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