コード例 #1
0
 public Assist()
 {
     Assistant   = String.Empty;
     Weapon      = default;
     Elapsed     = TotalDamage = 0.0;
     DamageFlags = DamageFlag.None;
 }
コード例 #2
0
 public Assist(string assistant, Weapon weapon, double elapsed, double totalDamage, DamageFlag damageFlags)
 {
     Assistant   = assistant;
     Weapon      = weapon;
     Elapsed     = elapsed;
     TotalDamage = totalDamage;
     DamageFlags = damageFlags;
 }
コード例 #3
0
 public KillAssist(long timeStamp, string assistant, string weapon, double elapsed, double totalDamage, DamageFlag damageFlags)
 {
     TimeStamp   = timeStamp;
     Assistant   = assistant;
     Weapon      = weapon;
     Elapsed     = elapsed;
     TotalDamage = totalDamage;
     DamageFlags = damageFlags;
 }
コード例 #4
0
 public Damage(long timeStamp, string victim, string attacker, string weapon, double damageAmmount, DamageFlag damageFlags)
 {
     TimeStamp     = timeStamp;
     Victim        = victim;
     Attacker      = attacker;
     Weapon        = weapon;
     DamageAmmount = damageAmmount;
     DamageFlags   = damageFlags;
 }
コード例 #5
0
        private async void SetGodmode(DamageFlag flag)
        {
            bool[] canExecuteFunction = await CanExecuteFunction();

            if (!canExecuteFunction[0])
            {
                return;
            }
            if (ImHost())
            {
                SelectedPlayer.SetGodmode(flag);
            }
            else
            {
                SelectedPlayer.RCE.SetGodmode(flag);
            }
        }
コード例 #6
0
        public bool TryGetEntity(
            IConsoleShell shell,
            IPlayerSession?player,
            string[] args,
            bool adding,
            [NotNullWhen(true)] out IEntity?entity,
            out DamageFlag flag,
            [NotNullWhen(true)] out IDamageableComponent?damageable)
        {
            entity     = null;
            flag       = DamageFlag.None;
            damageable = null;

            IEntity?             parsedEntity;
            DamageFlag           parsedFlag;
            IDamageableComponent?parsedDamageable;

            switch (args.Length)
            {
            case 1:
            {
                if (player == null)
                {
                    shell.SendText(player, "An entity needs to be specified when the command isn't used by a player.");
                    return(false);
                }

                if (player.AttachedEntity == null)
                {
                    shell.SendText(player, "An entity needs to be specified when you aren't attached to an entity.");
                    return(false);
                }

                if (!Enum.TryParse(args[0], true, out parsedFlag))
                {
                    shell.SendText(player, $"{args[0]} is not a valid damage flag.");
                    return(false);
                }

                parsedEntity = player.AttachedEntity;
                flag         = parsedFlag;
                break;
            }

            case 2:
            {
                if (!EntityUid.TryParse(args[0], out var id))
                {
                    shell.SendText(player, $"{args[0]} isn't a valid entity id.");
                    return(false);
                }

                var entityManager = IoCManager.Resolve <IEntityManager>();
                if (!entityManager.TryGetEntity(id, out parsedEntity))
                {
                    shell.SendText(player, $"No entity found with id {id}.");
                    return(false);
                }

                if (!Enum.TryParse(args[1], true, out parsedFlag))
                {
                    shell.SendText(player, $"{args[1]} is not a valid damage flag.");
                    return(false);
                }

                break;
            }

            default:
                shell.SendText(player, Help);
                return(false);
            }

            if (!parsedEntity.TryGetComponent(out parsedDamageable))
            {
                shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have a {nameof(IDamageableComponent)}");
                return(false);
            }

            if (parsedDamageable.HasFlag(parsedFlag) && adding)
            {
                shell.SendText(player, $"Entity {parsedEntity.Name} already has damage flag {parsedFlag}.");
                return(false);
            }
            else if (!parsedDamageable.HasFlag(parsedFlag) && !adding)
            {
                shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have damage flag {parsedFlag}.");
                return(false);
            }

            entity     = parsedEntity;
            flag       = parsedFlag;
            damageable = parsedDamageable;

            return(true);
        }
コード例 #7
0
 public DamageableComponentState(Dictionary <DamageType, int> damageList, DamageFlag flags) : base(ContentNetIDs.DAMAGEABLE)
 {
     DamageList = damageList;
     Flags      = flags;
 }
コード例 #8
0
ファイル: Player.cs プロジェクト: IgrisModz/Simple-Mw3-RCE
 public void SetGodmode(DamageFlag flag)
 {
     PS3.Extension.WriteUInt32(G_Entity(Addresses.G_EntityStruct.Godmode), (uint)flag);
 }
コード例 #9
0
ファイル: Player.cs プロジェクト: IgrisModz/Simple-Mw3-RCE
 public void SetGodmode(DamageFlag flag)
 {
     WriteUInt32(Player.G_Entity(Addresses.G_EntityStruct.Godmode), (uint)flag);
 }
コード例 #10
0
 public void AddDamageFlag(DamageFlag flag)
 {
     flags.Add(flag, flag);
 }