protected override void OnHook() { Debug.Assert(MyMultiplayer.Static != null, "Should not get here without multiplayer"); base.OnHook(); m_propertySync = new MyPropertySyncStateGroup(this, Block.SyncType); m_propertySync.GlobalValidate = context => HasRights(context.ClientState.GetClient()); Block.OnClose += (entity) => RaiseDestroyed(); }
protected override void OnHook() { Debug.Assert(MyMultiplayer.Static != null, "Should not get here without multiplayer"); base.OnHook(); m_propertySync = new MyPropertySyncStateGroup(this, Grid.SyncType); if (Sync.IsServer == false) { MyPlayerCollection.UpdateControl(Grid.EntityId); } }
protected override void OnHook() { base.OnHook(); if (Inventory != null) { m_stateGroup = new MyEntityInventoryStateGroup(Inventory, Sync.IsServer); ((MyEntity)Inventory.Owner).OnClose += m_destroyEntity; Inventory.BeforeRemovedFromContainer += (component) => OnRemovedFromContainer(); m_propertySync = new MyPropertySyncStateGroup(this, Instance.SyncType); } }
protected override void OnHook() { base.OnHook(); m_propertySync = new MyPropertySyncStateGroup(this, Instance.SyncType); }