using Barotrauma.Networking; namespace Barotrauma { partial class Structure : MapEntity, IDamageable, IServerSerializable, ISerializableEntity { partial void OnHealthChangedProjSpecific(Character attacker, float damageAmount) { GameMain.Server.KarmaManager.OnStructureHealthChanged(this, attacker, damageAmount); } public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null) { msg.WriteByte((byte)Sections.Length); for (int i = 0; i < Sections.Length; i++) { msg.WriteRangedSingle(Sections[i].damage / MaxHealth, 0.0f, 1.0f, 8); } } } }