using Barotrauma.Networking; namespace Barotrauma { partial class MonsterMission : Mission { public override bool DisplayAsCompleted => State > 0; public override bool DisplayAsFailed => false; public override void ClientReadInitial(IReadMessage msg) { base.ClientReadInitial(msg); byte monsterCount = msg.ReadByte(); for (int i = 0; i < monsterCount; i++) { monsters.Add(Character.ReadSpawnData(msg)); } if (monsters.Contains(null)) { throw new System.Exception("Error in MonsterMission.ClientReadInitial: monster list contains null (mission: " + Prefab.Identifier + ")"); } if (monsters.Count != monsterCount) { throw new System.Exception("Error in MonsterMission.ClientReadInitial: monster count does not match the server count (" + monsterCount + " != " + monsters.Count + "mission: " + Prefab.Identifier + ")"); } InitializeMonsters(monsters); } } }