Fixes
It compiles now, but it's probably really broken.
This commit is contained in:
@@ -568,6 +568,7 @@ namespace Barotrauma.Networking
|
||||
string modeName = inc.ReadString();
|
||||
|
||||
bool respawnAllowed = inc.ReadBoolean();
|
||||
bool loadSecondSub = inc.ReadBoolean();
|
||||
|
||||
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
|
||||
|
||||
|
||||
@@ -853,10 +853,6 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (AllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
|
||||
|
||||
for (int teamID = 1; teamID <= teamCount; teamID++)
|
||||
{
|
||||
List<Client> teamClients = teamCount == 1 ? connectedClients : connectedClients.FindAll(c => c.TeamID == teamID);
|
||||
|
||||
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
|
||||
foreach (Client c in connectedClients)
|
||||
{
|
||||
|
||||
@@ -237,7 +237,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
foreach (Door door in shuttleDoors)
|
||||
{
|
||||
if (door.IsOpen) door.SetState(false, false, true);
|
||||
if (door.IsOpen) door.SetState(false,false,true);
|
||||
}
|
||||
|
||||
var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
|
||||
|
||||
Reference in New Issue
Block a user