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