private static void Process(MessageSyncFaction syncEntity) { if (MyAPIGateway.Multiplayer.MultiplayerActive) ConnectionHelper.SendMessageToServer(syncEntity); else syncEntity.CommonProcess(syncEntity.SyncType, syncEntity.FactionId, syncEntity.PlayerId); }
private static void Process(MessageSyncFaction syncEntity) { if (MyAPIGateway.Multiplayer.MultiplayerActive && !MyAPIGateway.Multiplayer.IsServer) { ConnectionHelper.SendMessageToServer(syncEntity); } else { syncEntity.CommonProcess(syncEntity.SyncType, syncEntity.FactionId, syncEntity.PlayerId); } }