Esempio n. 1
0
        /// <summary> Applies this weapon to the given player, and sets up necessary state. </summary>
        public virtual void Enable(Player p)
        {
            if (!hookedEvents)
            {
                OnPlayerClickEvent.Register(PlayerClickCallback, Priority.Low);
                OnBlockChangingEvent.Register(BlockChangingCallback, Priority.Low);
                hookedEvents = true;
            }

            this.p = p;
            p.ClearBlockchange();
            p.weapon = this;

            if (p.Supports(CpeExt.PlayerClick))
            {
                p.Message(Name + " engaged, click to fire at will");
            }
            else
            {
                p.Message(Name + " engaged, fire at will");
                p.aiming = true;
                aimer    = new AimBox();
                aimer.Hook(p);
            }
        }
Esempio n. 2
0
 public static void InitHandlers()
 {
     OnPlayerConnectEvent.Register(OnConnect, Priority.High);
     OnPlayerDisconnectEvent.Register(OnLeave, Priority.High);
     OnPlayerMoveEvent.Register(OnMovement, Priority.High);
     OnPlayerClickEvent.Register(OnClick, Priority.High);
     OnPlayerChatEvent.Register(OnChat, Priority.High);
     OnTabListEntryAddedEvent.Register(HUD.GetTabName, Priority.High);
     OnPlayerActionEvent.Register(OnAFK, Priority.Normal);
 }
Esempio n. 3
0
        public override void Use(Player p, string message, CommandData data)
        {
            if (!p.level.Config.Guns)
            {
                p.Message(Weapon + "s cannot be used on this map!"); return;
            }
            if (p.aiming && message.Length == 0)
            {
                Disable(p); return;
            }

            WeaponType weaponType = GetWeaponType(p, message);

            if (weaponType == WeaponType.Invalid)
            {
                return;
            }

            p.blockchangeObject = weaponType;
            p.ClearBlockchange();
            bool hasPlayerClick = p.Supports(CpeExt.PlayerClick);

            if (hasPlayerClick)
            {
                if (!hookedPlayerClick)
                {
                    OnPlayerClickEvent.Register(PlayerClickCallback, Priority.Low);
                    hookedPlayerClick = true;
                }
                p.Message(Weapon + " engaged, click to fire at will");
            }
            else
            {
                p.Blockchange += BlockClickCallback;
                p.Message(Weapon + " engaged, fire at will");
            }

            if (p.aiming)
            {
                return;
            }
            p.aiming = true;
            if (hasPlayerClick)
            {
                return;
            }

            AimState state = new AimState();

            state.player = p;
            SchedulerTask task = new SchedulerTask(AimCallback, state, TimeSpan.Zero, true);

            p.CriticalTasks.Add(task);
        }
Esempio n. 4
0
 public override void Load(bool startup) {
     OnPlayerConnectEvent.Register(ConnectHandler.HandleConnect, Priority.Critical);
     OnPlayerCommandEvent.Register(ChatHandler.HandleCommand, Priority.Critical);
     OnChatEvent.Register(ChatHandler.HandleOnChat, Priority.Critical);
     OnPlayerStartConnectingEvent.Register(ConnectingHandler.HandleConnecting, Priority.Critical);
     
     OnSentMapEvent.Register(MiscHandlers.HandleOnMapSent, Priority.Critical);
     OnPlayerMoveEvent.Register(MiscHandlers.HandlePlayerMove, Priority.Critical);
     OnPlayerClickEvent.Register(MiscHandlers.HandlePlayerClick, Priority.Critical);
     
     OnEcoTransactionEvent.Register(EcoHandlers.HandleEcoTransaction, Priority.Critical);
     OnModActionEvent.Register(ModActionHandler.HandleModAction, Priority.Critical);
     clearTask = Server.Background.QueueRepeat(IPThrottler.CleanupTask, null, 
                                               TimeSpan.FromMinutes(10));
 }
Esempio n. 5
0
        public override void Load(bool startup)
        {
            OnPlayerConnectEvent.Register(ConnectHandler.HandleConnect, Priority.Critical);
            OnPlayerCommandEvent.Register(ChatHandler.HandleCommand, Priority.Critical);
            OnChatEvent.Register(ChatHandler.HandleOnChat, Priority.Critical);
            OnPlayerStartConnectingEvent.Register(ConnectingHandler.HandleConnecting, Priority.Critical);

            OnSentMapEvent.Register(MiscHandlers.HandleSentMap, Priority.Critical);
            OnPlayerMoveEvent.Register(MiscHandlers.HandlePlayerMove, Priority.Critical);
            OnPlayerClickEvent.Register(MiscHandlers.HandlePlayerClick, Priority.Critical);
            OnChangedZoneEvent.Register(MiscHandlers.HandleChangedZone, Priority.Critical);

            OnEcoTransactionEvent.Register(EcoHandlers.HandleEcoTransaction, Priority.Critical);
            OnModActionEvent.Register(ModActionHandler.HandleModAction, Priority.Critical);
        }
 public override void Load(bool startup)
 {
     OnPlayerClickEvent.Register(HandlePlayerClick, Priority.High);
 }