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Stop hardcoding Spawn Ids
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@@ -1,11 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Impostor.Api;
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using Impostor.Api.Innersloth;
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using Impostor.Api.Net.Inner;
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using Impostor.Api.Unity;
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using Impostor.Hazel;
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using Impostor.Server.Events.Meeting;
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using Impostor.Server.Events.Player;
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using Impostor.Server.Net.Inner;
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@@ -50,6 +50,8 @@ namespace Impostor.Server.Net.State
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[13] = typeof(InnerFungleShipStatus),
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};
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private static readonly Dictionary<Type, uint> SpawnableObjectIds = SpawnableObjects.ToDictionary((i) => i.Value, (i) => i.Key);
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private readonly List<InnerNetObject> _allObjects = new List<InnerNetObject>();
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private readonly Dictionary<uint, InnerNetObject> _allObjectsFast = new Dictionary<uint, InnerNetObject>();
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@@ -125,7 +125,7 @@ namespace Impostor.Server.Net.State
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{
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using var writer = StartGameData(targetClientId);
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writer.StartMessage((byte)GameDataTag.SpawnFlag);
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writer.WritePacked(11u); // TODO don't hardcode
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writer.WritePacked(SpawnableObjectIds[obj.GetType()]);
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writer.WritePacked(obj.OwnerId);
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writer.Write((byte)obj.SpawnFlags);
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