using Barotrauma.Networking; namespace Barotrauma { partial class TraitorMissionResult { public TraitorMissionResult(Traitor.TraitorMission mission) { MissionIdentifier = mission.Identifier; EndMessage = mission.GlobalEndMessage; Success = mission.IsCompleted; foreach (Traitor traitor in mission.Traitors.Values) { Characters.Add(traitor.Character); } } public TraitorMissionResult(Identifier identifier, string globalEndMessage, bool isCompleted, Character[] characters = null) { MissionIdentifier = identifier; EndMessage = globalEndMessage; Success = isCompleted; if (Characters != null) { Characters.AddRange(characters); } } public void ServerWrite(IWriteMessage msg) { msg.WriteIdentifier(MissionIdentifier); msg.WriteString(EndMessage); msg.WriteBoolean(Success); msg.WriteByte((byte)Characters.Count); foreach (Character character in Characters) { msg.WriteUInt16(character.ID); } } } }