public void SendToSpawn(Level mainlevel, Auto_CTF game, Player p1)
        {
            Random rand = new Random();

            if (spawnx == 0 && spawny == 0 && spawnz == 0)
            {
                ushort xx = (ushort)(rand.Next(0, mainlevel.width));
                ushort yy = (ushort)(rand.Next(0, mainlevel.depth));
                ushort zz = (ushort)(rand.Next(0, mainlevel.height));
                while (mainlevel.GetTile(xx, yy, zz) != Block.air && game.OnSide((ushort)(zz * 32), this))
                {
                    xx = (ushort)(rand.Next(0, mainlevel.width));
                    yy = (ushort)(rand.Next(0, mainlevel.depth));
                    zz = (ushort)(rand.Next(0, mainlevel.height));
                }
                unchecked { p1.SendPos((byte)-1, (ushort)(xx * 32), (ushort)(yy * 32), (ushort)(zz * 32), p1.rot[0], p1.rot[1]); }
            }
            else
            {
                unchecked { p1.SendPos((byte)-1, spawnx, spawny, spawnz, p1.rot[0], p1.rot[1]); }
            }
        }
Beispiel #2
0
 public void SendToSpawn(Level mainlevel, Auto_CTF game, Player p1)
 {
     Random rand = new Random();
     if (spawnx == 0 && spawny == 0 && spawnz == 0)
     {
         ushort xx = (ushort)(rand.Next(0, mainlevel.width));
         ushort yy = (ushort)(rand.Next(0, mainlevel.depth));
         ushort zz = (ushort)(rand.Next(0, mainlevel.height));
         while (mainlevel.GetTile(xx, yy, zz) != Block.air && game.OnSide((ushort)(zz * 32), this))
         {
             xx = (ushort)(rand.Next(0, mainlevel.width));
             yy = (ushort)(rand.Next(0, mainlevel.depth));
             zz = (ushort)(rand.Next(0, mainlevel.height));
         }
         unchecked { p1.SendPos((byte)-1, (ushort)(xx * 32), (ushort)(yy * 32), (ushort)(zz * 32), p1.rot[0], p1.rot[1]); }
     }
     else
         unchecked { p1.SendPos((byte)-1, spawnx, spawny, spawnz, p1.rot[0], p1.rot[1]); }
 }