REFACTOR SOON
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@@ -2345,7 +2345,7 @@ namespace Barotrauma.Networking
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{
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if (!(GameMain.GameSession?.GameMode is CampaignMode))
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{
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if (!GameMain.Lua.overrideTraitors)
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if (!GameMain.Lua.game.overrideTraitors)
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{
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TraitorManager = new TraitorManager();
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TraitorManager.Start(this);
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@@ -71,6 +71,10 @@ namespace Barotrauma.Networking
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private bool RespawnPending()
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{
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int characterToRespawnCount = GetClientsToRespawn().Count();
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if (GameMain.Lua.game.overrideRespawnSub)
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{
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characterToRespawnCount = 0;
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}
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int totalCharacterCount = GameMain.Server.ConnectedClients.Count;
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return (float)characterToRespawnCount >= Math.Max((float)totalCharacterCount * GameMain.Server.ServerSettings.MinRespawnRatio, 1.0f);
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}
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@@ -98,11 +102,18 @@ namespace Barotrauma.Networking
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RespawnShuttle.Velocity = Vector2.Zero;
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}
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private void DispatchShuttle()
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public void DispatchShuttle()
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{
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if (RespawnShuttle != null)
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{
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CurrentState = State.Transporting;
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if (GameMain.Lua.game.overrideRespawnSub)
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{
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CurrentState = State.Waiting;
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}
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else
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{
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CurrentState = State.Transporting;
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}
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GameMain.Server.CreateEntityEvent(this);
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ResetShuttle();
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@@ -114,7 +125,10 @@ namespace Barotrauma.Networking
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GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
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RespawnCharacters();
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if (!GameMain.Lua.game.overrideRespawnSub)
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{
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RespawnCharacters();
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}
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CoroutineManager.StopCoroutines("forcepos");
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Vector2 spawnPos = FindSpawnPos();
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