public override void Register() { Timing.Init(this); // -- Register config this.AddConfig(new ConfigSetting("tranqgun_enable", true, true, "Whether TranquilizerGun should be enabled on server start.")); this.AddConfig(new ConfigSetting("tranqgun_use_ghostmode", false, true, "Instead of teleporting players to the void, make them invisible for the duration of tranquilization. REQUIRES SM_ENABLE_GHOSTMODE")); this.AddConfig(new ConfigSetting("tranqgun_dropitems", false, true, "If tranquilized targets should drop items from their inventory.")); this.AddConfig(new ConfigSetting("tranqgun_dropitems_held", false, true, "If the items dropped from tranquilized targets should be randomly chosen instead of all their items.")); this.AddConfig(new ConfigSetting("tranqgun_damage", 0, true, "Damage dealt by the tranquilizer gun.")); this.AddConfig(new ConfigSetting("tranqgun_firerate", 3f, true, "Time (in seconds) between each shot.")); this.AddConfig(new ConfigSetting("tranqgun_magazine", 1, true, "Amount of shots per magazine.")); this.AddConfig(new ConfigSetting("tranqgun_reserveammo", 2, true, "Default reserve ammo for each player.")); this.AddConfig(new ConfigSetting("tranqgun_duration", 5f, true, "Time (in seconds) the target is tranquilized for.")); this.AddConfig(new ConfigSetting("tranqgun_spawns", new string[] { "096chamber" }, true, true, "Locations that the tranquilizer gun can spawn in.")); // -- Register events this.AddEventHandlers(new MiscEventHandler(this), Smod2.Events.Priority.Low); // -- Register weapon this.Handler = new CustomWeaponHandler <TranquilizerGun>(TranqGunPlugin.TranqID) { DefaultType = ItemType.USP, AmmoName = "Tranquilizer Dart" }; this.Handler.Register(); Items.AddRecipe(new Id914Recipe(KnobSetting.FINE, (int)ItemType.USP, TranqGunPlugin.TranqID, 1)); this.ReloadConfig(); }
public override void Register() { this.AddConfig(new ConfigSetting("defib_health", 0.1f, true, "The percentage of health the target is revived with.")); this.AddConfig(new ConfigSetting("defib_delay", 5, true, "The number of seconds before a Defib revives a player.")); this.AddConfig(new ConfigSetting("defib_spawns", new string[] { "049chamber" }, true, true, "Locations the Defib can spawn in.")); this.AddConfig(new ConfigSetting("defib_enabled", true, true, "If the defib item should be enabled.")); this.AddConfig(new ConfigSetting("defib_guards", true, true, "If guards should spawn with Defibs.")); this.AddEventHandlers(new EventHandler(this), Smod2.Events.Priority.Low); Handler = new CustomItemHandler <Defib>(DefibPlugin.DefibID) { DefaultType = ItemType.WEAPON_MANAGER_TABLET, }; Handler.Register(); Items.AddRecipe(new Id914Recipe(KnobSetting.FINE, (int)ItemType.WEAPON_MANAGER_TABLET, DefibPlugin.DefibID, 1)); }
public override void Register() { AddEventHandlers(new EventHandler(this)); Functions = new Methods(this); Shell = ConfigManager.Manager.Config.GetIntValue("glauncher_shell", 24); Handler = new CustomWeaponHandler <GrenadeLauncher>(LauncherId) { DefaultType = GetItemTypeFromId(Shell), AmmoName = "Launchable Grenades", DefaultReserveAmmo = ReserveAmmo }; Handler.Register(); Info("Shell ID: " + Shell + " Type From Shell: " + GetItemTypeFromId(Shell) + " Selected Type: " + Handler.DefaultType); Items.AddRecipe(new Id914Recipe(KnobSetting.FINE, Shell, LauncherId, 1)); }