Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Items/Components/Machines/Engine.cs
2023-06-15 16:46:54 +03:00

35 lines
1.3 KiB
C#

using Barotrauma.Networking;
using System;
namespace Barotrauma.Items.Components
{
partial class Engine : Powered, IServerSerializable, IClientSerializable
{
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
{
//force can only be adjusted at 10% intervals -> no need for more accuracy than this
msg.WriteRangedInteger((int)(targetForce / 10.0f), -10, 10);
msg.WriteUInt16(User == null ? Entity.NullEntityID : User.ID);
}
public void ServerEventRead(IReadMessage msg, Client c)
{
float newTargetForce = msg.ReadRangedInteger(-10, 10) * 10.0f;
if (item.CanClientAccess(c))
{
lastReceivedTargetForce = null;
if (Math.Abs(newTargetForce - targetForce) > 0.01f)
{
GameServer.Log(GameServer.CharacterLogName(c.Character) + " set the force of " + item.Name + " to " + (int)(newTargetForce) + " %", ServerLog.MessageType.ItemInteraction);
}
targetForce = newTargetForce;
User = c.Character;
}
//notify all clients of the changed state
item.CreateServerEvent(this);
}
}
}