private void On(MultiRespawnEvent e) { foreach (var tele in e.Data) { var p = tele.Player; var causedByDeath = p.Deaths < tele.Deaths; p.X = tele.X; p.Y = tele.Y; p.Deaths = tele.Deaths; if (e.ResetPlayers) { if (p.HasCrown) { this.CrownPlayer = Player.Nobody; } p.HasSilverCrown = false; p.ClearGoldCoins(); p.ClearBlueCoins(); p.GoldCoins = default(int); p.BlueCoins = default(int); p.ResetSwitches(); } new RespawnEvent(p, tele.X, tele.Y, tele.Deaths, e.ResetPlayers, causedByDeath) .RaiseIn(this.BotBits); } }
private void On(MultiRespawnEvent e) { if (!e.ResetLevel) { return; } this.ResetSwitches(); }
private void OnMultiRespawn(MultiRespawnEvent e) { foreach (var tele in e.Coordinates) { Player p = tele.Key; Point location = tele.Value; p.X = location.X; p.Y = location.Y; p.Dead = false; if (e.ResetCoins) { p.GoldCoins = default(int); p.BlueCoins = default(int); } new RespawnEvent(p, location.X, location.Y, e.ResetCoins) .RaiseIn(this.BotBits); } }