public void Revive(float hp = 100, bool bleeding = false, bool withPos = false, float x = 0, float y = 0) { Respawn(false); Bleeding = bleeding; IPlayer pl = User.GetPlayer(); Vector2 position; if (!withPos) { position = pl.GetWorldPosition(); } else { position = new Vector2(x, y); } if (pl != null) { pl.Remove(); } pl = GlobalGame.CreatePlayer(position); if (KeepPlayersSkins) { pl.SetProfile(pl.GetUser().GetProfile()); } else { pl.SetProfile(GetSkin()); } pl.SetUser(User); pl.SetTeam(Team); //pl.SetStatusBarsVisible(false); Hp = hp; OnPlayerCreated(); }
public void SpawnPlayer(Vector2 position) { if (Player == null) { return; } if (!Player.IsActive()) { return; } if (!Ready && CurrentPoints <= LevelList[Player.Level].AllowPoints) { Ready = true; } Player.Respawn(); if (Player.User.GetPlayer() != null) { Player.User.GetPlayer().Remove(); } IPlayer newPlayer = GlobalGame.CreatePlayer(position); newPlayer.SetUser(Player.User); newPlayer.SetTeam(Player.Team); //newPlayer.SetStatusBarsVisible(false); if (Ready) { for (int i = 0; i < Equipment.Count; i++) { Player.AddEquipment(EquipmentList[i].EquipmentList[Equipment[i]].Id, i); } } if (KeepPlayersSkins) { newPlayer.SetProfile(Player.User.GetProfile()); } else { newPlayer.SetProfile(Player.GetSkin()); } Player.OnPlayerCreated(); newPlayer.SetInputEnabled(false); }