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using System.Reflection;
using NitroxClient.GameLogic;
using NitroxClient.MonoBehaviours;
using NitroxModel.Helper;
namespace NitroxPatcher.Patches.Dynamic;
public sealed partial class Player_SetCurrentSub_Patch : NitroxPatch, IDynamicPatch
{
private static readonly MethodInfo TARGET_METHOD = Reflect.Method((Player t) => t.SetCurrentSub(default, default));
public static void Prefix(Player __instance, SubRoot sub)
{
// We really want to avoid unnecessary packets giving false information
if (!Multiplayer.Main || !Multiplayer.Main.InitialSyncCompleted)
{
return;
}
// When in the water of the moonpool, it can happen that you hammer change requests
// while the sub is not changed. This will prevent that
if (__instance.GetCurrentSub() != sub)
{
Resolve<LocalPlayer>().BroadcastSubrootChange(sub.GetId());
}
}
}