Host can spawn in team 2 + relay component state syncing

This commit is contained in:
juanjp600
2016-10-05 22:03:06 -03:00
parent 6648e6fd97
commit 91539c5b84
4 changed files with 53 additions and 8 deletions
@@ -7,6 +7,8 @@ namespace Barotrauma.Items.Components
{
private float maxPower;
private float lastReceivedMessage;
[Editable, HasDefaultValue(1000.0f, true)]
public float MaxPower
{
@@ -73,13 +75,43 @@ namespace Barotrauma.Items.Components
}
else if (connection.Name == "toggle")
{
IsOn = !IsOn;
SetState(!IsOn,false,true);
}
else if (connection.Name == "set_state")
{
IsOn = signal != "0";
SetState(signal != "0", false, true);
}
}
public void SetState(bool on, bool isNetworkMessage, bool sendNetworkMessage = false)
{
if (GameMain.Client != null && !isNetworkMessage) return;
IsOn = on;
if (sendNetworkMessage)
{
item.NewComponentEvent(this, false, true);
}
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
{
message.Write(IsOn);
return true;
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
{
if (sendingTime < lastReceivedMessage) return;
if (GameMain.Server != null)
{
return;
}
lastReceivedMessage = sendingTime;
SetState(message.ReadBoolean(), true);
}
}
}