Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Events/Missions/PirateMission.cs
2022-02-17 00:03:08 +09:00

37 lines
1.4 KiB
C#

using Barotrauma.Networking;
namespace Barotrauma
{
partial class PirateMission : Mission
{
public override bool DisplayAsCompleted => State > 1;
public override bool DisplayAsFailed => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
// duplicate code from escortmission, should possibly be combined, though additional loot items might be added so maybe not
byte characterCount = msg.ReadByte();
for (int i = 0; i < characterCount; i++)
{
characters.Add(Character.ReadSpawnData(msg));
ushort itemCount = msg.ReadUInt16();
for (int j = 0; j < itemCount; j++)
{
Item.ReadSpawnData(msg);
}
}
if (characters.Contains(null))
{
throw new System.Exception("Error in PirateMission.ClientReadInitial: character list contains null (mission: " + Prefab.Identifier + ")");
}
if (characters.Count != characterCount)
{
throw new System.Exception("Error in PirateMission.ClientReadInitial: character count does not match the server count (" + characterCount + " != " + characters.Count + "mission: " + Prefab.Identifier + ")");
}
}
}
}