/// <summary> /// Called when a player leaves the game /// </summary> /// <param name="e">The event which was raised</param> /// <param name="sender">Sender of the event</param> /// <param name="args">EventArgs associated with the event</param> private static void PlayerLeftWorld(DOLEvent e, object sender, EventArgs args) { if (sender is GamePlayer player) { SoldiersBarricadeEffect sbEffect = player.EffectList.GetOfType <SoldiersBarricadeEffect>(); sbEffect?.Cancel(false); } }
/// <summary> /// Called when a player leaves the game /// </summary> /// <param name="e">The event which was raised</param> /// <param name="sender">Sender of the event</param> /// <param name="args">EventArgs associated with the event</param> private static void PlayerLeftWorld(DOLEvent e, object sender, EventArgs args) { GamePlayer player = (GamePlayer)sender; SoldiersBarricadeEffect SBEffect = player.EffectList.GetOfType <SoldiersBarricadeEffect>(); if (SBEffect != null) { SBEffect.Cancel(false); } }