Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Events/Missions/SalvageMission.cs
T
2022-11-14 18:28:28 +02:00

70 lines
2.4 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
namespace Barotrauma
{
partial class SalvageMission : Mission
{
public override bool DisplayAsCompleted => false;
public override bool DisplayAsFailed => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
foreach (var target in targets)
{
bool targetFound = msg.ReadBoolean();
if (!targetFound) { continue; }
bool usedExistingItem = msg.ReadBoolean();
if (usedExistingItem)
{
ushort id = msg.ReadUInt16();
target.Item = Entity.FindEntityByID(id) as Item;
if (target.Item == null)
{
throw new System.Exception("Error in SalvageMission.ClientReadInitial: failed to find item " + id + " (mission: " + Prefab.Identifier + ")");
}
}
else
{
target.Item = Item.ReadSpawnData(msg);
if (target.Item == null)
{
throw new System.Exception("Error in SalvageMission.ClientReadInitial: spawned item was null (mission: " + Prefab.Identifier + ")");
}
}
int executedEffectCount = msg.ReadByte();
for (int i = 0; i < executedEffectCount; i++)
{
int listIndex = msg.ReadByte();
int effectIndex = msg.ReadByte();
var selectedEffect = target.StatusEffects[listIndex][effectIndex];
target.Item.ApplyStatusEffect(selectedEffect, selectedEffect.type, deltaTime: 1.0f, worldPosition: target.Item.Position);
}
if (target.Item.body != null)
{
target.Item.body.FarseerBody.BodyType = BodyType.Kinematic;
}
}
}
public override void ClientRead(IReadMessage msg)
{
base.ClientRead(msg);
int targetCount = msg.ReadByte();
for (int i = 0; i < targetCount; i++)
{
var state = (Target.RetrievalState)msg.ReadByte();
if (i < targets.Count)
{
targets[i].State = state;
}
}
}
}
}