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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
32 lines
1.0 KiB
C#
32 lines
1.0 KiB
C#
using System.IO;
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using Lidgren.Network;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Mapping;
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public sealed class MappingFavoritesSaveMessage : NetMessage
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{
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public override MsgGroups MsgGroup => MsgGroups.Command;
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public override NetDeliveryMethod DeliveryMethod => NetDeliveryMethod.ReliableUnordered;
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public List<string> PrototypeIDs = default!;
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public override void ReadFromBuffer(NetIncomingMessage buffer, IRobustSerializer serializer)
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{
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var length = buffer.ReadVariableInt32();
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using var stream = new MemoryStream(length);
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buffer.ReadAlignedMemory(stream, length);
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serializer.DeserializeDirect(stream, out PrototypeIDs);
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer, IRobustSerializer serializer)
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{
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var stream = new MemoryStream();
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serializer.SerializeDirect(stream, PrototypeIDs);
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buffer.WriteVariableInt32((int) stream.Length);
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buffer.Write(stream.AsSpan());
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}
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}
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