using Barotrauma.Networking; using Barotrauma; using MoreLevelContent.Networking; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MoreLevelContent.Shared.Generation { // Client internal partial class OldDistressMapModule { protected override void InitProjSpecific() { if (GameMain.IsMultiplayer) NetUtil.Register(NetEvent.MAP_SEND_NEWDISTRESS, CreateDistress); } internal void CreateDistress(object[] args) { IReadMessage inMsg = (IReadMessage)args[0]; int id = (int)inMsg.ReadUInt32(); byte steps = inMsg.ReadByte(); LocationConnection connection = MapDirector.IdConnectionLookup[id]; CreateDistress(connection, steps); } } internal partial class DistressMapModule : TimedEventMapModule { } }