using Microsoft.Xna.Framework; using Barotrauma.Networking; using System; namespace Barotrauma.Items.Components { partial class Door { partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage, bool forcedOpen) { if (IsStuck || isOpen == open) { return; } isOpen = open; //opening a partially stuck door makes it less stuck if (isOpen) { stuck = MathHelper.Clamp(stuck - StuckReductionOnOpen, 0.0f, 100.0f); } if (sendNetworkMessage) { GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), forcedOpen }); } } public override void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null) { base.ServerWrite(msg, c, extraData); msg.Write(isOpen); msg.Write(isBroken); msg.Write(extraData.Length == 3 ? (bool)extraData[2] : false); //forced open msg.Write(isStuck); msg.Write(isJammed); msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8); msg.Write(lastUser == null ? (UInt16)0 : lastUser.ID); } } }