コード例 #1
0
        /// <summary>
        /// Runs the script event with the given input.
        /// </summary>
        /// <param name="prio">The priority to run with.</param>
        /// <param name="oevt">The details of the script to be ran.</param>
        /// <returns>The event details after firing.</returns>
        public void Run(int prio, PlayerShootEventArgs oevt)
        {
            PlayerShootScriptEvent evt = (PlayerShootScriptEvent)Duplicate();

            evt.Cancelled = oevt.Cancelled;
            evt.Player    = oevt.Player;
            evt.Gun       = oevt.Gun;
            evt.Call(prio);
            oevt.Gun       = evt.Gun;
            oevt.Cancelled = evt.Cancelled;
        }
コード例 #2
0
 /// <summary>
 /// Runs the script event with the given input.
 /// </summary>
 /// <param name="prio">The priority to run with.</param>
 /// <param name="oevt">The details of the script to be ran.</param>
 /// <returns>The event details after firing.</returns>
 public void Run(int prio, PlayerShootEventArgs oevt)
 {
     PlayerShootScriptEvent evt = (PlayerShootScriptEvent)Duplicate();
     evt.Cancelled = oevt.Cancelled;
     evt.Player = oevt.Player;
     evt.Gun = oevt.Gun;
     evt.Call(prio);
     oevt.Gun = evt.Gun;
     oevt.Cancelled = evt.Cancelled;
 }
コード例 #3
0
 public static bool PlayerShoot(Player player, UseableGun gun)
 {
     PlayerShootEventArgs evt = new PlayerShootEventArgs();
     evt.Player = new PlayerTag(player.channel.owner);
     // TODO: make GunTag/WeaponTag/EquipmentTag/WhateverTag to store this more accurately?
     evt.Gun = new ItemAssetTag(player.equipment.asset);
     UnturnedFreneticEvents.OnPlayerShoot.Fire(evt);
     return evt.Cancelled;
 }