static void OnCurrentAmmoCountChangedMsg(ref CurrentAmmoCountChangedMsg msg, MyNetworkClient sender) { Debug.Assert(!Sync.IsServer); var handler = AmmoCountChanged; if (handler != null) handler(msg.WeaponId, msg.AmmoCount); }
public static void RequestCurrentAmmoCountChangedMsg(long weaponId, int ammoCount) { Debug.Assert(Sync.IsServer); var msg = new CurrentAmmoCountChangedMsg(); msg.WeaponId = weaponId; msg.AmmoCount = ammoCount; Sync.Layer.SendMessageToAll(ref msg, MyTransportMessageEnum.Success); }
static void OnCurrentAmmoCountChangedMsg(ref CurrentAmmoCountChangedMsg msg, MyNetworkClient sender) { Debug.Assert(!Sync.IsServer); var handler = AmmoCountChanged; if (handler != null) { handler(msg.WeaponId, msg.AmmoCount); } }
public static void RequestCurrentAmmoCountChangedMsg(long weaponId, int ammoCount) { Debug.Assert(Sync.IsServer); var msg = new CurrentAmmoCountChangedMsg(); msg.WeaponId = weaponId; msg.AmmoCount = ammoCount; Sync.Layer.SendMessageToAll(ref msg, MyTransportMessageEnum.Success); }