v0.11.0.9
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@@ -50,6 +50,8 @@ namespace Barotrauma.Networking
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Entity targetEntity = Entity.FindEntityByID(msg.ReadUInt16());
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int optionIndex = msg.ReadByte();
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OrderTarget orderTargetPosition = null;
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Order.OrderTargetType orderTargetType = (Order.OrderTargetType)msg.ReadByte();
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int wallSectionIndex = 0;
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if (msg.ReadBoolean())
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{
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var x = msg.ReadSingle();
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@@ -57,6 +59,10 @@ namespace Barotrauma.Networking
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var hull = Entity.FindEntityByID(msg.ReadUInt16()) as Hull;
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orderTargetPosition = new OrderTarget(new Vector2(x, y), hull, creatingFromExistingData: true);
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}
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else if(orderTargetType == Order.OrderTargetType.WallSection)
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{
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wallSectionIndex = msg.ReadByte();
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}
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Order orderPrefab;
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if (orderIndex < 0 || orderIndex >= Order.PrefabList.Count)
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@@ -78,17 +84,31 @@ namespace Barotrauma.Networking
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if (GameMain.Client.GameStarted && Screen.Selected == GameMain.GameScreen)
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{
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var order = orderTargetPosition == null ?
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new Order(orderPrefab, targetEntity, orderPrefab.GetTargetItemComponent(targetEntity as Item), orderGiver: senderCharacter) :
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new Order(orderPrefab, orderTargetPosition, orderGiver: senderCharacter);
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if (order.TargetAllCharacters)
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Order order = null;
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switch (orderTargetType)
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{
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GameMain.GameSession?.CrewManager?.AddOrder(order, orderPrefab.FadeOutTime);
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case Order.OrderTargetType.Entity:
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order = new Order(orderPrefab, targetEntity, orderPrefab.GetTargetItemComponent(targetEntity as Item), orderGiver: senderCharacter);
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break;
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case Order.OrderTargetType.Position:
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order = new Order(orderPrefab, orderTargetPosition, orderGiver: senderCharacter);
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break;
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case Order.OrderTargetType.WallSection:
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order = new Order(orderPrefab, targetEntity as Structure, wallSectionIndex, orderGiver: senderCharacter);
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break;
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}
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else if (targetCharacter != null)
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if (order != null)
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{
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targetCharacter.SetOrder(order, orderOption, senderCharacter);
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if (order.TargetAllCharacters)
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{
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var fadeOutTime = !orderPrefab.IsIgnoreOrder ? (float?)orderPrefab.FadeOutTime : null;
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GameMain.GameSession?.CrewManager?.AddOrder(order, fadeOutTime);
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}
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else if (targetCharacter != null)
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{
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targetCharacter.SetOrder(order, orderOption, senderCharacter);
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}
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}
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}
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