using Barotrauma.Networking; using FarseerPhysics; namespace Barotrauma { partial class SalvageMission : Mission { public override bool DisplayAsCompleted => false; public override bool DisplayAsFailed => false; public override void ClientReadInitial(IReadMessage msg) { base.ClientReadInitial(msg); foreach (var target in targets) { bool targetFound = msg.ReadBoolean(); if (!targetFound) { continue; } bool usedExistingItem = msg.ReadBoolean(); if (usedExistingItem) { ushort id = msg.ReadUInt16(); target.Item = Entity.FindEntityByID(id) as Item; if (target.Item == null) { throw new System.Exception("Error in SalvageMission.ClientReadInitial: failed to find item " + id + " (mission: " + Prefab.Identifier + ")"); } } else { target.Item = Item.ReadSpawnData(msg); if (target.Item == null) { throw new System.Exception("Error in SalvageMission.ClientReadInitial: spawned item was null (mission: " + Prefab.Identifier + ")"); } } int executedEffectCount = msg.ReadByte(); for (int i = 0; i < executedEffectCount; i++) { int listIndex = msg.ReadByte(); int effectIndex = msg.ReadByte(); var selectedEffect = target.StatusEffects[listIndex][effectIndex]; target.Item.ApplyStatusEffect(selectedEffect, selectedEffect.type, deltaTime: 1.0f, worldPosition: target.Item.Position); } if (target.Item.body != null) { target.Item.body.FarseerBody.BodyType = BodyType.Kinematic; } } } public override void ClientRead(IReadMessage msg) { base.ClientRead(msg); int targetCount = msg.ReadByte(); for (int i = 0; i < targetCount; i++) { var state = (Target.RetrievalState)msg.ReadByte(); if (i < targets.Count) { targets[i].State = state; } } } } }