using HarmonyLib; using SRMultiplayer.Networking; using SRMultiplayer.Packets; using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace SRMultiplayer.Patches { [HarmonyPatch(typeof(FireColumn))] [HarmonyPatch("ActivateFire")] class FireColumn_ActivateFire { static void Prefix(FireColumn __instance) { if (!Globals.IsMultiplayer || Globals.HandlePacket) return; var netColumn = __instance.GetComponent(); if (netColumn != null && __instance.isActiveAndEnabled && !__instance.fireActive && !__instance.deactivating) { new PacketFireColumnActivate() { ID = netColumn.ID }.Send(); } } } [HarmonyPatch(typeof(FireColumn))] [HarmonyPatch("DeactivateFire")] class FireColumn_DeactivateFire { static void Prefix(FireColumn __instance) { if (!Globals.IsMultiplayer || Globals.HandlePacket) return; if (__instance.isActiveAndEnabled && __instance.fireActive) { } } } }