Fixed many multiplayer bugs
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@@ -88,7 +88,7 @@ public class Sectors{
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public Difficulty getDifficulty(Sector sector){
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if(sector.difficulty == 0){
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return Difficulty.normal;
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return Difficulty.hard;
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}else if(sector.difficulty < 4){
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return Difficulty.normal;
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}else if(sector.difficulty < 9){
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@@ -90,7 +90,7 @@ public class TutorialSector{
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return Array.with(
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//intentionally unlocalized
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new ItemMission(Items.copper, 10).setMessage("An updated tutorial will return next build.\nFor now, you'll have to deal with... this."),
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new ItemMission(Items.copper, 50).setMessage("An updated tutorial will return next build.\nFor now, you'll have to deal with... this."),
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new BlockMission(ProductionBlocks.mechanicalDrill),
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@@ -8,6 +8,7 @@ import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.game.Waves;
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import io.anuke.mindustry.maps.Sector;
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import io.anuke.mindustry.maps.generation.Generation;
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import io.anuke.mindustry.net.Net;
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import io.anuke.ucore.util.Bundles;
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import static io.anuke.mindustry.Vars.*;
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@@ -35,7 +36,6 @@ public class WaveMission extends MissionWithStartingCore{
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this.target = target;
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}
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@Override
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public Array<SpawnGroup> getWaves(Sector sector){
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return Waves.getSpawns();
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@@ -62,7 +62,7 @@ public class WaveMission extends MissionWithStartingCore{
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public String displayString(){
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return state.wave > target ?
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Bundles.format(
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Vars.unitGroups[Vars.waveTeam.ordinal()].size() > 1 ?
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Vars.unitGroups[Vars.waveTeam.ordinal()].size() > 1 && !Net.client() ?
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"text.mission.wave.enemies" :
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"text.mission.wave.enemy", target, target, Vars.unitGroups[Vars.waveTeam.ordinal()].size()) :
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Bundles.format("text.mission.wave", state.wave, target, (int)(state.wavetime/60));
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