using HarmonyLib; using SRMultiplayer.Packets; using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace SRMultiplayer.Patches { [HarmonyPatch(typeof(AccessDoor))] [HarmonyPatch("CurrState", MethodType.Setter)] class AccessDoor_CurrState { static void Prefix(AccessDoor __instance, ref AccessDoor.State value) { if (!Globals.IsMultiplayer || Globals.HandlePacket) return; AccessDoor door = __instance; string id = door.id; new PacketAccessDoorOpen() { ID = id, State = (byte)value }.Send(); } } }