Esempio n. 1
0
        public override void OnRoundStart()
        {
            _teamHandler = new EvenTeamSplitHandler(_ntfRole, _chaosRole, false);

            Common.Broadcast(20, "<size=20>Welcome to FreezeTag!\nYour goal is to shoot the <color=red>enemy</color> team, who will transform into their <color=blue>thawed</color> state.\nIF everyone is <color=blue>thawed</color> in the enemy team, your team wins!\nGood luck.\n<color=green>Chaos Insurgency</color> becomes <color=yellow>Scientist></color>\n<color=blue>NTF</color> becomes <color=orange>ClassD</color>.\nUnthawing works by cuffing the correct user!</size>");
            Common.LockRound();
            Common.DisableElevators();
            Common.ToggleLockEntranceGate();
            Common.ToggleTeslats();

            foreach (var player in Player.List)
            {
                Timing.RunCoroutine(RandomPlayerRespawn(player));
            }

            foreach (var room in GetHeavyRoomsBlocklisted())
            {
                foreach (var doorVariant in room.Doors)
                {
                    if (!doorVariant.TargetState)
                    {
                        doorVariant.NetworkTargetState = true;
                    }
                }
            }
            Exiled.Events.Handlers.Player.Hurting        += OnPlayerHurtProxy;
            Exiled.Events.Handlers.Player.Handcuffing    += OnCuffEvent;
            Exiled.Events.Handlers.Server.RespawningTeam += Common.PreventRespawnEvent;
            Exiled.Events.Handlers.Player.Joined         += OnPlayerJoined;
            Exiled.Events.Handlers.Player.Left           += OnPlayerLeft;
        }
Esempio n. 2
0
        public override void OnNewRound()
        {
            _rng            = new Random();
            _roundWeapon    = _weapons[_rng.Next(_weapons.Length)];
            _attachments[0] = _rng.Next(3);
            _attachments[1] = _rng.Next(4);
            _attachments[2] = _rng.Next(4);
            _kda            = new Dictionary <int, KdaHolder>();

            _teamHandler = new EvenTeamSplitHandler(_team1, _team2, true);

            Server.RestartingRound += OnRoundRestart;
        }