first commit
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using NitroxModel_Subnautica.Packets;
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using NitroxServer.Communication.Packets.Processors.Abstract;
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using NitroxServer.GameLogic;
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namespace NitroxServer_Subnautica.Communication.Packets.Processors
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{
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class CyclopsDamagePointRepairedProcessor : AuthenticatedPacketProcessor<CyclopsDamagePointRepaired>
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{
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private readonly PlayerManager playerManager;
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public CyclopsDamagePointRepairedProcessor(PlayerManager playerManager)
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{
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this.playerManager = playerManager;
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}
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public override void Process(CyclopsDamagePointRepaired packet, NitroxServer.Player simulatingPlayer)
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{
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playerManager.SendPacketToOtherPlayers(packet, simulatingPlayer);
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}
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}
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}
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@@ -0,0 +1,26 @@
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using NitroxModel_Subnautica.Packets;
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using NitroxServer.Communication.Packets.Processors.Abstract;
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using NitroxServer.GameLogic;
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namespace NitroxServer_Subnautica.Communication.Packets.Processors
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{
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/// <summary>
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/// This is the absolute damage state. The current simulation owner is the only one who sends this packet to the server
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/// </summary>
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public class CyclopsDamageProcessor : AuthenticatedPacketProcessor<CyclopsDamage>
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{
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private readonly PlayerManager playerManager;
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public CyclopsDamageProcessor(PlayerManager playerManager)
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{
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this.playerManager = playerManager;
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}
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public override void Process(CyclopsDamage packet, NitroxServer.Player simulatingPlayer)
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{
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Log.Debug($"New cyclops damage from {simulatingPlayer.Id} {packet}");
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playerManager.SendPacketToOtherPlayers(packet, simulatingPlayer);
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}
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}
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}
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@@ -0,0 +1,21 @@
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using NitroxModel_Subnautica.Packets;
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using NitroxServer.Communication.Packets.Processors.Abstract;
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using NitroxServer.GameLogic;
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namespace NitroxServer_Subnautica.Communication.Packets.Processors
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{
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class CyclopsFireCreatedProcessor : AuthenticatedPacketProcessor<CyclopsFireCreated>
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{
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private readonly PlayerManager playerManager;
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public CyclopsFireCreatedProcessor(PlayerManager playerManager)
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{
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this.playerManager = playerManager;
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}
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public override void Process(CyclopsFireCreated packet, NitroxServer.Player simulatingPlayer)
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{
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playerManager.SendPacketToOtherPlayers(packet, simulatingPlayer);
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}
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}
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}
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