Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Turret.cs
T
Joonas Rikkonen 58c92888b7 2ad9b5d...2f107db
commit 2f107db0475bf4b9a8b6f405b9ce8ec489cbc0ba
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 16:30:24 2019 +0200

    Another nullref fix to the OpenHealthWindow property setter. Closes #1090

commit 1d15d18d2501bedaa1b42ac8e0e7e09e2600960e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 16:19:05 2019 +0200

    Fixed crashing when an incompatible content package is selected in config.xml or if the content package cannot be found. Happened because the game attempted to use TextManager.Get before text files had been loaded. Partially fixes #1093

commit 9ec1980fe90bcae65333c188b265ba16a6db6c05
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Thu Feb 7 16:16:53 2019 +0200

    added correct effects for alien blood

commit b6d2c56910b5d58477703abc6785ef80719a89a6
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Thu Feb 7 15:41:25 2019 +0200

    adjustments to fent, glue and antibiotics

commit 8df16acdaac0a521fe09fb62c6815a46a87f6f25
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 15:30:51 2019 +0200

    More descriptive ping exception error messages (only shown in debug builds now), some extra checks to prevent using the workshop without steam (although the checks that actually matter are implemented at Steam's side now)

commit 959c503c140196287ab60ec2357feb8bd5c85b18
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 14:00:48 2019 +0200

    Don't allow severing the joint between a moloch's shell and the "bladder"

commit 0c0b033016c2e82b8cf1b5a4e3f6faa9cde39f40
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 13:51:58 2019 +0200

    Fixed incorrect item panel positioning in the crew command interface when the sub is docked to something. Closes #1082

commit 68366a4bf3c73b70288f043199d3ab9b2f5f4d06
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 13:23:38 2019 +0200

    Fixed outdated damage modifiers in security and clown gear (used damage types instead of afflictions), not defining any affliction types for a damage modifier makes it affect all types of damage. Closes #1088

commit 5d3ab5084b8bc5357bc4a53993ad8dfcc44d0412
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 13:04:55 2019 +0200

    Fixed client-side nullref exception if the round ends while the health window is open. Closes #1090

commit 8249d789a60dfe4bcdd1705d26d6ca36ed407058
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 12:48:34 2019 +0200

    The dedicated server doesn't initialize a Steam client (not required to use any of the Steam server functionality). Fixes players being unable to log in as a client when they're hosting a dedicated server on another machine. TODO: SteamCMD support

commit 55fb0bb1ba4bb8385dabbf6e40d4651bf86294a9
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Thu Feb 7 12:31:46 2019 +0200

    Added linked hulls

commit 937d50dca50d8c889a7c11b55765c208d2d16b67
Merge: 8109ae1a3 57731761f
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Thu Feb 7 12:16:43 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 8109ae1a3377910ff9bf066ccac582d879dfb0a4
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Thu Feb 7 12:16:37 2019 +0200

    Fixed: AI not reloading coilgun if an empty box of ammunition is inserted.

commit 57731761f64bb33a4f4e7baa38367cfb7cf1f873
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Feb 7 12:10:59 2019 +0200

    Refactor character head customization logic and store the data in a dedicated class. In the net lobby, generate new head when the user presses the right arrow button. Pressing the left arrow will restore the previous head. When the user presses the right arrow after the left arrow, the first head is restored again. So it's effectively (and technically) undo/redo logic.

commit 37577931e2706ce432cee2d48cd55990bc2bab4a
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Feb 7 12:04:49 2019 +0200

    Add properties for getting the count of the undo and redo stacks.

commit f226beb05a55749ac961e3a33ac594fdf903fc3b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 21:15:56 2019 +0200

    Fixes to hull linking & displaying them as one hull on the minimap:
    - Links between hulls are now saved.
    - Simplified grouping logic (just store a list of linked hulls in hulldata).
    - Fixed water/oxygen calculations (use the average of the values instead of their sum).
    TODO: DRY (there's now duplicate linking logic in Item and Hull), merge the hull sprites on the minimap, maybe automatize the linking?

commit 5dfea1fbb24c5bd91605caf65baaac9aca9cfbbf
Merge: 2ad9b5de4 d06a1557f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 20:18:31 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit d06a1557ffb85cd32bbb884fadef60b6d9dd27cf
Author: Alex <olimpickusa6@gmail.com>
Date:   Wed Feb 6 18:26:40 2019 +0200

    Test for connecting hulls task
2019-03-18 21:13:11 +02:00

676 lines
24 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Turret : Powered, IDrawableComponent, IServerSerializable
{
private Sprite barrelSprite, railSprite;
private Vector2 barrelPos;
private Vector2 transformedBarrelPos;
private LightComponent lightComponent;
private float rotation, targetRotation;
private float reload, reloadTime;
private float minRotation, maxRotation;
private float launchImpulse;
private Camera cam;
private float angularVelocity;
private int failedLaunchAttempts;
private Character user;
[Serialize("0,0", false)]
public Vector2 BarrelPos
{
get
{
return barrelPos;
}
set
{
barrelPos = value;
UpdateTransformedBarrelPos();
}
}
public Vector2 TransformedBarrelPos
{
get
{
return transformedBarrelPos;
}
}
[Serialize(0.0f, false)]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[Serialize(5.0f, false), Editable(0.0f, 1000.0f)]
public float Reload
{
get { return reloadTime; }
set { reloadTime = value; }
}
[Serialize("0.0,0.0", true), Editable]
public Vector2 RotationLimits
{
get
{
return new Vector2(MathHelper.ToDegrees(minRotation), MathHelper.ToDegrees(maxRotation));
}
set
{
minRotation = MathHelper.ToRadians(Math.Min(value.X, value.Y));
maxRotation = MathHelper.ToRadians(Math.Max(value.X, value.Y));
rotation = (minRotation + maxRotation) / 2;
#if CLIENT
if (lightComponent != null)
{
lightComponent.Rotation = rotation;
lightComponent.Light.Rotation = -rotation;
}
#endif
}
}
[Serialize(5.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
public float SpringStiffnessLowSkill
{
get;
private set;
}
[Serialize(2.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
public float SpringStiffnessHighSkill
{
get;
private set;
}
[Serialize(50.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
public float SpringDampingLowSkill
{
get;
private set;
}
[Serialize(10.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
public float SpringDampingHighSkill
{
get;
private set;
}
[Serialize(1.0f, false), Editable(0.0f, 100.0f, DecimalCount = 2)]
public float RotationSpeedLowSkill
{
get;
private set;
}
[Serialize(5.0f, false), Editable(0.0f, 100.0f, DecimalCount = 2)]
public float RotationSpeedHighSkill
{
get;
private set;
}
private float baseRotationRad;
[Serialize(0.0f, true), Editable(0.0f, 360.0f)]
public float BaseRotation
{
get { return MathHelper.ToDegrees(baseRotationRad); }
set
{
baseRotationRad = MathHelper.ToRadians(value);
UpdateTransformedBarrelPos();
}
}
public Turret(Item item, XElement element)
: base(item, element)
{
IsActive = true;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "barrelsprite":
barrelSprite = new Sprite(subElement);
break;
case "railsprite":
railSprite = new Sprite(subElement);
break;
}
}
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
private void UpdateTransformedBarrelPos()
{
float flippedRotation = BaseRotation;
if (item.FlippedX) flippedRotation = -flippedRotation;
//if (item.FlippedY) flippedRotation = 180.0f - flippedRotation;
transformedBarrelPos = MathUtils.RotatePointAroundTarget(barrelPos * item.Scale, new Vector2(item.Rect.Width / 2, item.Rect.Height / 2), flippedRotation);
#if CLIENT
item.SpriteRotation = MathHelper.ToRadians(flippedRotation);
#endif
}
public override void OnItemLoaded()
{
var lightComponents = item.GetComponents<LightComponent>();
if (lightComponents != null && lightComponents.Count() > 0)
{
lightComponent = lightComponents.FirstOrDefault(lc => lc.Parent == this);
#if CLIENT
if (lightComponent != null)
{
lightComponent.Rotation = rotation;
lightComponent.Light.Rotation = -rotation;
}
#endif
}
}
public override void Update(float deltaTime, Camera cam)
{
this.cam = cam;
if (reload > 0.0f) reload -= deltaTime;
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
UpdateProjSpecific(deltaTime);
if (minRotation == maxRotation) return;
float targetMidDiff = MathHelper.WrapAngle(targetRotation - (minRotation + maxRotation) / 2.0f);
float maxDist = (maxRotation - minRotation) / 2.0f;
if (Math.Abs(targetMidDiff) > maxDist)
{
targetRotation = (targetMidDiff < 0.0f) ? minRotation : maxRotation;
}
float degreeOfSuccess = user == null ? 0.5f : DegreeOfSuccess(user);
if (degreeOfSuccess < 0.5f) degreeOfSuccess *= degreeOfSuccess; //the ease of aiming drops quickly with insufficient skill levels
float springStiffness = MathHelper.Lerp(SpringStiffnessLowSkill, SpringStiffnessHighSkill, degreeOfSuccess);
float springDamping = MathHelper.Lerp(SpringDampingLowSkill, SpringDampingHighSkill, degreeOfSuccess);
float rotationSpeed = MathHelper.Lerp(RotationSpeedLowSkill, RotationSpeedHighSkill, degreeOfSuccess);
angularVelocity +=
(MathHelper.WrapAngle(targetRotation - rotation) * springStiffness - angularVelocity * springDamping) * deltaTime;
angularVelocity = MathHelper.Clamp(angularVelocity, -rotationSpeed, rotationSpeed);
rotation += angularVelocity * deltaTime;
float rotMidDiff = MathHelper.WrapAngle(rotation - (minRotation + maxRotation) / 2.0f);
if (rotMidDiff < -maxDist)
{
rotation = minRotation;
angularVelocity *= -0.5f;
}
else if (rotMidDiff > maxDist)
{
rotation = maxRotation;
angularVelocity *= -0.5f;
}
if (lightComponent != null)
{
lightComponent.Rotation = rotation;
}
}
partial void UpdateProjSpecific(float deltaTime);
public override bool Use(float deltaTime, Character character = null)
{
if (!characterUsable && character != null) return false;
return TryLaunch(deltaTime, character);
}
private bool TryLaunch(float deltaTime, Character character = null)
{
if (GameMain.Client != null) return false;
if (reload > 0.0f) return false;
if (GetAvailablePower() < powerConsumption)
{
#if CLIENT
if (!flashLowPower && character != null && character == Character.Controlled)
{
flashLowPower = true;
GUI.PlayUISound(GUISoundType.PickItemFail);
}
#endif
return false;
}
foreach (MapEntity e in item.linkedTo)
{
//use linked projectile containers in case they have to react to the turret being launched somehow
//(play a sound, spawn more projectiles)
Item linkedItem = e as Item;
if (linkedItem == null) continue;
ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
if (projectileContainer != null) linkedItem.Use(deltaTime, null);
}
var projectiles = GetLoadedProjectiles(true);
if (projectiles.Count == 0)
{
//coilguns spawns ammo in the ammo boxes with the OnUse statuseffect when the turret is launched,
//causing a one frame delay before the gun can be launched (or more in multiplayer where there may be a longer delay)
// -> attempt to launch the gun multiple times before showing the "no ammo" flash
failedLaunchAttempts++;
#if CLIENT
if (!flashNoAmmo && character != null && character == Character.Controlled && failedLaunchAttempts > 20)
{
flashNoAmmo = true;
failedLaunchAttempts = 0;
GUI.PlayUISound(GUISoundType.PickItemFail);
}
#endif
return false;
}
failedLaunchAttempts = 0;
var batteries = item.GetConnectedComponents<PowerContainer>();
float availablePower = 0.0f;
foreach (PowerContainer battery in batteries)
{
float batteryPower = Math.Min(battery.Charge * 3600.0f, battery.MaxOutPut);
float takePower = Math.Min(powerConsumption - availablePower, batteryPower);
battery.Charge -= takePower / 3600.0f;
if (GameMain.Server != null)
{
battery.Item.CreateServerEvent(battery);
}
}
Launch(projectiles[0].Item, character);
if (character != null)
{
string msg = character.LogName + " launched " + item.Name + " (projectile: " + projectiles[0].Item.Name;
if (projectiles[0].Item.ContainedItems == null || projectiles[0].Item.ContainedItems.All(i => i == null))
{
msg += ")";
}
else
{
msg += ", contained items: " + string.Join(", ", Array.FindAll(projectiles[0].Item.ContainedItems, i => i != null).Select(i => i.Name)) + ")";
}
GameServer.Log(msg, ServerLog.MessageType.ItemInteraction);
}
return true;
}
private void Launch(Item projectile, Character user = null)
{
reload = reloadTime;
projectile.Drop();
projectile.body.Dir = 1.0f;
projectile.body.ResetDynamics();
projectile.body.Enabled = true;
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y)), -rotation);
projectile.FindHull();
projectile.Submarine = projectile.body.Submarine;
Projectile projectileComponent = projectile.GetComponent<Projectile>();
if (projectileComponent != null)
{
projectileComponent.Use((float)Timing.Step);
projectileComponent.User = user;
}
if (projectile.Container != null) projectile.Container.RemoveContained(projectile);
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.components.IndexOf(this), projectile });
}
ApplyStatusEffects(ActionType.OnUse, 1.0f, user: user);
LaunchProjSpecific();
}
partial void LaunchProjSpecific();
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget &&
previousTarget.IsDead)
{
character?.Speak(TextManager.Get("DialogTurretTargetDead"), null, 0.0f, "killedtarget" + previousTarget.ID, 30.0f);
character.AIController.SelectTarget(null);
}
if (GetAvailablePower() < powerConsumption)
{
var batteries = item.GetConnectedComponents<PowerContainer>();
float lowestCharge = 0.0f;
PowerContainer batteryToLoad = null;
foreach (PowerContainer battery in batteries)
{
if (batteryToLoad == null || battery.Charge < lowestCharge)
{
batteryToLoad = battery;
lowestCharge = battery.Charge;
}
}
if (batteryToLoad == null) return true;
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed * 0.4f)
{
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, "", false));
return false;
}
}
int usableProjectileCount = 0;
int maxProjectileCount = 0;
foreach (MapEntity e in item.linkedTo)
{
var projectileContainer = e as Item;
if (projectileContainer == null) continue;
var containedItems = projectileContainer.ContainedItems;
if (containedItems != null)
{
var container = projectileContainer.GetComponent<ItemContainer>();
if (containedItems != null) maxProjectileCount += container.Capacity;
int projectiles = 0;
for (int i = 0; i < containedItems.Length; i++)
{
if (containedItems[i].Condition > 0.0f)
{
projectiles++;
}
}
usableProjectileCount += projectiles;
}
}
if (usableProjectileCount == 0 || (usableProjectileCount < maxProjectileCount && objective.Option.ToLowerInvariant() != "fireatwill"))
{
ItemContainer container = null;
foreach (MapEntity e in item.linkedTo)
{
var containerItem = e as Item;
if (containerItem == null) continue;
container = containerItem.GetComponent<ItemContainer>();
if (container != null) break;
}
if (container == null || container.ContainableItems.Count == 0) return true;
if (container.Inventory.Items[0] != null && container.Inventory.Items[0].Condition <= 0.0f)
{
var removeShellObjective = new AIObjectiveDecontainItem(character, container.Inventory.Items[0], container);
objective.AddSubObjective(removeShellObjective);
}
var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Identifiers[0], container);
character?.Speak(TextManager.Get("DialogLoadTurret").Replace("[itemname]", item.Name), null, 0.0f, "loadturret", 30.0f);
containShellObjective.MinContainedAmount = usableProjectileCount + 1;
containShellObjective.IgnoreAlreadyContainedItems = true;
objective.AddSubObjective(containShellObjective);
return false;
}
//enough shells and power
Character closestEnemy = null;
float closestDist = 10000.0f * 10000.0f;
foreach (Character enemy in Character.CharacterList)
{
//ignore humans and characters that are inside the sub
if (enemy.IsDead || enemy.SpeciesName == "human" || enemy.AnimController.CurrentHull != null) continue;
float dist = Vector2.DistanceSquared(enemy.WorldPosition, item.WorldPosition);
if (dist < closestDist)
{
closestEnemy = enemy;
closestDist = dist;
}
}
if (closestEnemy == null) return false;
character.AIController.SelectTarget(closestEnemy.AiTarget);
character.CursorPosition = closestEnemy.WorldPosition;
if (item.Submarine != null) character.CursorPosition -= item.Submarine.Position;
character.SetInput(InputType.Aim, false, true);
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition - item.WorldPosition);
float turretAngle = -rotation;
if (Math.Abs(MathUtils.GetShortestAngle(enemyAngle, turretAngle)) > 0.1f) return false;
var pickedBody = Submarine.PickBody(ConvertUnits.ToSimUnits(item.WorldPosition), closestEnemy.SimPosition, null);
if (pickedBody != null && !(pickedBody.UserData is Limb)) return false;
if (objective.Option.ToLowerInvariant() == "fireatwill")
{
character?.Speak(TextManager.Get("DialogFireTurret").Replace("[itemname]", item.Name), null, 0.0f, "fireturret", 5.0f);
character.SetInput(InputType.Use, true, true);
}
return false;
}
private float GetAvailablePower()
{
var batteries = item.GetConnectedComponents<PowerContainer>();
float availablePower = 0.0f;
foreach (PowerContainer battery in batteries)
{
float batteryPower = Math.Min(battery.Charge*3600.0f, battery.MaxOutPut);
availablePower += batteryPower;
}
return availablePower;
}
private void GetAvailablePower(out float availableCharge, out float availableCapacity)
{
var batteries = item.GetConnectedComponents<PowerContainer>();
availableCharge = 0.0f;
availableCapacity = 0.0f;
foreach (PowerContainer battery in batteries)
{
availableCharge += battery.Charge;
availableCapacity += battery.Capacity;
}
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (barrelSprite != null) barrelSprite.Remove();
if (railSprite != null) railSprite.Remove();
#if CLIENT
moveSoundChannel?.Dispose(); moveSoundChannel = null;
#endif
}
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
{
List<Projectile> projectiles = new List<Projectile>();
//check the item itself first
CheckProjectileContainer(item, projectiles, returnFirst);
foreach (MapEntity e in item.linkedTo)
{
if (e is Item projectileContainer) { CheckProjectileContainer(projectileContainer, projectiles, returnFirst); }
if (returnFirst && projectiles.Any()) return projectiles;
}
return projectiles;
}
private void CheckProjectileContainer(Item projectileContainer, List<Projectile> projectiles, bool returnFirst)
{
var containedItems = projectileContainer.ContainedItems;
if (containedItems == null) return;
for (int i = 0; i < containedItems.Length; i++)
{
var projectileComponent = containedItems[i].GetComponent<Projectile>();
if (projectileComponent != null)
{
projectiles.Add(projectileComponent);
if (returnFirst) return;
}
else
{
//check if the contained item is another itemcontainer with projectiles inside it
if (containedItems[i].ContainedItems == null) continue;
for (int j = 0; j < containedItems[i].ContainedItems.Length; j++)
{
projectileComponent = containedItems[i].ContainedItems[j].GetComponent<Projectile>();
if (projectileComponent != null)
{
projectiles.Add(projectileComponent);
if (returnFirst) return;
}
}
}
}
}
public override void FlipX(bool relativeToSub)
{
minRotation = MathHelper.Pi - minRotation;
maxRotation = MathHelper.Pi - maxRotation;
var temp = minRotation;
minRotation = maxRotation;
maxRotation = temp;
barrelPos.X = item.Rect.Width / item.Scale - barrelPos.X;
while (minRotation < 0)
{
minRotation += MathHelper.TwoPi;
maxRotation += MathHelper.TwoPi;
}
rotation = (minRotation + maxRotation) / 2;
UpdateTransformedBarrelPos();
}
public override void FlipY(bool relativeToSub)
{
baseRotationRad = MathUtils.WrapAngleTwoPi(baseRotationRad - MathHelper.Pi);
UpdateTransformedBarrelPos();
/*minRotation = -minRotation;
maxRotation = -maxRotation;
var temp = minRotation;
minRotation = maxRotation;
maxRotation = temp;
barrelPos.Y = item.Rect.Height / item.Scale - barrelPos.Y;
while (minRotation < 0)
{
minRotation += MathHelper.TwoPi;
maxRotation += MathHelper.TwoPi;
}
rotation = (minRotation + maxRotation) / 2;
UpdateTransformedBarrelPos();*/
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power, float signalStrength = 1.0f)
{
switch (connection.Name)
{
case "position_in":
if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newRotation))
{
targetRotation = MathHelper.ToRadians(newRotation);
IsActive = true;
}
user = sender;
break;
case "trigger_in":
item.Use((float)Timing.Step, sender);
user = sender;
//triggering the Use method through item.Use will fail if the item is not characterusable and the signal was sent by a character
//so lets do it manually
if (!characterUsable && sender != null)
{
TryLaunch((float)Timing.Step, sender);
}
break;
case "toggle":
case "toggle_light":
foreach (ItemComponent component in item.components)
{
if (component.Parent == this && component is LightComponent lightComponent)
{
lightComponent.IsOn = !lightComponent.IsOn;
}
}
break;
}
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
Item item = (Item)extraData[2];
msg.Write(item.Removed ? (ushort)0 : item.ID);
}
}
}