Separate interfaces for entities that the clients/server can send updates for (+ placeholder implementations)
May or may not be useful
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@@ -26,7 +26,7 @@ namespace Barotrauma
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OnImpact
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}
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class Item : MapEntity, IDamageable, IPropertyObject
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class Item : MapEntity, IDamageable, IPropertyObject, IServerSerializable
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{
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public static List<Item> ItemList = new List<Item>();
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private ItemPrefab prefab;
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@@ -55,6 +55,12 @@ namespace Barotrauma
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//a dictionary containing lists of the status effects in all the components of the item
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private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
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private ushort netStateID;
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public ushort NetStateID
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{
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get { return netStateID; }
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}
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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@@ -1383,12 +1389,6 @@ namespace Barotrauma
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public void Drop(Character dropper = null)
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{
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//if (dropper == Character.Controlled)
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// new NetworkEvent(NetworkEventType.DropItem, ID, true);
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//if (dropper != null) GameServer.Log(dropper.Name + " dropped " + Name, Color.Orange);
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foreach (ItemComponent ic in components) ic.Drop(dropper);
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if (Container != null) Container.RemoveContained(this);
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@@ -1514,6 +1514,9 @@ namespace Barotrauma
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return element;
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}
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public void ServerWrite(NetOutgoingMessage msg) { }
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public void ClientRead(NetIncomingMessage msg) { }
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public static void Load(XElement element, Submarine submarine)
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{
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