using Barotrauma.Networking; namespace Barotrauma { partial class Mission { partial void ShowMessageProjSpecific(int missionState) { int messageIndex = missionState - 1; if (messageIndex >= Headers.Count && messageIndex >= Messages.Count) { return; } if (messageIndex < 0) { return; } string header = messageIndex < Headers.Count ? Headers[messageIndex] : ""; string message = messageIndex < Messages.Count ? Messages[messageIndex] : ""; GameServer.Log(TextManager.Get("MissionInfo") + ": " + header + " - " + message, ServerLog.MessageType.ServerMessage); } public virtual void ServerWriteInitial(IWriteMessage msg, Client c) { msg.Write((ushort)State); } public virtual void ServerWrite(IWriteMessage msg) { msg.Write((ushort)State); } } }