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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
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{
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private void CreateNetworkEvent()
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{
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if (GameMain.Server == null) return;
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//split into multiple events because one might not be enough to fit all the nodes
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int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1);
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for (int i = 0; i < eventCount; i++)
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), i });
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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int eventIndex = (int)extraData[2];
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int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
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int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent);
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msg.WriteRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent), eventIndex);
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msg.WriteRangedInteger(0, MaxNodesPerNetworkEvent, nodeCount);
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for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++)
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{
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msg.Write(nodes[i].X);
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msg.Write(nodes[i].Y);
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}
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}
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}
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}
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