using NitroxModel_Subnautica.Packets; using NitroxServer.Communication.Packets.Processors.Abstract; using NitroxServer.GameLogic; namespace NitroxServer_Subnautica.Communication.Packets.Processors { /// /// This is the absolute damage state. The current simulation owner is the only one who sends this packet to the server /// public class CyclopsDamageProcessor : AuthenticatedPacketProcessor { 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); } } }