/// <summary> /// <para>Load a specific base.</para> /// <para>Base will not load if you choose number higher than available.</para> /// </summary> /// <param name="BaseToLoad"></param> public Base getBaseNumber(int BaseToLoad, string Requester) { BaseToLoad -= 1; if (BaseToLoad < m_Bases.Count && !m_BasesInUse.Contains(BaseToLoad)) { m_BasesInUse.Add(BaseToLoad); psyGame.Send(msg.debugChan("[ BaseManager ] - [ " + Requester + " ] has checked out Base[ " + BaseToLoad + " ]. Total bases checked out:[ " + this.m_BasesInUse.Count + " ]")); return(m_Bases[BaseToLoad]); } return(null); }
private void player_TeamCountUpdate() { // Check for team count 0 here ---*** if (this.m_Settings.Type != BDSettingType.OneVsOne && this.m_CurrentPoint.AlphaCount() == 1 && this.m_CurrentPoint.BravoCount() == 1) { this.m_Settings.LoadSettings(BDSettingType.OneVsOne); psyGame.Send(msg.debugChan("[ BaseDuel ] [ Game " + this.m_GameNum.ToString().PadLeft(2, '0') + " ] Setting Changed to [ " + this.m_Settings.Type + " ]")); } else if (this.m_Settings.Type == BDSettingType.OneVsOne && this.m_CurrentPoint.AlphaCount() > 1 || this.m_CurrentPoint.BravoCount() > 1) { this.m_Settings.LoadSettings(this.m_DefaultSettingType); psyGame.Send(msg.debugChan("[ BaseDuel ] [ Game " + this.m_GameNum.ToString().PadLeft(2, '0') + " ] Setting Changed to [ " + this.m_DefaultSettingType + " ]")); } }
private void BaseDuel_Unload(string PlayerName) { // Do all necessary stuff to unload module. Maybe record stuff, dunno int totalBases = m_Games.Count; // Make sure to release any bases that are being held by games while (m_Games.Count > 0) { m_BaseManager.ReleaseBase(m_Games[0].loadedBase(), "BaseDuel"); m_Games.RemoveAt(0); } psyGame.Send(msg.debugChan("[ BaseDuel ] All basses released from BaseManager. Total Released:[ " + totalBases + " ]")); // Make game list null at end m_Games = null; psyGame.Send(msg.arena("[ BaseDuel ] Module Unloaded - " + PlayerName)); }