diff --git a/Barotrauma/BarotraumaClient/Source/Characters/CharacterNetworking.cs b/Barotrauma/BarotraumaClient/Source/Characters/CharacterNetworking.cs index f9983ec4e..2b9015be1 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/CharacterNetworking.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/CharacterNetworking.cs @@ -29,7 +29,7 @@ namespace Barotrauma break; case NetEntityEvent.Type.Control: msg.WriteRangedInteger(0, 3, 3); - msg.Write((int)AnimController.GrabLimb); + msg.Write((UInt16)AnimController.GrabLimb); break; } } @@ -95,7 +95,7 @@ namespace Barotrauma bool crouching = msg.ReadBoolean(); keys[(int)InputType.Crouch].Held = crouching; keys[(int)InputType.Crouch].SetState(false, crouching); - AnimController.GrabLimb = (LimbType)msg.ReadInt32(); + AnimController.GrabLimb = (LimbType)msg.ReadUInt16(); } bool hasAttackLimb = msg.ReadBoolean(); @@ -371,6 +371,9 @@ namespace Barotrauma SetStun(0.0f, true, true); } + bool ragdolled = msg.ReadBoolean(); + IsRagdolled = ragdolled; + bool huskInfected = msg.ReadBoolean(); if (huskInfected) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index a506e62d1..5b3dacbdf 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -1468,15 +1468,17 @@ namespace Barotrauma return; } + //Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us! if (IsForceRagdolled) IsRagdolled = IsForceRagdolled; - else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll + else if (!IsRagdolled || (GameMain.Server != null && AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves if (IsRagdolled) { if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false; - + if(GameMain.Server != null) + GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status }); AnimController.ResetPullJoints(); selectedConstruction = null; return; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs b/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs index cf1598c3c..28ab23947 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs @@ -357,7 +357,7 @@ namespace Barotrauma } break; case 3: - AnimController.GrabLimb = (LimbType)msg.ReadInt32(); + AnimController.GrabLimb = (LimbType)msg.ReadUInt16(); break; } break; @@ -438,7 +438,7 @@ namespace Barotrauma if (AnimController is HumanoidAnimController) { tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching); - tempBuffer.Write((int)AnimController.GrabLimb); + tempBuffer.Write((UInt16)AnimController.GrabLimb); } bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null); @@ -536,6 +536,8 @@ namespace Barotrauma msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8); } + msg.Write(IsRagdolled); + msg.Write(HuskInfectionState > 0.0f); } }