Release 1.9.7.0 - Summer Update 2025
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#nullable enable
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using Barotrauma.Networking;
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namespace Barotrauma.Items.Components
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{
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internal partial class PowerDistributor : PowerTransfer, IServerSerializable, IClientSerializable
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{
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#region Networking
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public void ServerEventRead(IReadMessage msg, Client c)
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{
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SharedEventRead(msg, out EventType eventType, out PowerGroup powerGroup, out string newName, out float newRatio);
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if (item.CanClientAccess(c))
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{
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switch (eventType)
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{
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case EventType.NameChange:
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powerGroup.Name = newName;
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break;
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case EventType.RatioChange:
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powerGroup.SupplyRatio = newRatio;
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GameServer.Log($"{GameServer.CharacterLogName(c.Character)} changed supply ratio of power group \"{powerGroup.Name}\" to \"{powerGroup.SupplyRatio}\"", ServerLog.MessageType.ItemInteraction);
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break;
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}
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}
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item.CreateServerEvent(this, new EventData(powerGroup, eventType));
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}
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public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData? extraData = null) => SharedEventWrite(msg, extraData);
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#endregion
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}
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}
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