50 lines
1.9 KiB
C#
50 lines
1.9 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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partial class EntitySpawner : Entity, IServerSerializable
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{
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public void CreateNetworkEvent(Entity entity, bool remove)
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{
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CreateNetworkEventProjSpecific(entity, remove);
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}
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partial void CreateNetworkEventProjSpecific(Entity entity, bool remove)
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{
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if (GameMain.Server != null && entity != null)
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{
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GameMain.Server.CreateEntityEvent(this, new object[] { new SpawnOrRemove(entity, remove) });
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}
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}
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public void ServerWrite(IWriteMessage message, Client client, object[] extraData = null)
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{
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if (GameMain.Server == null) return;
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SpawnOrRemove entities = (SpawnOrRemove)extraData[0];
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message.Write(entities.Remove);
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if (entities.Remove)
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{
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message.Write(entities.OriginalID);
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}
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else
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{
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if (entities.Entity is Item)
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{
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message.Write((byte)SpawnableType.Item);
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DebugConsole.Log("Writing item spawn data " + entities.Entity.ToString() + " (original ID: " + entities.OriginalID + ", current ID: " + entities.Entity.ID + ")");
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((Item)entities.Entity).WriteSpawnData(message, entities.OriginalID);
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}
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else if (entities.Entity is Character)
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{
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message.Write((byte)SpawnableType.Character);
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DebugConsole.Log("Writing character spawn data: " + entities.Entity.ToString() + " (original ID: " + entities.OriginalID + ", current ID: " + entities.Entity.ID + ")");
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((Character)entities.Entity).WriteSpawnData(message, entities.OriginalID, restrictMessageSize: true);
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}
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}
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}
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}
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}
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