Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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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 Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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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 Fabricator : Powered, IServerSerializable, IClientSerializable
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{
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private GUIListBox itemList;
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private GUIFrame selectedItemFrame;
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private GUIProgressBar progressBar;
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private GUIButton activateButton;
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private void InitProjSpecific()
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{
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GuiFrame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
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itemList = new GUIListBox(new Rectangle(0, 0, GuiFrame.Rect.Width / 2 - 20, 0), "", GuiFrame);
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itemList.OnSelected = SelectItem;
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foreach (FabricableItem fi in fabricableItems)
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{
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GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 50), Color.Transparent, null, itemList)
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{
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UserData = fi,
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Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f),
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HoverColor = Color.Gold * 0.2f,
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SelectedColor = Color.Gold * 0.5f,
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ToolTip = fi.TargetItem.Description
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};
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(40, 0, 0, 25),
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fi.TargetItem.Name,
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Color.Transparent, Color.White,
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Alignment.Left, Alignment.Left,
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null, frame);
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textBlock.ToolTip = fi.TargetItem.Description;
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textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
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if (fi.TargetItem.sprite != null)
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{
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GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), fi.TargetItem.sprite, Alignment.Left, frame);
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img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
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img.Color = fi.TargetItem.SpriteColor;
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img.ToolTip = fi.TargetItem.Description;
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}
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}
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}
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private bool SelectItem(GUIComponent component, object obj)
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{
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FabricableItem targetItem = obj as FabricableItem;
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if (targetItem == null) return false;
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if (selectedItemFrame != null) GuiFrame.RemoveChild(selectedItemFrame);
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//int width = 200, height = 150;
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selectedItemFrame = new GUIFrame(new Rectangle(0, 0, (int)(GuiFrame.Rect.Width * 0.4f), 300), Color.Black * 0.8f, Alignment.CenterY | Alignment.Right, null, GuiFrame);
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selectedItemFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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progressBar = new GUIProgressBar(new Rectangle(0, 0, 0, 20), Color.Green, "", 0.0f, Alignment.BottomCenter, selectedItemFrame);
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progressBar.IsHorizontal = true;
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if (targetItem.TargetItem.sprite != null)
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{
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int y = 0;
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GUIImage img = new GUIImage(new Rectangle(10, 0, 40, 40), targetItem.TargetItem.sprite, Alignment.TopLeft, selectedItemFrame);
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img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
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img.Color = targetItem.TargetItem.SpriteColor;
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new GUITextBlock(
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new Rectangle(60, 0, 0, 25),
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targetItem.TargetItem.Name,
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Color.Transparent, Color.White,
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Alignment.TopLeft,
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Alignment.TopLeft, null,
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selectedItemFrame, true);
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y += 40;
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if (!string.IsNullOrWhiteSpace(targetItem.TargetItem.Description))
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{
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var description = new GUITextBlock(
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new Rectangle(0, y, 0, 0),
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targetItem.TargetItem.Description,
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"", Alignment.TopLeft, Alignment.TopLeft,
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selectedItemFrame, true, GUI.SmallFont);
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y += description.Rect.Height + 10;
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}
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List<Skill> inadequateSkills = new List<Skill>();
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if (Character.Controlled != null)
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{
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inadequateSkills = targetItem.RequiredSkills.FindAll(skill => Character.Controlled.GetSkillLevel(skill.Name) < skill.Level);
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}
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Color textColor = Color.White;
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string text;
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if (!inadequateSkills.Any())
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{
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text = "Required items:\n";
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foreach (Tuple<ItemPrefab, int> ip in targetItem.RequiredItems)
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{
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text += " - " + ip.Item1.Name + " x" + ip.Item2 + "\n";
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}
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text += "Required time: " + targetItem.RequiredTime + " s";
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}
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else
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{
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text = "Skills required to calibrate:\n";
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foreach (Skill skill in inadequateSkills)
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{
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text += " - " + skill.Name + " lvl " + skill.Level + "\n";
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}
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textColor = Color.Red;
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}
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new GUITextBlock(
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new Rectangle(0, y, 0, 25),
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text,
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Color.Transparent, textColor,
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Alignment.TopLeft,
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Alignment.TopLeft, null,
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selectedItemFrame);
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activateButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Create", Color.White, Alignment.CenterX | Alignment.Bottom, "", selectedItemFrame);
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activateButton.OnClicked = StartButtonClicked;
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activateButton.UserData = targetItem;
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activateButton.Enabled = false;
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}
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return true;
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}
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private bool StartButtonClicked(GUIButton button, object obj)
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{
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if (fabricatedItem == null)
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{
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StartFabricating(obj as FabricableItem, Character.Controlled);
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}
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else
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{
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CancelFabricating(Character.Controlled);
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}
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent(this);
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}
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return true;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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GuiFrame.Draw(spriteBatch);
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}
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public override void AddToGUIUpdateList()
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{
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GuiFrame.AddToGUIUpdateList();
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}
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public override void UpdateHUD(Character character)
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{
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FabricableItem targetItem = itemList.SelectedData as FabricableItem;
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if (targetItem != null)
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{
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activateButton.Enabled = CanBeFabricated(targetItem, character);
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}
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if (character != null)
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{
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bool itemsChanged = false;
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if (prevContainedItems == null)
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{
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itemsChanged = true;
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}
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else
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{
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var itemContainer = item.GetComponent<ItemContainer>();
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for (int i = 0; i < itemContainer.Inventory.Items.Length; i++)
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{
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if (prevContainedItems[i] != itemContainer.Inventory.Items[i])
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{
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itemsChanged = true;
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break;
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}
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}
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}
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if (itemsChanged) CheckFabricableItems(character);
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}
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GuiFrame.Update((float)Timing.Step);
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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if (itemIndex == -1)
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{
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CancelFabricating();
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}
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else
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{
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//if already fabricating the selected item, return
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if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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SelectItem(null, fabricableItems[itemIndex]);
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StartFabricating(fabricableItems[itemIndex]);
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}
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}
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}
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}
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