Lobby update ID isn't included in ingame update messages, resetting lastRecvGeneralUpdate in InitClientSync
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@@ -68,6 +68,8 @@ namespace Barotrauma.Networking
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lastSentChatMsgID = 0;
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lastRecvChatMsgID = ChatMessage.LastID;
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lastRecvGeneralUpdate = 0;
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lastRecvEntitySpawnID = 0;
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lastRecvEntityEventID = 0;
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}
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@@ -831,7 +831,7 @@ namespace Barotrauma.Networking
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outmsg.Write((byte)ClientPacketHeader.UPDATE_INGAME);
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outmsg.Write((byte)ClientNetObject.SYNC_IDS);
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outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
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//outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
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outmsg.Write(ChatMessage.LastID);
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outmsg.Write(Entity.Spawner.NetStateID);
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outmsg.Write(entityEventManager.LastReceivedID);
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@@ -622,7 +622,7 @@ namespace Barotrauma.Networking
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case ClientNetObject.SYNC_IDS:
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//TODO: might want to use a clever class for this
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c.lastRecvGeneralUpdate = Math.Max(c.lastRecvGeneralUpdate, inc.ReadUInt32());
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//c.lastRecvGeneralUpdate = Math.Max(c.lastRecvGeneralUpdate, inc.ReadUInt32());
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c.lastRecvChatMsgID = Math.Max(c.lastRecvChatMsgID, inc.ReadUInt32());
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c.lastRecvEntitySpawnID = Math.Max(c.lastRecvEntitySpawnID, inc.ReadUInt32());
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c.lastRecvEntityEventID = Math.Max(c.lastRecvEntityEventID, inc.ReadUInt32());
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