- Autorestart works in campaign mode.
- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?) - Reverting to the previous save if the entire crew is dead works correctly now. - Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
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@@ -190,17 +190,6 @@ namespace Barotrauma.Networking
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}
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FinishUPnP();
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#if CLIENT
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if (server.UPnP.Status == UPnPStatus.NotAvailable)
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{
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new GUIMessageBox("Error", "UPnP not available");
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}
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else if (server.UPnP.Status == UPnPStatus.Discovering)
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{
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new GUIMessageBox("Error", "UPnP discovery timed out");
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}
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#endif
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}
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if (isPublic)
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@@ -376,9 +365,9 @@ namespace Barotrauma.Networking
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(myCharacter == null || myCharacter.IsDead || myCharacter.IsUnconscious);
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//restart if all characters are dead or submarine is at the end of the level
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if ((autoRestart && isCrewDead)
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(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1]==null))
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if ((autoRestart && isCrewDead)
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(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1] == null))
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{
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if (AutoRestart && isCrewDead)
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{
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