using Barotrauma.Networking; namespace Barotrauma { partial class NestMission : Mission { private Level.Cave selectedCave; public override void ServerWriteInitial(IWriteMessage msg, Client c) { base.ServerWriteInitial(msg, c); msg.Write((byte)(selectedCave == null || Level.Loaded == null || !Level.Loaded.Caves.Contains(selectedCave) ? 255 : Level.Loaded.Caves.IndexOf(selectedCave))); msg.Write(nestPosition.X); msg.Write(nestPosition.Y); msg.Write((ushort)items.Count); foreach (Item item in items) { item.WriteSpawnData(msg, item.ID, Entity.NullEntityID, 0); } } } }