v1.7.7.0 (Winter Update 2024)
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@@ -1286,11 +1286,8 @@ namespace Barotrauma.Networking
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//check if midround syncing is needed due to missed unique events
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if (!midroundSyncingDone) { entityEventManager.InitClientMidRoundSync(c); }
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MissionAction.NotifyMissionsUnlockedThisRound(c);
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if (GameMain.GameSession.Campaign is MultiPlayerCampaign mpCampaign)
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{
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mpCampaign.SendCrewState();
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}
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else if (GameMain.GameSession.GameMode is PvPMode)
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if (GameMain.GameSession.GameMode is PvPMode)
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{
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if (c.TeamID == CharacterTeamType.None)
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{
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@@ -1299,6 +1296,10 @@ namespace Barotrauma.Networking
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}
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else
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{
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if (GameMain.GameSession.Campaign is MultiPlayerCampaign mpCampaign)
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{
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mpCampaign.SendCrewState();
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}
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//everyone's in team 1 in non-pvp game modes
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c.TeamID = CharacterTeamType.Team1;
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}
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@@ -2231,12 +2232,13 @@ namespace Barotrauma.Networking
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outmsg.WriteUInt16((UInt16)settingsBuf.LengthBytes);
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outmsg.WriteBytes(settingsBuf.Buffer, 0, settingsBuf.LengthBytes);
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outmsg.WriteBoolean(c.LastRecvLobbyUpdate < 1);
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if (c.LastRecvLobbyUpdate < 1)
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outmsg.WriteBoolean(!c.InitialLobbyUpdateSent);
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if (!c.InitialLobbyUpdateSent)
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{
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isInitialUpdate = true;
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initialUpdateBytes = outmsg.LengthBytes;
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ClientWriteInitial(c, outmsg);
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c.InitialLobbyUpdateSent = true;
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initialUpdateBytes = outmsg.LengthBytes - initialUpdateBytes;
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}
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outmsg.WriteString(GameMain.NetLobbyScreen.SelectedSub.Name);
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@@ -3106,6 +3108,7 @@ namespace Barotrauma.Networking
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{
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msg.WriteString(levelSeed);
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msg.WriteSingle(ServerSettings.SelectedLevelDifficulty);
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msg.WriteIdentifier(ServerSettings.Biome == "Random".ToIdentifier() ? Identifier.Empty : ServerSettings.Biome);
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msg.WriteString(gameSession.SubmarineInfo.Name);
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msg.WriteString(gameSession.SubmarineInfo.MD5Hash.StringRepresentation);
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var selectedShuttle = GameStarted && RespawnManager != null && RespawnManager.UsingShuttle ?
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@@ -3740,13 +3743,13 @@ namespace Barotrauma.Networking
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}
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else //msg sent by an AI character
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{
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senderName = senderCharacter.Name;
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senderName = senderCharacter.DisplayName;
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}
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}
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else //msg sent by a client
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{
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senderCharacter = senderClient.Character;
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senderName = senderCharacter == null ? senderClient.Name : senderCharacter.Name;
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senderName = senderCharacter == null ? senderClient.Name : senderCharacter.DisplayName;
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if (type == ChatMessageType.Private)
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{
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if (senderCharacter != null && !senderCharacter.IsDead || targetClient.Character != null && !targetClient.Character.IsDead)
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