using Barotrauma.Networking; using System; namespace Barotrauma { partial class MonsterMission : Mission { public override void ServerWriteInitial(IWriteMessage msg, Client c) { base.ServerWriteInitial(msg, c); if (monsters.Count == 0 && monsterPrefabs.Count > 0) { throw new InvalidOperationException("Server attempted to write monster mission data when no monsters had been spawned."); } msg.WriteByte((byte)monsters.Count); foreach (Character monster in monsters) { monster.WriteSpawnData(msg, monster.ID, restrictMessageSize: false); } } } }