Example #1
0
    public override void Death(bool gibbed = false)
    {
        if (CustomNetworkManager.Instance._isServer)
        {
            PlayerNetworkActions pNet = GetComponent <PlayerNetworkActions>();
            pNet.RpcSpawnGhost();

            PlayerMove pM = GetComponent <PlayerMove>();
            pM.isGhost    = true;
            pM.allowInput = true;
            if (lastDamager == gameObject.name)
            {
                pNet.CmdSendAlertMessage("<color=red><b>" + gameObject.name + " commited suicide</b></color>",
                                         true);             //killfeed
            }
            else if (lastDamager.EndsWith(gameObject.name)) // chain reactions
            {
                pNet.CmdSendAlertMessage("<color=red><b>" + gameObject.name + " screwed himself up with some help (" +
                                         lastDamager
                                         + ")</b></color>",
                                         true); //killfeed
            }
            else
            {
                PlayerList.Instance.UpdateKillScore(lastDamager);
                pNet.CmdSendAlertMessage(
                    "<color=red><b>" + lastDamager + "</b> has killed <b>" + gameObject.name + "</b></color>", true);              //killfeed
            }
            countRespawn = true;
            respawnTime  = 0f;
            GetComponent <PlayerNetworkActions>().CmdDropItem("leftHand");
            GetComponent <PlayerNetworkActions>().CmdDropItem("rightHand");
            gameObject.GetComponent <WeaponNetworkActions>().BloodSplat(transform.position, Sprites.BloodSplatSize.medium);
            Debug.Log("respawn initiated..");
        }
        mobStat = MobConsciousStat.DEAD;
        base.Death(gibbed);
    }
Example #2
0
        protected override void OnDeathActions()
        {
            if (CustomNetworkManager.Instance._isServer)
            {
                playerNetworkActions.RpcSpawnGhost();

                PlayerMove pM = GetComponent <PlayerMove>();
                pM.isGhost    = true;
                pM.allowInput = true;
                if (LastDamagedBy == gameObject.name)
                {
                    playerNetworkActions.CmdSendAlertMessage("<color=red><b>" + gameObject.name + " commited suicide</b></color>",
                                                             true); //killfeed
                }
                else if (LastDamagedBy.EndsWith(gameObject.name))   // chain reactions
                {
                    playerNetworkActions.CmdSendAlertMessage("<color=red><b>" + gameObject.name + " screwed himself up with some help (" +
                                                             LastDamagedBy
                                                             + ")</b></color>",
                                                             true); //killfeed
                }
                else
                {
                    PlayerList.Instance.UpdateKillScore(LastDamagedBy);
                    playerNetworkActions.CmdSendAlertMessage(
                        "<color=red><b>" + LastDamagedBy + "</b> has killed <b>" + gameObject.name + "</b></color>", true);                         //killfeed
                }
                playerNetworkActions.ValidateDropItem("leftHand", true);
                playerNetworkActions.ValidateDropItem("rightHand", true);
                if (isServer)
                {
                    EffectsFactory.Instance.BloodSplat(transform.position, BloodSplatSize.large);
                }

                //FIXME Remove for next demo
                playerNetworkActions.RespawnPlayer(10);
            }
        }