using Barotrauma.Networking; using System.Collections.Generic; namespace Barotrauma { class PvPMode : MissionMode { public PvPMode(GameModePreset preset, IEnumerable missionPrefabs) : base(preset, ValidateMissionPrefabs(missionPrefabs, MissionPrefab.PvPMissionClasses)) { } public PvPMode(GameModePreset preset, MissionType missionType, string seed) : base(preset, ValidateMissionType(missionType, MissionPrefab.PvPMissionClasses), seed) { } public void AssignTeamIDs(IEnumerable clients) { int teamWeight = 0; List randList = new List(clients); for (int i = 0; i < randList.Count; i++) { if (randList[i].PreferredTeam == CharacterTeamType.Team1 || randList[i].PreferredTeam == CharacterTeamType.Team2) { randList[i].TeamID = randList[i].PreferredTeam; teamWeight += randList[i].PreferredTeam == CharacterTeamType.Team1 ? -1 : 1; randList.RemoveAt(i); i--; } } for (int i = 0; i