void PropertyWindow_Load(object sender, EventArgs e) { // try to use same icon as main window // must be done in OnLoad, otherwise icon doesn't show on Mono GuiUtils.SetIcon(this); OnMapsChangedEvent.Register(HandleMapsChanged, Priority.Low); OnStateChangedEvent.Register(HandleStateChanged, Priority.Low); GuiPerms.UpdateRankNames(); rank_cmbDefault.Items.AddRange(GuiPerms.RankNames); rank_cmbOsMap.Items.AddRange(GuiPerms.RankNames); blk_cmbMin.Items.AddRange(GuiPerms.RankNames); cmd_cmbMin.Items.AddRange(GuiPerms.RankNames); //Load server stuff LoadProperties(); LoadRanks(); try { LoadCommands(); LoadBlocks(); } catch (Exception ex) { Logger.LogError("Error loading commands and blocks", ex); } LoadGameProps(); }
void PropertyWindow_Load(object sender, EventArgs e) { OnMapsChangedEvent.Register(HandleMapsChanged, Priority.Low); OnStateChangedEvent.Register(HandleStateChanged, Priority.Low); GuiPerms.UpdateRankNames(); rank_cmbDefault.Items.AddRange(GuiPerms.RankNames); rank_cmbOsMap.Items.AddRange(GuiPerms.RankNames); blk_cmbMin.Items.AddRange(GuiPerms.RankNames); cmd_cmbMin.Items.AddRange(GuiPerms.RankNames); //Load server stuff LoadProperties(); LoadRanks(); try { LoadCommands(); LoadBlocks(); } catch (Exception ex) { Logger.LogError("Error loading commands and blocks", ex); } LoadGameProps(); }
public static void RemoveMap(Player p, string map, LevelConfig lvlCfg, RoundsGame game) { RoundsGameConfig cfg = game.GetConfig(); string coloredName = lvlCfg.Color + map; if (!cfg.Maps.CaselessRemove(map)) { p.Message("{0} &Swas not in the list of {1} maps", coloredName, game.GameName); } else { p.Message("Removed {0} &Sfrom the list of {1} maps", coloredName, game.GameName); lvlCfg.AutoUnload = true; if (!cfg.AllowAutoload) { lvlCfg.LoadOnGoto = true; } cfg.Save(); lvlCfg.SaveFor(map); OnMapsChangedEvent.Call(game); } }
public static void AddMap(Player p, string map, LevelConfig lvlCfg, RoundsGame game) { RoundsGameConfig cfg = game.GetConfig(); string coloredName = lvlCfg.Color + map; if (cfg.Maps.CaselessContains(map)) { p.Message("{0} &Sis already in the list of {1} maps", coloredName, game.GameName); } else { p.Message("Added {0} &Sto the list of {1} maps", coloredName, game.GameName); cfg.Maps.Add(map); if (!cfg.AllowAutoload) { lvlCfg.LoadOnGoto = false; } cfg.Save(); lvlCfg.SaveFor(map); OnMapsChangedEvent.Call(game); } }
void PropertyWindow_Unload(object sender, EventArgs e) { OnMapsChangedEvent.Unregister(HandleMapsChanged); OnStateChangedEvent.Unregister(HandleStateChanged); Window.hasPropsForm = false; }