refactor: no more dynvalues or userdatas
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@@ -310,7 +310,7 @@ namespace Barotrauma.Networking
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SendConsoleMessage("Granted all permissions to " + newClient.Name + ".", newClient);
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}
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GameMain.Lua.hook.Call("clientConnected", new MoonSharp.Interpreter.DynValue[] { MoonSharp.Interpreter.UserData.Create(newClient) });
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GameMain.Lua.hook.Call("clientConnected", new object[] { newClient });
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SendChatMessage($"ServerMessage.JoinedServer~[client]={clName}", ChatMessageType.Server, null, changeType: PlayerConnectionChangeType.Joined);
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@@ -2439,7 +2439,7 @@ namespace Barotrauma.Networking
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roundStartTime = DateTime.Now;
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GameMain.Lua.hook.Call("roundStart", new MoonSharp.Interpreter.DynValue[] { });
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GameMain.Lua.hook.Call("roundStart", new object[] { });
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yield return CoroutineStatus.Success;
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@@ -2561,7 +2561,7 @@ namespace Barotrauma.Networking
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Log("Ending the round...", ServerLog.MessageType.ServerMessage);
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}
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GameMain.Lua.hook.Call("roundEnd", new MoonSharp.Interpreter.DynValue[] { });
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GameMain.Lua.hook.Call("roundEnd", new object[] { });
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string endMessage = TextManager.FormatServerMessage("RoundSummaryRoundHasEnded");
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@@ -2857,7 +2857,7 @@ namespace Barotrauma.Networking
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{
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if (client == null) return;
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GameMain.Lua.hook.Call("clientDisconnected", new MoonSharp.Interpreter.DynValue[] { MoonSharp.Interpreter.UserData.Create(client) });
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GameMain.Lua.hook.Call("clientDisconnected", new object[] { client });
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if (gameStarted && client.Character != null)
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{
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@@ -3107,10 +3107,18 @@ namespace Barotrauma.Networking
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var hookChatMsg = ChatMessage.Create(senderName, message, (ChatMessageType)type, senderCharacter, senderClient, changeType);
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var should = GameMain.Lua.hook.Call("modifyChatMessage", new DynValue[] { UserData.Create(hookChatMsg), LuaSetup.CreateUserDataSafe(senderRadio) });
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var should = GameMain.Lua.hook.Call("modifyChatMessage", new object[] { hookChatMsg, senderRadio });
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if (should != null && should.CastToBool())
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return;
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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//check which clients can receive the message and apply distance effects
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foreach (Client client in ConnectedClients)
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