private void regMobileEvents() { _log += LogServerMobile; _opLog += LogOpMobile; _adminLog += LogAdminMobile; _settings += SettingsUpdateMobile; _playerConnect += PlayerConnectMobile; _playerDisconnect += PlayerDisconnectMobile; _playerChat += PlayerChatMobile; _levelLoad += LevelLoadMobile; _levelUnload += LevelUnloadMobile; _groupSave += GroupChangedMobile; _groupLoad += GroupChangedMobile; Server.s.OnAdmin += _adminLog; Server.s.OnOp += _opLog; Server.s.OnLog += _log; Server.s.OnSettingsUpdate += _settings; Player.PlayerChat += _playerChat; Player.PlayerConnect += _playerConnect; Player.PlayerDisconnect += _playerDisconnect; Level.LevelLoad += _levelLoad; Level.LevelUnload += _levelUnload; Group.OnGroupLoad += _groupLoad; Group.OnGroupSave += _groupSave; }
public static void Register(Player.OnPlayerDisconnect method, Priority priority, Plugin plugin) { if (Find(plugin) != null) { throw new Exception("The user tried to register 2 of the same event!"); } events.Add(new PlayerDisconnectEvent(method, priority, plugin)); Organize(); }
/// <summary> /// This is the load method, the load method is called whenever the plugin is loaded /// this can be when the server starts up, or when using /pload /// </summary> /// <param name="startup">Is the plugin being loaded at server startup?</param> public override void Load(bool startup) { block = new Player.BlockchangeEventHandler2(blockuse); command = new Player.OnPlayerCommand(commanduse); Player.PlayerCommand += command; chat = new Player.OnPlayerChat(chatuse); disconnect = new Player.OnPlayerDisconnect(disconnectuse); Player.PlayerChat += chat; Player.PlayerBlockChange += block; Player.PlayerDisconnect += disconnect; }
private void RegEvents() { _logHandler += LogChatDesktop; _onPlayerConnect += PlayerConnect; _onPlayerDisconnect += PlayerDisconnect; _levelUnloaded += LevelUnloadDesktop; _levelLoaded += LevelLoadDesktop; Server.s.OnLog += _logHandler; Player.PlayerConnect += _onPlayerConnect; Player.PlayerDisconnect += _onPlayerDisconnect; Level.LevelLoaded += _levelLoaded; Level.LevelUnload += _levelUnloaded; #if Debug Server.s.Log("Registered Events"); #endif }
public override void LoadEvents() { _logHandler += OnLog; _onPlayerConnect += PlayerConnect; _onPlayerDisconnect += PlayerDisconnect; _levelUnloaded += LevelUnload; _levelLoaded += LevelLoad; Server.s.OnLog += _logHandler; Player.PlayerConnect += _onPlayerConnect; Player.PlayerDisconnect += _onPlayerDisconnect; Level.LevelLoaded += _levelLoaded; Level.LevelUnload += _levelUnloaded; #if Debug Server.s.Log("Registered Events"); #endif }
internal OnPlayerDisconnectEvent(Player.OnPlayerDisconnect method, Priority priority, Plugin plugin) { this.plugin = plugin; this.priority = priority; this.method = method; }