using Microsoft.Xna.Framework; using System; using System.Globalization; using System.Xml.Linq; using Barotrauma.Networking; using Lidgren.Network; namespace Barotrauma.Items.Components { partial class Engine : Powered, IServerSerializable, IClientSerializable { public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { //force can only be adjusted at 10% intervals -> no need for more accuracy than this msg.WriteRangedInteger(-10, 10, (int)(targetForce / 10.0f)); } public void ServerRead(ClientNetObject type, NetBuffer msg, Client c) { float newTargetForce = msg.ReadRangedInteger(-10, 10) * 10.0f; if (item.CanClientAccess(c)) { if (Math.Abs(newTargetForce - targetForce) > 0.01f) { GameServer.Log(c.Character.LogName + " set the force of " + item.Name + " to " + (int)(newTargetForce) + " %", ServerLog.MessageType.ItemInteraction); } targetForce = newTargetForce; } //notify all clients of the changed state item.CreateServerEvent(this); } } }