Admin: install parts, set time and weather; join without prompt
- VEHICLE: INSTALL for parts that are not installed - runs the game's own assembly (trigger "Assembly" like on load), so the part sits exactly on its pivot; synced to other players via FsmSync (MSCO_INSTALL) - WORLD: time buttons (2-hour steps via the sun FSM's load path) and CLEAR / RAIN / THUNDERSTORM (weather front moved above the admin); sent to everyone as mod message "msco.world" (no server update needed) - JOIN from the server browser/website connects right away in the main menu; server mods still ask before downloading Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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using System;
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using System.IO;
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using HutongGames.PlayMaker;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>
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/// Admin-Menü, Reiter WORLD: Uhrzeit und Wetter umstellen. Beides läuft im Spiel über PlayMaker:
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/// - Uhr: die Sonnen-FSM hat je 2 Stunden einen Zustand ("00-02" ... "22-00") und die Zahl "Time"; beim Laden
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/// setzt das Spiel "Time" und wählt in "State 1" den passenden Zustand - genau so stellen wir die Zeit.
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/// - Wetter: die FSM "Weather" (Wolkenfront) mit den Zuständen "No weather", "Rain" und "Thunder"; bei Regen
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/// wird die Front über den Admin gesetzt, damit es dort auch regnet.
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/// Die anderen Spieler bekommen den Befehl über eine MSCO-Nachricht und führen ihn genauso aus.
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/// </summary>
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public static class WorldAdmin
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{
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public const string MessageId = "msco.world";
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public const byte KindHour = 1, KindWeather = 2;
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public static readonly string[] WeatherStates = { "No weather", "Rain", "Thunder" };
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public static readonly string[] WeatherEvents = { "NORAIN", "RAIN", "THUNDER" };
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public static readonly string[] WeatherNames = { "clear", "rain", "thunder" };
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static PlayMakerFSM sun, weather;
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static float searchedAt = -100f;
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static void Find()
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{
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if (sun != null && weather != null) return;
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if (Time.realtimeSinceStartup - searchedAt < 3f) return;
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searchedAt = Time.realtimeSinceStartup;
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foreach (PlayMakerFSM f in SceneCache.Fsms(5f))
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{
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if (f == null) continue;
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if (sun == null && f.FsmVariables.FindFsmInt("Time") != null && f.Fsm.GetState("12-14") != null
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&& f.Fsm.GetState("22-00") != null && f.Fsm.GetState("State 1") != null && f.Fsm.GetState("Next day") != null)
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sun = f;
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if (weather == null && f.FsmName == "Weather" && f.Fsm.GetState("No weather") != null && f.Fsm.GetState("Rain") != null)
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weather = f;
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}
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}
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// ---------------------------------------------------------------- Anzeige
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/// <summary>Aktueller 2-Stunden-Block der Uhr (Startstunde) oder -1.</summary>
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public static int CurrentHour
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{
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get
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{
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Find();
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string s = sun != null ? sun.ActiveStateName : null;
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int h;
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if (s != null && s.Length == 5 && s[2] == '-' && int.TryParse(s.Substring(0, 2), out h)) return h;
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return -1;
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}
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}
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/// <summary>Aktuelles Wetter (0 klar, 1 Regen, 2 Gewitter) oder -1.</summary>
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public static int CurrentWeather
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{
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get
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{
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Find();
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if (weather == null) return -1;
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FsmInt type = weather.FsmVariables.FindFsmInt("WeatherType");
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if (type == null) return -1;
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FsmState check = weather.Fsm.GetState("State 2");
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for (int i = 0; i < WeatherEvents.Length; i++)
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{
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int value;
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if (check != null && IntCompareValue(check, WeatherEvents[i], out value) && value == type.Value) return i;
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}
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return -1;
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}
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}
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// ---------------------------------------------------------------- Ausführen
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/// <summary>Befehl lokal ausführen. Gibt null zurück oder einen Fehlertext.</summary>
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public static string Apply(byte kind, int value, Vector3 position)
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{
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Find();
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try
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{
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if (kind == KindHour) return SetHour(value);
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if (kind == KindWeather) return SetWeather(value, position);
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}
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catch (Exception e)
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{
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MscoLog.Error("[MSCO] world admin: " + e);
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return "failed: " + e.Message;
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}
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return "unknown command";
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}
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static string SetHour(int hour)
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{
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if (sun == null) return "Clock not found.";
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int start = ((hour % 24 + 24) % 24) / 2 * 2;
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string block = start.ToString("00") + "-" + ((start + 2) % 24).ToString("00");
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FsmState target = sun.Fsm.GetState(block);
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if (target == null) return "Clock state " + block + " not found.";
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// wie beim Laden: "Time" setzen, "State 1" wählt daraus den Zustand (und stellt Licht/Farben ein)
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FsmState dispatch = sun.Fsm.GetState("State 1");
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int timeValue;
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if (dispatch != null && IntCompareValue(dispatch, block, out timeValue))
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{
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sun.FsmVariables.FindFsmInt("Time").Value = timeValue;
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FsmSync.SwitchStateSilently(sun, dispatch);
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}
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else FsmSync.SwitchStateSilently(sun, target);
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return null;
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}
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static string SetWeather(int kind, Vector3 position)
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{
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if (weather == null) return "Weather not found.";
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if (kind < 0 || kind >= WeatherStates.Length) return "Unknown weather.";
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FsmState state = weather.Fsm.GetState(WeatherStates[kind]);
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if (state == null) return "Weather state not found.";
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FsmSync.SwitchStateSilently(weather, state);
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if (kind > 0) MoveFrontOver(position);
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return null;
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}
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/// <summary>
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/// Wolkenfront über eine Stelle setzen: "Move clouds" setzt jedes Bild die Position aus PosX/PosZ - also diese
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/// beiden so wählen, dass die Front über der Stelle steht (Koordinatenraum aus der SetPosition-Aktion).
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/// </summary>
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static void MoveFrontOver(Vector3 position)
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{
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FsmState move = weather.Fsm.GetState("Move clouds");
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if (move == null) return;
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if (!move.ActionsLoaded) move.LoadActions();
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if (move.Actions == null) return;
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foreach (FsmStateAction a in move.Actions)
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{
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if (a == null || a.GetType().Name != "SetPosition") continue;
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Type t = a.GetType();
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var owner = Field(t, a, "gameObject") as FsmOwnerDefault;
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var x = Field(t, a, "x") as FsmFloat;
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var z = Field(t, a, "z") as FsmFloat;
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object space = Field(t, a, "space");
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GameObject go = owner != null ? weather.Fsm.GetOwnerDefaultTarget(owner) : null;
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if (go == null) continue;
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bool local = space is Space && (Space)space == Space.Self && go.transform.parent != null;
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Vector3 p = local ? go.transform.parent.InverseTransformPoint(position) : position;
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SetVar(x, p.x);
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SetVar(z, p.z);
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go.transform.position = new Vector3(position.x, go.transform.position.y, position.z);
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return;
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}
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}
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static void SetVar(FsmFloat field, float value)
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{
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if (field == null || field.IsNone || string.IsNullOrEmpty(field.Name)) return;
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FsmFloat v = weather.FsmVariables.FindFsmFloat(field.Name);
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if (v != null) v.Value = value;
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}
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static object Field(Type t, object o, string name)
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{
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var f = t.GetField(name);
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return f != null ? f.GetValue(o) : null;
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}
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/// <summary>In einem Verteiler-Zustand die Zahl finden, bei der IntCompare das Event auslöst ("gleich").</summary>
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static bool IntCompareValue(FsmState state, string eventName, out int value)
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{
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value = 0;
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if (!state.ActionsLoaded) state.LoadActions();
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if (state.Actions == null) return false;
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foreach (FsmStateAction a in state.Actions)
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{
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if (a == null || a.GetType().Name != "IntCompare") continue;
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Type t = a.GetType();
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var equal = Field(t, a, "equal") as FsmEvent;
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var number = Field(t, a, "integer2") as FsmInt;
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if (equal == null || number == null || equal.Name != eventName) continue;
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value = number.Value;
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return true;
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}
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return false;
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}
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// ---------------------------------------------------------------- Netz
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public static byte[] Build(byte kind, int value, Vector3 position)
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{
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using (var ms = new MemoryStream())
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using (var w = new BinaryWriter(ms))
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{
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w.Write(kind); w.Write(value);
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w.Write(position.x); w.Write(position.y); w.Write(position.z);
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w.Flush();
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return ms.ToArray();
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}
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}
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public static void Receive(byte[] data)
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{
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if (!MenuHelper.InGame || data == null || data.Length < 17) return;
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using (var r = new BinaryReader(new MemoryStream(data)))
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{
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byte kind = r.ReadByte();
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int value = r.ReadInt32();
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var pos = new Vector3(r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
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string error = Apply(kind, value, pos);
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if (error != null) MscoLog.Warning("[MSCO] world admin from other player: " + error);
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}
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}
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}
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}
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