using Barotrauma.Networking; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { partial class StatusEffectAction : EventAction { private void ServerWrite(IEnumerable targets) { IWriteMessage outmsg = new WriteOnlyMessage(); outmsg.WriteByte((byte)ServerPacketHeader.EVENTACTION); outmsg.WriteByte((byte)EventManager.NetworkEventType.STATUSEFFECT); outmsg.WriteIdentifier(ParentEvent.Prefab.Identifier); outmsg.WriteUInt16((UInt16)actionIndex); outmsg.WriteUInt16((UInt16)targets.Count()); foreach (Entity target in targets) { outmsg.WriteUInt16(target.ID); } foreach (Client c in GameMain.Server.ConnectedClients) { GameMain.Server.ServerPeer?.Send(outmsg, c.Connection, DeliveryMethod.Reliable); } } } }