public static void OnSpawn(object sender, GetDataHandlers.SpawnEventArgs args) { if (!EventLogger.Setting.PlayerSpawn) { return; } TShock.Log.Info("SPAWN:" + string.Join(",", new object[] { args.Player.Name, args.SpawnX, args.SpawnY })); }
private void OnSpawn(object sender, GetDataHandlers.SpawnEventArgs args) { int playerIndex = args.PlayerId; if (PlayerLastSupplyedId[playerIndex] != default) { SetBuffs(Settings.SupplySets.First(x => x.ID == PlayerLastSupplyedId[playerIndex]), playerIndex); TShock.Players[playerIndex].Heal(TShock.Players[playerIndex].TPlayer.statLifeMax); } }
// Credit goes to TeamFluff for the warpback-on-spawn idea, thanks! private void OnPlayerSpawn(object sender, GetDataHandlers.SpawnEventArgs args) { WarpbackData wb = WarpbackData.Get(TShock.Players[args.Player]); //TShock.Players[args.Player].SendInfoMessage("(OnPlayerSpawn) warpback: " + wb.State + ", spawn: " + TShock.Players[args.Player].TPlayer.SpawnX + "," + TShock.Players[args.Player].TPlayer.SpawnY + ", position: " + TShock.Players[args.Player].TileX + "," + TShock.Players[args.Player].TileY ); if (wb.State == WarpbackState.WaitingForSpawn) { args.Handled = true; wb.Spawned(); } }
private void TShock_PlayerSpawn(object sender, GetDataHandlers.SpawnEventArgs e) { if (this.isDisposed || !this.hooksEnabled || e.Handled) { return; } TSPlayer player = TShock.Players[e.Player]; if (player == null || !player.IsLoggedIn) { return; } e.Handled = this.UserInteractionHandler.HandlePlayerSpawn(player, new DPoint(e.SpawnX, e.SpawnY)); }