28 lines
964 B
C#
28 lines
964 B
C#
using Barotrauma.Networking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class StatusEffectAction : EventAction
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{
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private void ServerWrite(IEnumerable<Entity> targets)
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{
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IWriteMessage outmsg = new WriteOnlyMessage();
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outmsg.WriteByte((byte)ServerPacketHeader.EVENTACTION);
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outmsg.WriteByte((byte)EventManager.NetworkEventType.STATUSEFFECT);
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outmsg.WriteIdentifier(ParentEvent.Prefab.Identifier);
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outmsg.WriteUInt16((UInt16)actionIndex);
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outmsg.WriteUInt16((UInt16)targets.Count());
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foreach (Entity target in targets)
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{
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outmsg.WriteUInt16(target.ID);
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}
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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GameMain.Server.ServerPeer?.Send(outmsg, c.Connection, DeliveryMethod.Reliable);
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}
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}
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}
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} |