Client LuaCsForBarotrauma
BarotraumaClient/ClientSource/Traitors/TraitorManager.cs
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#nullable enable
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3
using
Barotrauma
.
Networking
;
4
5
namespace
Barotrauma
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{
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sealed
partial class
TraitorManager
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{
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public
static
void
ClientRead
(
IReadMessage
msg)
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{
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//unused, but could be worth keeping in the messages regardless in case a mod wants to use these for something
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TraitorEvent
.
State
state = (
TraitorEvent
.
State
)msg.
ReadByte
();
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Identifier eventIdentifier = msg.
ReadIdentifier
();
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if
(
GameMain
.
Client
?.
Character
==
null
)
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{
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DebugConsole.AddSafeError(
"Received a traitor update when not controlling a character."
);
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return
;
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}
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GameMain
.
Client
.
Character
.
IsTraitor
=
true
;
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}
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}
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}
Barotrauma.Character.IsTraitor
bool IsTraitor
Definition:
BarotraumaShared/SharedSource/Characters/Character.cs:479
Barotrauma.GameMain
Definition:
GameMain.cs:25
Barotrauma.GameMain.Client
static GameClient Client
Definition:
GameMain.cs:188
Barotrauma.Networking.GameClient.Character
Character Character
Definition:
GameClient.cs:3016
Barotrauma.TraitorEvent
Definition:
TraitorEvent.cs:10
Barotrauma.TraitorEvent.State
State
Definition:
TraitorEvent.cs:12
Barotrauma.TraitorManager.ClientRead
static void ClientRead(IReadMessage msg)
Definition:
BarotraumaClient/ClientSource/Traitors/TraitorManager.cs:9
Barotrauma.Networking.IReadMessage
Definition:
IReadMessage.cs:8
Barotrauma.Networking.IReadMessage.ReadByte
byte ReadByte()
Barotrauma.Networking.IReadMessage.ReadIdentifier
Identifier ReadIdentifier()
Barotrauma.Networking
Definition:
LuaBarotraumaAdditions.cs:9
Barotrauma
Definition:
AchievementManager.cs:12
Barotrauma
BarotraumaClient
ClientSource
Traitors
TraitorManager.cs
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1.9.1