public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { if ((ev.Player.TeamRole.Role == Role.FACILITY_GUARD) && (Guardias[ev.Player.SteamId] >= 300) && (ev.GrenadeType == GrenadeType.FRAG_GRENADE)) { ev.Player.GiveItem(ItemType.FRAG_GRENADE); } }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { //La pasiva de los cadetes de que cuando lanzan granadas flash o granadas ganan salud y con las frag ganan una flash if ((ev.Player.TeamRole.Role == Role.NTF_CADET) && (ev.GrenadeType == GrenadeType.FRAG_GRENADE)) { ev.Player.AddHealth(20); ev.Player.GiveItem(ItemType.FLASHBANG); } if ((ev.Player.TeamRole.Role == Role.NTF_CADET) && (ev.GrenadeType == GrenadeType.FLASHBANG)) { ev.Player.AddHealth(30); } if (ev.Player.TeamRole.Role == Role.NTF_LIEUTENANT) { if (NTFlic4.ContainsKey(ev.Player.SteamId)) { if (NTFlic4[ev.Player.SteamId] == true) { GrenadeManager grenadeManager = ((GameObject)ev.Player.GetGameObject()).GetComponent <GrenadeManager>(); foreach (GrenadeSettings grenade in grenadeManager.availableGrenades) { grenade.timeUnitilDetonation = 120f; } } else { GrenadeManager grenadeManager = ((GameObject)ev.Player.GetGameObject()).GetComponent <GrenadeManager>(); foreach (GrenadeSettings grenade in grenadeManager.availableGrenades) { grenade.timeUnitilDetonation = 6f; } } } } }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { /// <summary> /// Called after a player throws a grenade /// <summary> plugin.SendMessageAsync(plugin.GetConfigString("discord_channel_onthrowgrenade"), ev.Player.Name + " (" + ev.Player.SteamId + plugin.MultiLanguage(42)); }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { if (!CheckSteamIDItemNum.ContainsKey(ev.Player.SteamId)) { CheckSteamIDItemNum[ev.Player.SteamId] = new UserStackData(); } int GrenadeTypeToUse = -1; if (ev.GrenadeType == GrenadeType.FLASHBANG) { GrenadeTypeToUse = (int)ItemType.FLASHBANG; } else if (ev.GrenadeType == GrenadeType.FRAG_GRENADE) { GrenadeTypeToUse = (int)ItemType.FRAG_GRENADE; } if (GrenadeTypeToUse == -1) { return; } if (CheckSteamIDItemNum[ev.Player.SteamId].GetItemAmount(GrenadeTypeToUse) >= 1) { CheckSteamIDItemNum[ev.Player.SteamId].AddItemAmount(GrenadeTypeToUse, -1); if (CheckSteamIDItemNum[ev.Player.SteamId].GetItemAmount(GrenadeTypeToUse) % stackManager.GetStackSize(GrenadeTypeToUse) != 0) { CheckSteamIDItemNum[ev.Player.SteamId].fixUse = true; ev.Player.GiveItem((ItemType)GrenadeTypeToUse); CheckSteamIDItemNum[ev.Player.SteamId].fixUse = false; //Looks ugly but is needed so it doesn't add one to my stacking system. } } }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { send(ev, new IdMapping() .appendId(Lib.PLAYER_ID, ev.Player) .appendId(Lib.PLAYER_EVENT_SCPDATA_ID, ev.Player.Scp079Data) .appendId(Lib.PLAYER_EVENT_TEAM_ROLE_ID, ev.Player.TeamRole) ); }
internal void InvokeThrowGrenade(Player player, SynapseItem grenade, out bool allow) { var ev = new PlayerThrowGrenadeEventArgs { Allow = true, Item = grenade, Player = player }; PlayerThrowGrenadeEvent?.Invoke(ev); allow = ev.Allow; }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { /// <summary> /// Called after a player throws a grenade /// <summary> Dictionary <string, string> variables = new Dictionary <string, string> { { "type", ev.GrenadeType.ToString() }, { "ipaddress", ev.Player.IpAddress }, { "name", ev.Player.Name }, { "playerid", ev.Player.PlayerId.ToString() }, { "steamid", ev.Player.SteamId }, { "class", ev.Player.TeamRole.Role.ToString() }, { "team", ev.Player.TeamRole.Team.ToString() } }; plugin.SendMessage(Config.GetArray("channels.onthrowgrenade"), "player.onthrowgrenade", variables); }
internal void InvokePlayerThrowGrenadeEvent(Player player, SynapseItem item, ref GrenadeSettings settings, ref float force, ref float delay, ref bool allow) { var ev = new PlayerThrowGrenadeEventArgs { Player = player, Item = item, ForceMultiplier = force, Delay = delay, Allow = allow, Settings = settings, }; PlayerThrowGrenadeEvent?.Invoke(ev); force = ev.ForceMultiplier; delay = ev.Delay; allow = ev.Allow; }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { grandapos = ev.Direction; if (Jugadoresh[ev.Player.SteamId] >= 5) { Timing.Run(GranadaP1(ev.Player, grandapos)); } if (ev.GrenadeType == ItemType.FRAG_GRENADE) { Timing.Run(Granada(ev.Player)); } if (ev.GrenadeType == ItemType.FLASHBANG) { Timing.Run(GranadaC(ev.Player)); } if ((Jugadoresh[ev.Player.SteamId] >= 7) && (!ev.Player.HasItem(ItemType.CUP))) { Timing.Run(Multishot(ev.Player, grandapos)); } }
internal static void InvokePlayerThrowGrenadeEvent(Player player, ItemType type, ref bool slow, ref double time, out bool allow) { allow = true; if (PlayerThrowGrenadeEvent == null) { return; } var ev = new PlayerThrowGrenadeEvent { Player = player, Grenade = type, Slow = slow, FuseTime = time, Allow = allow }; PlayerThrowGrenadeEvent.Invoke(ev); allow = ev.Allow; slow = ev.Slow; time = ev.FuseTime; }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) { plugin.luaHookCall.Function.Call("OnThrowGrenade", ev.Player, ev.GrenadeType, ev.SlowThrow, ev.Direction); }
public void OnThrowGrenade(PlayerThrowGrenadeEvent ev) => DiscordLab.bot.NewMessage($"{ev.Player.nameClean} threw {ev.Grenade}");