using Barotrauma.Networking; namespace Barotrauma { partial class CharacterCampaignData { public bool HasSpawned; public bool HasItemData { get { return itemData != null; } } partial void InitProjSpecific(Client client) { ClientEndPoint = client.Connection.EndPointString; SteamID = client.SteamID; CharacterInfo = client.CharacterInfo; } public bool MatchesClient(Client client) { if (SteamID > 0) { return SteamID == client.SteamID; } else { return ClientEndPoint == client.Connection.EndPointString; } } public bool IsDuplicate(CharacterCampaignData other) { return other.SteamID == SteamID && other.ClientEndPoint == ClientEndPoint; } public void SpawnInventoryItems(Character character, Inventory inventory) { if (character == null) { throw new System.InvalidOperationException($"Failed to spawn inventory items. Character was null."); } if (itemData == null) { throw new System.InvalidOperationException($"Failed to spawn inventory items for the character \"{character.Name}\". No saved inventory data."); } character.SpawnInventoryItems(inventory, itemData); } public void ApplyHealthData(Character character) { CharacterInfo.ApplyHealthData(character, healthData); } public void ApplyOrderData(Character character) { CharacterInfo.ApplyOrderData(character, OrderData); } } }