- previous networkevent of an item isn't overridden if the event is for a different itemcomponent
- batteries are restored to full capacity and all items repaired when resetting the respawn shuttle - some respawnmanager refactoring (characters/items arent created in WriteNetworkEvent anymore) - syncing respawnmanager state with clients who join mid-round - LOS is turned back on when respawning
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@@ -120,7 +120,15 @@ namespace Barotrauma.Networking
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if (overridePrevious[(int)type])
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{
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if (Events.Any(e => e.id == id && e.eventType == type)) return;
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if (type == NetworkEventType.ComponentUpdate || type == NetworkEventType.ImportantComponentUpdate)
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{
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if (Events.Any(e => e.id == id && e.eventType == type && data == e.data)) return;
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}
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else
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{
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if (Events.Any(e => e.id == id && e.eventType == type)) return;
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}
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}
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this.id = id;
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