/// <summary> /// Enter vehicle. /// </summary> /// <param name="vehicle">The vehicle to enter.</param> /// <param name="passenger">Is player entering vehicle as passenger?</param> public override void EnterVehicle(NetVehicle vehicle, bool passenger) { base.EnterVehicle(vehicle, passenger); Messages.VehicleEnterMessage msg = new Messages.VehicleEnterMessage(); msg.vehicleId = vehicle.NetId; msg.passenger = false; netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable); }
/// <summary> /// Enter vehicle. /// </summary> /// <param name="vehicle">The vehicle to enter.</param> /// <param name="passenger">Is player entering vehicle as passenger?</param> public override void EnterVehicle(Game.Components.ObjectSyncComponent vehicle, bool passenger) { base.EnterVehicle(vehicle, passenger); Messages.VehicleEnterMessage msg = new Messages.VehicleEnterMessage(); msg.objectID = vehicle.ObjectID; msg.passenger = passenger; netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable); vehicle.TakeSyncControl(); }