using Barotrauma.Networking; namespace Barotrauma { partial class AlienRuinMission : Mission { public override void ServerWriteInitial(IWriteMessage msg, Client c) { base.ServerWriteInitial(msg, c); msg.Write((ushort)existingTargets.Count); foreach (var t in existingTargets) { msg.Write(t != null ? t.ID : Entity.NullEntityID); } msg.Write((ushort)spawnedTargets.Count); foreach (var t in spawnedTargets) { t.WriteSpawnData(msg, t.ID, false); } } } }