40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using System;
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namespace Barotrauma.Items.Components
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{
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partial class Door
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{
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partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage, bool forcedOpen)
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{
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if (IsStuck || isOpen == open)
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{
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return;
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}
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isOpen = open;
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//opening a partially stuck door makes it less stuck
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if (isOpen) { stuck = MathHelper.Clamp(stuck - StuckReductionOnOpen, 0.0f, 100.0f); }
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if (sendNetworkMessage)
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), forcedOpen });
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}
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}
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public override void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
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{
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base.ServerWrite(msg, c, extraData);
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msg.Write(isOpen);
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msg.Write(isBroken);
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msg.Write(extraData.Length == 3 ? (bool)extraData[2] : false); //forced open
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msg.Write(isStuck);
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msg.Write(isJammed);
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msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
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msg.Write(lastUser == null ? (UInt16)0 : lastUser.ID);
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}
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}
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}
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