public override void PlayerDisconnected(Player player, NetworkDisconnectionReason reason) { Log.Info($"\"{player.Name}\" has left the game ({reason})"); ChatBox.AddInformation(Player.All, $"{player.Name} has left ({reason})", $"avatar:{player.SteamId}"); // // Just spawn them straight in // player.Respawn(); }
/// <summary> /// Occurs when a player disconnects. /// <para>The <strong><see cref="long"/></strong> of the player's PlayerId who disconnected.</para> /// <para>The <strong><see cref="NetworkDisconnectionReason"/></strong>.</para> /// </summary> public DisconnectedEvent(long playerId, NetworkDisconnectionReason reason) : base() { PlayerId = playerId; Reason = reason; }
public override void ClientDisconnected(Client client, NetworkDisconnectionReason reason) { base.ClientDisconnected(client, reason); CheckReady(client); }
public override void ClientDisconnect(Client cl, NetworkDisconnectionReason reason) { base.ClientDisconnect(cl, reason); OnPlayerDisconnected?.Invoke(cl); }
public virtual void ClientDisconnected(Client client, NetworkDisconnectionReason reason) { }
public override void ClientDisconnect(Client cl, NetworkDisconnectionReason reason) { Round?.OnClientLeft(cl, reason); base.ClientDisconnect(cl, reason); }
public override void ClientDisconnect(Client cl, NetworkDisconnectionReason reason) { base.ClientDisconnect(cl, reason); cl.Pawn?.Delete(); }
public override void ClientDisconnect(Client client, NetworkDisconnectionReason reason) { base.ClientDisconnect(client, reason); Round?.ClientDisconnected(client, reason); }
public abstract void PlayerDisconnected(Player player, NetworkDisconnectionReason reason);
public virtual void OnClientLeft(Client cl, NetworkDisconnectionReason reason) { }
/// <summary> /// A client has left the server. Remove their pawn /// </summary> public override void ClientJoined(Client client, NetworkDisconnectionReason reason) { client?.Pawn?.Delete(); base.ClientDisconnect(client, reason); }