#nullable enable using Barotrauma.Networking; namespace Barotrauma { sealed partial class TraitorManager { public static void ClientRead(IReadMessage msg) { //unused, but could be worth keeping in the messages regardless in case a mod wants to use these for something TraitorEvent.State state = (TraitorEvent.State)msg.ReadByte(); Identifier eventIdentifier = msg.ReadIdentifier(); if (GameMain.Client?.Character == null) { DebugConsole.AddSafeError("Received a traitor update when not controlling a character."); return; } GameMain.Client.Character.IsTraitor = true; } } }