Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Items/Components/Repairable.cs
2021-12-03 13:31:10 -03:00

55 lines
2.0 KiB
C#

using Barotrauma.Networking;
namespace Barotrauma.Items.Components
{
partial class Repairable : ItemComponent, IServerSerializable, IClientSerializable
{
void InitProjSpecific()
{
//let the clients know the initial deterioration delay
item.CreateServerEvent(this);
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
if (c.Character == null) { return; }
var requestedFixAction = (FixActions)msg.ReadRangedInteger(0, 2);
var QTESuccess = msg.ReadBoolean();
if (requestedFixAction != FixActions.None)
{
if (!c.Character.IsTraitor && requestedFixAction == FixActions.Sabotage)
{
if (GameSettings.VerboseLogging)
{
DebugConsole.Log($"Non traitor \"{c.Character.Name}\" attempted to sabotage item.");
}
requestedFixAction = FixActions.Repair;
}
if (CurrentFixer == null || CurrentFixer == c.Character && requestedFixAction != currentFixerAction)
{
StartRepairing(c.Character, requestedFixAction);
item.CreateServerEvent(this);
}
}
else
{
RepairBoost(QTESuccess);
item.CreateServerEvent(this);
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(deteriorationTimer);
msg.Write(deteriorateAlwaysResetTimer);
msg.Write(DeteriorateAlways);
msg.Write(tinkeringDuration);
msg.Write(tinkeringStrength);
msg.Write(CurrentFixer == null ? (ushort)0 : CurrentFixer.ID);
msg.WriteRangedInteger((int)currentFixerAction, 0, 2);
msg.Write(repairBoost);
}
}
}