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using System;
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using System.Collections.Generic;
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using System.Text;
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using Lidgren.Network;
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namespace Barotrauma.Networking
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{
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partial class OrderChatMessage : ChatMessage
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{
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public override void ServerWrite(NetOutgoingMessage msg, Client c)
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{
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msg.Write((byte)ServerNetObject.CHAT_MESSAGE);
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msg.Write(NetStateID);
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msg.Write((byte)ChatMessageType.Order);
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msg.Write(SenderName);
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msg.Write(Sender != null && c.InGame);
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if (Sender != null && c.InGame)
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{
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msg.Write(Sender.ID);
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}
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msg.Write((byte)Order.PrefabList.IndexOf(Order.Prefab));
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msg.Write(TargetCharacter == null ? (UInt16)0 : TargetCharacter.ID);
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msg.Write(TargetEntity == null ? (UInt16)0 : TargetEntity.ID);
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msg.Write((byte)Array.IndexOf(Order.Prefab.Options, OrderOption));
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}
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}
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}
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