Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Items/Components/Machines/Engine.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

37 lines
1.2 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Globalization;
using System.Xml.Linq;
using Barotrauma.Networking;
using Lidgren.Network;
namespace Barotrauma.Items.Components
{
partial class Engine : Powered, IServerSerializable, IClientSerializable
{
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
//force can only be adjusted at 10% intervals -> no need for more accuracy than this
msg.WriteRangedInteger(-10, 10, (int)(targetForce / 10.0f));
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
float newTargetForce = msg.ReadRangedInteger(-10, 10) * 10.0f;
if (item.CanClientAccess(c))
{
if (Math.Abs(newTargetForce - targetForce) > 0.01f)
{
GameServer.Log(c.Character.LogName + " set the force of " + item.Name + " to " + (int)(newTargetForce) + " %", ServerLog.MessageType.ItemInteraction);
}
targetForce = newTargetForce;
}
//notify all clients of the changed state
item.CreateServerEvent(this);
}
}
}