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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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partial class EntitySpawner : Entity, IServerSerializable
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{
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public void CreateNetworkEvent(Entity entity, bool remove)
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{
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if (GameMain.Server != null && entity != null)
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{
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GameMain.Server.CreateEntityEvent(this, new object[] { new SpawnOrRemove(entity, remove) });
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}
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}
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public void ServerWrite(Lidgren.Network.NetBuffer message, Client client, object[] extraData = null)
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{
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if (GameMain.Server == null) return;
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SpawnOrRemove entities = (SpawnOrRemove)extraData[0];
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message.Write(entities.Remove);
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if (entities.Remove)
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{
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message.Write(entities.Entity.ID);
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}
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else
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{
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if (entities.Entity is Item)
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{
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message.Write((byte)SpawnableType.Item);
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((Item)entities.Entity).WriteSpawnData(message);
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}
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else if (entities.Entity is Character)
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{
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message.Write((byte)SpawnableType.Character);
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DebugConsole.NewMessage("WRITING CHARACTER DATA: " + (entities.Entity).ToString() + " (ID: " + entities.Entity.ID + ")", Color.Cyan);
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((Character)entities.Entity).WriteSpawnData(message);
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}
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}
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}
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}
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}
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