using Barotrauma.Networking; namespace Barotrauma { partial class EliminateTargetsMission : Mission { public override bool DisplayAsCompleted => State > 0; public override bool DisplayAsFailed => false; public override void ClientReadInitial(IReadMessage msg) { base.ClientReadInitial(msg); existingTargets.Clear(); spawnedTargets.Clear(); allTargets.Clear(); ushort existingTargetsCount = msg.ReadUInt16(); for (int i = 0; i < existingTargetsCount; i++) { ushort targetId = msg.ReadUInt16(); if (targetId == Entity.NullEntityID) { continue; } Entity target = Entity.FindEntityByID(targetId); if (target == null) { continue; } allTargets.Add(target); } ushort spawnedTargetsCount = msg.ReadUInt16(); for (int i = 0; i < spawnedTargetsCount; i++) { var enemy = Character.ReadSpawnData(msg); allTargets.Add(enemy); } } } }