public override void OnConnectionReady(NetConnection client) { // Allocate the player to a team AddPlayerToTeam(client, NetPlayerComponent.GetPlayer(client)); // Get client up to date NetChannel.FireEvent("Client_GamemodeInfo", client, (ushort)SCORE_CAP); NetChannel.FireEvent("Client_UpdateScores", client, RemoteFlag.None, NetDeliveryMethod.ReliableOrdered, (short)teamAScore, (short)teamBScore); // Spawn their player AddRespawn(client, 0); }
public override void OnConnectionReady(NetConnection client) { // Allocate the player to a team AddPlayerToTeam(client, NetPlayerComponent.GetPlayer(client)); // Get client up to date NetChannel.FireEvent("Client_GamemodeInfo", client, (ushort)SCORE_CAP); NetChannel.FireEvent("Client_UpdateScores", client, RemoteFlag.None, NetDeliveryMethod.ReliableOrdered, (short)teamAScore, (short)teamBScore); if (redIntel.Holder != null) { NetChannel.FireEvent("Client_IntelPickedUp", client, (byte)Team.A, ((ServerMPPlayer)redIntel.Holder).StateInfo.Id); } if (blueIntel.Holder != null) { NetChannel.FireEvent("Client_IntelPickedUp", client, (byte)Team.B, ((ServerMPPlayer)blueIntel.Holder).StateInfo.Id); } // Spawn their player AddRespawn(client, 0); }