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Always exit remote view on sync
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@@ -116,11 +116,6 @@ function inventory_sync.deserialize_player(player, finished_record)
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-- Restore player position and driving state
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restore_position(player, finished_record)
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-- Return to remote if needed (restore position may exit remote view)
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if serialized_player.remote then
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player.set_controller{ type = defines.controllers.remote }
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end
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-- Transfer items from stashed inventory
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if stashed_corpse then
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local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
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@@ -429,7 +429,6 @@ end
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--- @field generation number
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--- @field name string
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--- @field controller string
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--- @field remote boolean
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--- @field color Color
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--- @field chat_color Color
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--- @field tag string
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@@ -452,7 +451,6 @@ function serialize.serialize_player(player, failed_deserialization)
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local serialized = {
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generation = 0, -- Gets replaced later
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controller = controller_to_name[player.controller_type],
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remote = false,
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name = player.name,
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color = player.color,
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chat_color = player.chat_color,
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@@ -463,8 +461,8 @@ function serialize.serialize_player(player, failed_deserialization)
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ticks_to_respawn = player.ticks_to_respawn,
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}
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-- In 2.0 we want to sync the physical controller to ignore remote view
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if v2_remote_controller then
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serialized.remote = player.controller_type == defines.controllers.remote
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serialized.controller = controller_to_name[player.physical_controller_type]
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end
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@@ -637,11 +635,6 @@ function serialize.deserialize_player(player, serialized)
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serialize.deserialize_crafting_notifications(player, serialized.recipe_notifications)
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end
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-- Return to remote view after physical controller has been synced
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if serialized.remote then
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player.set_controller{ type = defines.controllers.remote }
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end
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return next(failed_deserialization) and failed_deserialization or nil
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end
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