private static void OnFractureComponentRepaired(MySyncGrid sync, ref FractureComponentRepairedMsg msg, MyNetworkClient sender) { if (sync.FractureComponentRepaired != null) sync.FractureComponentRepaired(msg.BlockPosition, msg.SubBlockId, msg.ToolOwner); }
public void SendFractureComponentRepaired(MySlimBlock mySlimBlock, long toolOwner) { Debug.Assert(Sync.IsServer, "Other player than server is trying to send block repaired changes"); var msg = new FractureComponentRepairedMsg(); msg.GridEntityId = Entity.EntityId; msg.BlockPosition = mySlimBlock.Position; msg.ToolOwner = toolOwner; msg.SubBlockId = GetSubBlockId(mySlimBlock); Sync.Layer.SendAsRpcToAll(ref msg); }