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; }
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; }