Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Events/EventActions/StatusEffectAction.cs
2020-07-30 13:00:09 +03:00

28 lines
928 B
C#

using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class StatusEffectAction : EventAction
{
private void ServerWrite(IEnumerable<Entity> targets)
{
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.Write((byte)ServerPacketHeader.EVENTACTION);
outmsg.Write((byte)EventManager.NetworkEventType.STATUSEFFECT);
outmsg.Write(ParentEvent.Prefab.Identifier);
outmsg.Write((UInt16)actionIndex);
outmsg.Write((UInt16)targets.Count());
foreach (Entity target in targets)
{
outmsg.Write(target.ID);
}
foreach (Client c in GameMain.Server.ConnectedClients)
{
GameMain.Server.ServerPeer?.Send(outmsg, c.Connection, DeliveryMethod.Reliable);
}
}
}
}