public override void OnStopClient() { JoinLeaveSingularity.Create(Player, false); // TODO : Maybe move this to a leave event...? Would ensure everything could finish up before removing the player QSBPlayerManager.OnRemovePlayer?.Invoke(Player); base.OnStopClient(); Player.HudMarker?.Remove(); QSBPlayerManager.PlayerList.Remove(Player); DebugLog.DebugWrite($"Remove Player : id<{Player.PlayerId}>", MessageType.Info); }
public override void OnStartClient() { var player = new PlayerInfo(this); QSBPlayerManager.PlayerList.SafeAdd(player); base.OnStartClient(); QSBPlayerManager.OnAddPlayer?.Invoke(Player); DebugLog.DebugWrite($"Create Player : id<{Player.PlayerId}>", MessageType.Info); JoinLeaveSingularity.Create(Player, true); }