protected void TeleportPlayersIn() { SavePlayersPosition(); for (int i = 0; i < GameModeData.CurrentPlayers.Count; i++) { Client player = GameModeData.CurrentPlayers[i]; GamePosition randomSpawn = GetRandomSpawnPosition(); ServerUtilities.SpawnPlayer(player, randomSpawn); } }
private void TeleportPlayerOut(Client client) { int clientIndex = GameModeData.CurrentPlayers.IndexOf(client); if (clientIndex > -1) { GamePosition position = GameModeData.PlayerPositions[clientIndex]; ServerUtilities.SpawnPlayer(client, position); PlayerTempData playerTempData = client.GetData(PlayerTempData.PLAYER_TEMP_DATA_KEY); playerTempData.GamemodeId = null; client.SetData(PlayerTempData.PLAYER_TEMP_DATA_KEY, playerTempData); OnResetPlayerState(client, clientIndex); } }