public override void OnEvent(DeathEvent evnt) { //update scores if (ServerConnectionEventListener.IndexMap.ContainsPlayer(evnt.Killer)) { GameStats.SetIntegerStat(evnt.Killer, "Kills", GameStats.GetIntegerStat(evnt.Killer, "Kills") + 1); } if (ServerConnectionEventListener.IndexMap.ContainsPlayer(evnt.Player)) { GameStats.SetIntegerStat(evnt.Player, "Deaths", GameStats.GetIntegerStat(evnt.Player, "Deaths") + 1); } //because of the Owner/ProxyPlayer abstraction, this line will either just move the server's player, or //send an MovePlayerEvent to the propper player! GameManager.instance.gameMode.MovePlayerToSpawnPoint(PlayerRegistry.GetIPlayerForUserName(evnt.Player)); GameManager.instance.CheckForGameOver(); }