Fixed "collection was modified" exceptions when a huskified human is killed while enumerating the character list (e.g. when killed by an explosion)
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@@ -1,4 +1,6 @@
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using Microsoft.Xna.Framework;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml.Linq;
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@@ -140,13 +142,22 @@ namespace Barotrauma
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private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
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{
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if (GameMain.Client != null) return;
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//create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it
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CoroutineManager.StartCoroutine(CreateAIHusk(character));
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}
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private IEnumerable<object> CreateAIHusk(Character character)
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{
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character.Enabled = false;
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Entity.Spawner.AddToRemoveQueue(character);
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var husk = Character.Create(
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Path.Combine("Content", "Characters", "Human", "humanhusk.xml"),
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character.WorldPosition,
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character.Info,
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character.Info,
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false, true);
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foreach (Limb limb in husk.AnimController.Limbs)
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{
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if (limb.type == LimbType.None)
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@@ -155,18 +166,21 @@ namespace Barotrauma
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continue;
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}
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var matchingLimb = character.AnimController.GetLimb(limb.type);
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limb.body.SetTransform(matchingLimb.SimPosition, matchingLimb.Rotation);
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var matchingLimb = character.AnimController.GetLimb(limb.type);
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if (matchingLimb?.body != null)
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{
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limb.body.SetTransform(matchingLimb.SimPosition, matchingLimb.Rotation);
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limb.body.LinearVelocity = matchingLimb.LinearVelocity;
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limb.body.AngularVelocity = matchingLimb.body.AngularVelocity;
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}
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}
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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if (character.Inventory.Items[i] == null) continue;
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husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, null);
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}
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character.Enabled = false;
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Entity.Spawner.AddToRemoveQueue(character);
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yield return CoroutineStatus.Success;
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}
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}
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}
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