public void OnRoundEnded(RoundEndedEventArgs ev) { // I may just consider using reflection and just loop over all members and clear them if I can. TrackingAndMethods.KillAllCoroutines(); TrackingAndMethods.Coroutines.Clear(); TrackingAndMethods.PlayersWithSubclasses.Clear(); TrackingAndMethods.Cooldowns.Clear(); TrackingAndMethods.FriendlyFired.Clear(); TrackingAndMethods.PlayersThatBypassedTeslaGates.Clear(); TrackingAndMethods.PreviousRoles.Clear(); TrackingAndMethods.PlayersWithZombies.Clear(); TrackingAndMethods.PlayersThatHadZombies.Clear(); TrackingAndMethods.QueuedCassieMessages.Clear(); TrackingAndMethods.NextSpawnWave.Clear(); TrackingAndMethods.NextSpawnWaveGetsRole.Clear(); TrackingAndMethods.PlayersThatJustGotAClass.Clear(); TrackingAndMethods.SubClassesSpawned.Clear(); TrackingAndMethods.PreviousSubclasses.Clear(); TrackingAndMethods.PreviousBadges.Clear(); TrackingAndMethods.RagdollRoles.Clear(); TrackingAndMethods.AbilityUses.Clear(); TrackingAndMethods.PlayersInvisibleByCommand.Clear(); TrackingAndMethods.PlayersVenting.Clear(); TrackingAndMethods.NumSpawnWaves.Clear(); TrackingAndMethods.SpawnWaveSpawns.Clear(); TrackingAndMethods.ClassesGiven.Clear(); TrackingAndMethods.DontGiveClasses.Clear(); TrackingAndMethods.PlayersBloodLusting.Clear(); TrackingAndMethods.Zombie106Kills.Clear(); API.EnableAllClasses(); }