CPR syncing + some refactoring

Clients send an entityevent to the server when they start/stop doing CPR, and server includes the animation state in messages when character is dragging some other character
This commit is contained in:
Regalis
2017-03-22 18:32:10 +02:00
parent 823ad12058
commit d4db37f8dd
8 changed files with 96 additions and 33 deletions
+1 -1
View File
@@ -148,7 +148,7 @@ namespace Barotrauma
if (GameMain.Client != null)
{
GameMain.Client.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.RepairItem, item.FixRequirements.IndexOf(requirement)});
GameMain.Client.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.Repair, item.FixRequirements.IndexOf(requirement)});
}
else if (GameMain.Server != null)
{
+2 -2
View File
@@ -1815,7 +1815,7 @@ namespace Barotrauma
case NetEntityEvent.Type.InventoryState:
ownInventory.ClientWrite(msg, extraData);
break;
case NetEntityEvent.Type.RepairItem:
case NetEntityEvent.Type.Repair:
if (FixRequirements.Count > 0)
{
int requirementIndex = (int)extraData[1];
@@ -1847,7 +1847,7 @@ namespace Barotrauma
case NetEntityEvent.Type.InventoryState:
ownInventory.ServerRead(type, msg, c);
break;
case NetEntityEvent.Type.RepairItem:
case NetEntityEvent.Type.Repair:
if (FixRequirements.Count == 0) return;
int requirementIndex = FixRequirements.Count == 1 ?