internal static bool InvokeKill(object player, object damageSource, double damage, bool isPvP) { var args = new KillEventArgs((Player)player, (PlayerDeathReason)damageSource, (int)damage, isPvP); Kill?.Invoke(null, args); return(args.Handled); }
private void OnPlayerKill(object sender, KillEventArgs e) { if (e.IsLocal && _commands.IsGodMode) { e.Handled = true; } }
private void OnPlayerKill(object sender, KillEventArgs e) { if (e.IsLocal && PlayerExtension.IsGodMode) { e.Handled = true; } }
internal static bool InvokeKill(object player, double damage, bool isPvP, string deathText) { if (Kill != null) { var args = new KillEventArgs((Player)player, (int)damage, isPvP, deathText); Kill(null, args); return(args.Handled); } return(false); }
private static void PlayerKilledEvent(object sender, KillEventArgs args) { DateTime time = args.Timestamp; LogPlayerInfo player = args.Player; LogPlayerInfo victim = args.Victim; string team = player.Team; string weapon = args.Weapon; Console.WriteLine(Convert.ToString(time, CultureInfo.InvariantCulture) + " " + victim + " was killed by " + player + " on " + team + " with " + weapon); }
//"Name<uid><wonid><team>" killed "Name<uid><wonid><team>" with "weapon" [57] /// <summary> /// Raises the <see cref="PlayerKilled"/> event. /// </summary> /// <param name="timestamp">Time at which <see cref="PlayerKilled"/> event was fired.</param> /// <param name="info">Information about <see cref="PlayerKilled"/> event.</param> protected virtual void OnKill(DateTime timestamp, string[] info) { KillEventArgs eventArgs = new KillEventArgs() { Timestamp = timestamp, Player = GetPlayerInfo(info[0]), Victim = GetPlayerInfo(info[2]), Weapon = info[4] }; PlayerKilled.Fire(ServerEndPoint, eventArgs); }
private void KilledEntityCallback(KillEventArgs args) { //Should we check for errors in the KillEventArgs? //No, we should assume it is working and check for errors if something is wrong if (_necromancyProc.Proc()) { var location = args.Target.transform.position; var spawned = AbiltiyUtility.Spawn(location, _skeletonPrefab, 1); foreach (var spawn in spawned) { var teamable = spawn.GetComponent <ITeamable>(); teamable.SetTeam(_teamable.Team); } } }
public void OnEntityKilled(KillEventArgs args) { // check wolf if (args.killer.recipe.note1.NoteName == Note.Name.Animals && args.killer.recipe.note2.NoteName == Note.Name.Earth && args.killer.recipe.note3.NoteName == Note.Name.Weather ) { TriggerAchivement(Achievement.WolfAttack); } // check barbarian if (args.killer.recipe.note1.NoteName == Note.Name.Animals && args.killer.recipe.note2.NoteName == Note.Name.Animals && args.killer.recipe.note3.NoteName == Note.Name.Weather // check victim is human && args.victim.recipe.note1.NoteName == Note.Name.Animals && args.victim.recipe.note2.NoteName == Note.Name.Animals ) { TriggerAchivement(Achievement.Murder); } }
private void OnSoldierKilled(object source, KillEventArgs args) { this.king.UnderAttack -= args.Soldier.KingUnderAttack; this.soldiers.Remove(args.Soldier); }
public void OnSoldierKilled(object source, KillEventArgs args) { args.Soldier.SoldierKilled -= this.OnSoldierKilled; args.KingDefended.BeingAttacked -= args.Soldier.OnKingBeingAttacked; this.Remove(args.Soldier); }
internal static bool InvokeKill(object player, double damage, bool isPvP, string deathText) { if (Kill != null) { var args = new KillEventArgs((Player)player, (int)damage, isPvP, deathText); Kill(null, args); return args.Handled; } return false; }