Na začátku hry se mapa na serveru synchronizuje s mapou u clienta. Rozšířen spritesheet monitoru o remote dveře. Přidána GlobalClassLib pro kód sdílený mezi clientem a serverem. Základ pro implementaci ovládání remote dveří.
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@ -1,3 +1,4 @@
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using GlobalClassLib;
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using LiteNetLib.Utils;
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namespace PacketLib;
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@ -5,7 +6,8 @@ namespace PacketLib;
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public struct PlayerCommand : INetSerializable {
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public static PlayerCommand SWITCH_CAM(int idx, int idy) => new(){ID = 0, Args = [idx, idy] };
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public static PlayerCommand TOGGLE_MONITOR() => new(){ID = 1, Args = []};
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public static PlayerCommand TOGGLE_DOOR_OFFICE(int doorId) => new(){ID = 2, Args = [doorId]};
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public static PlayerCommand TOGGLE_DOOR_OFFICE(Direction direction) => new(){ID = 2, Args = [(int)direction]};
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public static PlayerCommand TOGGLE_DOOR_REMOTE(int remoteDoorId) => new(){ID = 3, Args = [remoteDoorId]};
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public int ID{ get; set; }
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public bool Hideable => ID < 0;
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public int[] Args{ get; private set; }
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