public override void OnGenericUpdate(GameState state) { _cmdHandler.Update(state); // HACKHACK: when the player dies and respawn, the map is also lightly reloaded, // potentially causing all the entity indicies to change // players when killed also have these flags applied to them and removed when respawning // so lets fire onsessionstart then if (state.PlayerEntInfo.EntityPtr != IntPtr.Zero) { if (!state.PlayerFlags.Current.HasFlag(_dead) && state.PlayerFlags.Old.HasFlag(_dead)) { this.OnSessionStartFull(state); Debug.WriteLine("synergy session start"); } } if (_autosplitIL.BValue) { if (!StartOnFirstLoadMaps.Contains(state.CurrentMap)) { StartOnFirstLoadMaps.Clear(); StartOnFirstLoadMaps.Add(state.CurrentMap); } } else { StartOnFirstLoadMaps.Clear(); } }
public override void OnGenericUpdate(GameState state) { if (state.CurrentMap.ToString() == "map" && state.HostState.Current == HostState.GameShutdown) { this.OnUpdate(state); } _ccHandler.Update(state); }
public override void OnGenericUpdate(GameState state) { base.OnGenericUpdate(state); _cmdHandler.Update(state); }