Track LocalMods as part of monolith
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using Barotrauma;
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using Barotrauma.Networking;
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using MoreLevelContent.Networking;
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namespace MoreLevelContent.Shared.Generation
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{
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// Client
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abstract partial class TimedEventMapModule
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{
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protected override void InitProjSpecific()
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{
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if (GameMain.IsMultiplayer) NetUtil.Register(EventCreated, CreateEvent);
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}
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internal void CreateEvent(object[] args)
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{
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IReadMessage inMsg = (IReadMessage)args[0];
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int id = (int)inMsg.ReadUInt32();
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byte steps = inMsg.ReadByte();
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LocationConnection connection = MapDirector.IdConnectionLookup[id];
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CreateEvent(connection, steps);
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}
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}
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}
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