示例#1
0
        public void SendEndShootMessage()
        {
            m_block.EndShoot();
            var msg = new EndShootMessage();

            msg.EntityId = m_block.EntityId;
            Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Success);
        }
 static void EndShootSuccess(ref EndShootMessage msg, MyNetworkClient sender)
 {
     MyUserControllableGun block = null;
     MyEntities.TryGetEntityById(msg.EntityId, out block);
     if (block != null)
     {
         block.EndShoot();
     }
 }
        static void EndShootSuccess(ref EndShootMessage msg, MyNetworkClient sender)
        {
            MyUserControllableGun block = null;

            MyEntities.TryGetEntityById(msg.EntityId, out block);
            if (block != null)
            {
                block.EndShoot();
            }
        }
 static void EndShootSuccess(ref EndShootMessage msg, MyNetworkClient sender)
 {
     MyUserControllableGun block = null;
     MyEntities.TryGetEntityById(msg.EntityId, out block);
     if (block != null)
     {
         block.EndShoot();
         if (Sync.IsServer)
         {
             Sync.Layer.SendMessageToAllButOne(ref msg, sender.SteamUserId, MyTransportMessageEnum.Success);
         }
     }
 }
示例#5
0
        static void EndShootSuccess(ref EndShootMessage msg, MyNetworkClient sender)
        {
            MyUserControllableGun block = null;

            MyEntities.TryGetEntityById(msg.EntityId, out block);
            if (block != null)
            {
                block.EndShoot();
                if (Sync.IsServer)
                {
                    Sync.Layer.SendMessageToAllButOne(ref msg, sender.SteamUserId, MyTransportMessageEnum.Success);
                }
            }
        }
 public void SendEndShootMessage()
 {
     m_block.EndShoot();
     var msg = new EndShootMessage();
     msg.EntityId = m_block.EntityId;
     Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Success);
 }