
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@@ -949,6 +951,8 @@ namespace Barotrauma.Networking
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GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
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respawnManager = new RespawnManager(this);
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yield return CoroutineStatus.Running;
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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@@ -972,7 +976,7 @@ namespace Barotrauma.Networking
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characterInfos.Add(characterInfo);
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}
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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for (int i = 0; i < connectedClients.Count; i++)
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{
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@@ -1140,6 +1144,14 @@ namespace Barotrauma.Networking
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}
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public void RespawnClients()
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{
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NetOutgoingMessage msg = server.CreateMessage();
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respawnManager.WriteNetworkEvent(msg);
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SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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private void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "")
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{
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Client client = connectedClients.Find(x => x.Connection == senderConnection);
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@@ -1611,7 +1623,7 @@ namespace Barotrauma.Networking
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}
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}
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private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
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public void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
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{
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message.Write(name);
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message.Write(character.ID);
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