using System; using System.Collections.Generic; using System.Text; namespace Barotrauma.Networking { partial class Client { public static List ClientList { get { return GameMain.Server.ConnectedClients; } } public void SetClientCharacter(Character character) { GameMain.Server.SetClientCharacter(this, character); } public void Kick(string reason = "") { GameMain.Server.KickClient(this.Connection, reason); } public void Ban(string reason = "", bool range = false, float seconds = -1) { if (seconds == -1) { GameMain.Server.BanClient(this, reason, range, null); } else { GameMain.Server.BanClient(this, reason, range, TimeSpan.FromSeconds(seconds)); } } public static void Unban(string player, string endpoint) { GameMain.Server.UnbanPlayer(player, endpoint); } public bool CheckPermission(ClientPermissions permissions) { return this.Permissions.HasFlag(permissions); } } } namespace Barotrauma { partial class CharacterInfo { public static CharacterInfo Create(string speciesName, string name = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0, Rand.RandSync randSync = Rand.RandSync.Unsynced, string npcIdentifier = "") { return new CharacterInfo(speciesName, name, name, jobPrefab, ragdollFileName, variant, randSync, npcIdentifier); } } }