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