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https://github.com/misternebula/quantum-space-buddies.git
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more stuff
This commit is contained in:
parent
9b98a2fff5
commit
90e7a662b0
@ -1,21 +0,0 @@
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using UnityEngine.Networking;
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namespace QSB.Events
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{
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public class DeathMessage : PlayerMessage
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{
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public DeathType DeathType { get; set; }
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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DeathType = (DeathType)reader.ReadInt16();
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write((short)DeathType);
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}
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}
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}
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@ -11,7 +11,8 @@
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//new PlayerProbeEvent();
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//new PlayerProbeEvent();
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//new PlayerSectorChange();
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//new PlayerSectorChange();
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new PlayerJoinEvent();
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new PlayerJoinEvent();
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//new PlayerLeaveEvent();
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new PlayerLeaveEvent();
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new PlayerDeathEvent();
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}
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}
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}
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}
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}
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}
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@ -3,11 +3,29 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using QSB.Messaging;
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using QSB.Messaging;
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using QSB.Utility;
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namespace QSB.Events
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namespace QSB.Events
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{
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{
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class PlayerDeathEvent : QSBEvent<PlayerDeathMessage>
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class PlayerDeathEvent : QSBEvent<PlayerDeathMessage>
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{
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{
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public override MessageType Type => MessageType.PlayerDeath;
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public override MessageType Type => MessageType.PlayerDeath;
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public override void SetupListener()
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{
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GlobalMessenger<DeathType>.AddListener("QSBPlayerDeath", type => SendEvent(new PlayerDeathMessage { SenderId = PlayerRegistry.LocalPlayer.NetId, DeathType = type }));
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}
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public override void OnReceive(PlayerDeathMessage message)
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{
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var playerName = PlayerRegistry.GetPlayer(message.SenderId).Name;
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var deathMessage = Necronomicon.GetPhrase(message.DeathType);
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DebugLog.ToAll(string.Format(deathMessage, playerName));
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}
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public override void OnReceiveLocal(PlayerDeathMessage message)
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{
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OnReceive(message);
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}
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}
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}
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}
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}
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19
QSB/Events/PlayerSectorEvent.cs
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19
QSB/Events/PlayerSectorEvent.cs
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@ -0,0 +1,19 @@
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using QSB.Messaging;
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namespace QSB.Events
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{
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class PlayerSectorEvent : QSBEvent<SectorMessage>
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{
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public override MessageType Type => MessageType.PlayerSectorChange;
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public override void SetupListener()
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{
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throw new System.NotImplementedException();
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}
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public override void OnReceive(SectorMessage message)
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -1,6 +1,6 @@
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace QSB.Events
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namespace QSB.Messaging
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{
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{
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public class PlayerDeathMessage : PlayerMessage
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public class PlayerDeathMessage : PlayerMessage
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{
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{
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@ -1,6 +1,6 @@
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace QSB.Events
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namespace QSB.Messaging
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{
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{
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public class PlayerJoinMessage : PlayerMessage
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public class PlayerJoinMessage : PlayerMessage
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{
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{
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using System.Linq;
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using System.Linq;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace QSB.Events
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namespace QSB.Messaging
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{
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{
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public class PlayerLeaveMessage : PlayerMessage
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public class PlayerLeaveMessage : PlayerMessage
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{
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{
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using QSB.Messaging;
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using QSB.Messaging;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace QSB.Events
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namespace QSB.Messaging
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{
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{
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public abstract class PlayerMessage : QSBMessage
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public abstract class PlayerMessage : QSBMessage
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{
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{
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@ -1,23 +1,20 @@
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using QSB.Messaging;
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using QSB.Messaging;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace QSB.TransformSync
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namespace QSB.Messaging
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{
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{
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public class SectorMessage : QSBMessage
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public class SectorMessage : PlayerMessage
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{
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{
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public int SectorId;
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public int SectorId;
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public uint SenderId;
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public override void Deserialize(NetworkReader reader)
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public override void Deserialize(NetworkReader reader)
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{
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{
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SectorId = reader.ReadInt32();
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SectorId = reader.ReadInt32();
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SenderId = reader.ReadPackedUInt32();
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}
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}
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public override void Serialize(NetworkWriter writer)
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public override void Serialize(NetworkWriter writer)
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{
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{
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writer.Write(SectorId);
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writer.Write(SectorId);
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writer.Write(SenderId);
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}
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}
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}
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}
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}
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}
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@ -1,6 +1,6 @@
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace QSB.Events
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namespace QSB.Messaging
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{
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{
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public class ToggleMessage : PlayerMessage
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public class ToggleMessage : PlayerMessage
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{
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{
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<Compile Include="Animation\AnimFloatParam.cs" />
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<Compile Include="Animation\AnimFloatParam.cs" />
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<Compile Include="Animation\AnimTriggerMessage.cs" />
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<Compile Include="Animation\AnimTriggerMessage.cs" />
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<Compile Include="Animation\AnimTrigger.cs" />
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<Compile Include="Animation\AnimTrigger.cs" />
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<Compile Include="Events\PlayerDeathEvent.cs" />
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<Compile Include="Events\PlayerFlashlightEvent.cs" />
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<Compile Include="Events\PlayerFlashlightEvent.cs" />
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<Compile Include="Events\PlayerJoinEvent.cs" />
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<Compile Include="Events\PlayerJoinEvent.cs" />
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<Compile Include="Events\PlayerLeaveEvent.cs" />
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<Compile Include="Events\PlayerLeaveEvent.cs" />
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<Compile Include="Events\PlayerSectorEvent.cs" />
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<Compile Include="Messaging\PlayerDeathMessage.cs" />
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<Compile Include="Messaging\PlayerLeaveMessage.cs" />
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<Compile Include="Messaging\PlayerLeaveMessage.cs" />
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<Compile Include="Events\PlayerProbeLauncherEvent.cs" />
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<Compile Include="Events\PlayerProbeLauncherEvent.cs" />
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<Compile Include="Events\PlayerSignalscopeEvent.cs" />
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<Compile Include="Events\PlayerSignalscopeEvent.cs" />
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<Compile Include="Events\GameState.cs" />
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<Compile Include="Events\GameState.cs" />
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<Compile Include="Events\Necronomicon.cs" />
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<Compile Include="Events\Necronomicon.cs" />
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<Compile Include="Utility\DebugLog.cs" />
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<Compile Include="Utility\DebugLog.cs" />
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<Compile Include="Events\DeathMessage.cs" />
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<Compile Include="Messaging\PlayerMessage.cs" />
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<Compile Include="Messaging\PlayerMessage.cs" />
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<Compile Include="Events\StateRequestMessage.cs" />
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<Compile Include="Events\StateRequestMessage.cs" />
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<Compile Include="Messaging\MessageHandler.cs" />
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<Compile Include="Messaging\MessageHandler.cs" />
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<Compile Include="TimeSync\PreserveTimeScale.cs" />
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<Compile Include="TimeSync\PreserveTimeScale.cs" />
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<Compile Include="TransformSync\ShipTransformSync.cs" />
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<Compile Include="TransformSync\ShipTransformSync.cs" />
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<Compile Include="TransformSync\TransformSync.cs" />
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<Compile Include="TransformSync\TransformSync.cs" />
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<Compile Include="TransformSync\SectorMessage.cs" />
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<Compile Include="Messaging\SectorMessage.cs" />
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<Compile Include="TransformSync\SectorSync.cs" />
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<Compile Include="TransformSync\SectorSync.cs" />
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<Compile Include="TimeSync\WakeUpMessage.cs" />
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<Compile Include="TimeSync\WakeUpMessage.cs" />
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<Compile Include="TimeSync\WakeUpSync.cs" />
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<Compile Include="TimeSync\WakeUpSync.cs" />
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PropertyGroup>
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<GameDir>C:\Program Files\Epic Games\OuterWilds</GameDir>
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<GameDir>D:\EpicGames\OuterWilds</GameDir>
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<OwmlDir>C:\Users\Alek\Documents\Source\OWML\Release</OwmlDir>
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<OwmlDir>C:\Users\Henry\Downloads\OWModManager\OWML</OwmlDir>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
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<StartWorkingDirectory>C:\Program Files\Epic Games\OuterWilds\OuterWilds_Data\Managed\</StartWorkingDirectory>
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<StartWorkingDirectory>C:\Program Files\Epic Games\OuterWilds\OuterWilds_Data\Managed\</StartWorkingDirectory>
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private ShipCockpitController _cockpitController;
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private ShipCockpitController _cockpitController;
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private PlayerSpacesuit _spaceSuit;
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private PlayerSpacesuit _spaceSuit;
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private MessageHandler<DeathMessage> _deathHandler;
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private void Awake()
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private void Awake()
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{
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{
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_instance = this;
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_instance = this;
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_shipSpawnPoint.transform.position = shipTransform.position;
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_shipSpawnPoint.transform.position = shipTransform.position;
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_shipSpawnPoint.transform.rotation = shipTransform.rotation;
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_shipSpawnPoint.transform.rotation = shipTransform.rotation;
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}
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}
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_deathHandler = new MessageHandler<DeathMessage>(MessageType.Death);
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_deathHandler.OnServerReceiveMessage += OnServerReceiveMessage;
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_deathHandler.OnClientReceiveMessage += OnClientReceiveMessage;
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}
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}
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public void ResetShip()
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public void ResetShip()
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);
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);
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}
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}
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private void OnServerReceiveMessage(DeathMessage message)
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{
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_deathHandler.SendToAll(message);
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}
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private void OnClientReceiveMessage(DeathMessage message)
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{
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var playerName = PlayerRegistry.GetPlayer(message.SenderId).Name;
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var deathMessage = Necronomicon.GetPhrase(message.DeathType);
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DebugLog.ToAll(string.Format(deathMessage, playerName));
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}
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internal static class Patches
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internal static class Patches
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{
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{
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public static bool PreFinishDeathSequence(DeathType deathType)
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public static bool PreFinishDeathSequence(DeathType deathType)
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public static void BroadcastDeath(DeathType deathType)
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public static void BroadcastDeath(DeathType deathType)
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{
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{
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var message = new DeathMessage
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GlobalMessenger<DeathType>.FireEvent("QSBPlayerDeath", deathType);
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{
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}
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SenderId = PlayerTransformSync.LocalInstance.netId.Value,
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DeathType = deathType
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};
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_instance._deathHandler.SendToServer(message);
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}
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}
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}
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}
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}
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}
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}
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