/// <summary>Initial scene load when joining the server for the first time.</summary> /// <param name="fromClient">The ID of the client who joined the server</param> /// <param name="sceneName">The name of the client's active scene when joining the server</param> public static void SceneChanged(byte fromClient, string sceneName) { Server.clients[fromClient].player.activeScene = sceneName; for (byte i = 1; i <= Server.MaxPlayers; i++) { if (Server.clients[i].player != null && i != fromClient) { if (Server.clients[i].player.activeScene == sceneName) { Log("Same Scene, Spawning Players First Pass"); ServerSend.SpawnPlayer(fromClient, Server.clients[i].player); ServerSend.SpawnPlayer(Server.clients[i].player.id, Server.clients[fromClient].player); } Player iPlayer = Server.clients[i].player; Player fromPlayer = Server.clients[fromClient].player; ServerSend.SpawnPlayer(fromClient, iPlayer); ServerSend.SpawnPlayer(i, fromPlayer); // CustomKnight integration if (ServerSettings.CustomKnightIntegration) { Log("Checking Hashes"); ServerSend.CheckHashes(i); ServerSend.CheckHashes(fromClient); } } } }