/// <summary> /// Notifies a group of players of a player kill /// </summary> static public void Player_RouteKill( IEnumerable <Player> p, CS_VehicleDeath death, Player dead, int cash, int points, int personalPoints, int experience) { //Prepare a death packet SC_VehicleDeath not = new SC_VehicleDeath(); not.type = death.type; not.playerID = dead._id; not.vehicleID = (dead._occupiedVehicle == null ? dead._id : dead._occupiedVehicle._id); not.killerID = death.killerPlayerID; not.positionX = death.positionX; not.positionY = death.positionY; not.yaw = dead._state.yaw; not.points = (short)points; not.personalCash = (short)cash; not.personalPoints = (short)personalPoints; not.personalExp = (short)experience; //Send it to each player foreach (Player player in p) { player._client.sendReliable(not); } }
{ // Member Classes ////////////////////////////////////////////////// /////////////////////////////////////////////////// // Member Functions ////////////////////////////////////////////////// /// <summary> /// Notifies a player of a vehicle death /// </summary> static public void Vehicle_RouteDeath( Player p, Player killer, Vehicle dead, Player occupier) { //Prepare a death packet SC_VehicleDeath not = new SC_VehicleDeath(); not.type = KillType.Player; not.playerID = (occupier == null) ? (ushort)0 : occupier._id; not.vehicleID = dead._id; not.killerID = (killer == null) ? 0 : (uint)killer._id; not.positionX = dead._state.positionX; not.positionY = dead._state.positionY; not.yaw = dead._state.yaw; //Send it to each player p._client.sendReliable(not); }