Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Events/Missions/SalvageMission.cs
T
2022-02-17 00:03:08 +09:00

49 lines
1.7 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
namespace Barotrauma
{
partial class SalvageMission : Mission
{
public override bool DisplayAsCompleted => false;
public override bool DisplayAsFailed => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
bool usedExistingItem = msg.ReadBoolean();
if (usedExistingItem)
{
ushort id = msg.ReadUInt16();
item = Entity.FindEntityByID(id) as Item;
if (item == null)
{
throw new System.Exception("Error in SalvageMission.ClientReadInitial: failed to find item " + id + " (mission: " + Prefab.Identifier + ")");
}
}
else
{
item = Item.ReadSpawnData(msg);
if (item == null)
{
throw new System.Exception("Error in SalvageMission.ClientReadInitial: spawned item was null (mission: " + Prefab.Identifier + ")");
}
}
int executedEffectCount = msg.ReadByte();
for (int i = 0; i < executedEffectCount; i++)
{
int index1 = msg.ReadByte();
int index2 = msg.ReadByte();
var selectedEffect = statusEffects[index1][index2];
item.ApplyStatusEffect(selectedEffect, selectedEffect.type, deltaTime: 1.0f, worldPosition: item.Position);
}
if (item.body != null)
{
item.body.FarseerBody.BodyType = BodyType.Kinematic;
}
}
}
}