예제 #1
0
        /*
        public override void OnSquadListPlayers(int teamId, int squadId, int playerCount, List<string> playersInSquad) {
        if (!fIsEnabled) return;

        DebugWrite("Got ^bOnSquadListPlayers^n: " + teamId + "/" + squadId + " has " + playerCount, 7);

        try {
        if (playersInSquad == null || playersInSquad.Count == 0) return;

        // Logging
        if (DebugLevel >= 6) {
            String ss = "Squad (";
            int t = Math.Max(0, Math.Min(teamId, TEAM_NAMES.Length-1));
            int s = Math.Max(0, Math.Min(squadId, SQUAD_NAMES.Length-1));

            ss = ss + TEAM_NAMES[t] + "/" + SQUAD_NAMES[s] + "): ";

            bool first = true;
            foreach (String grunt in playersInSquad) {
                if (first) {
                    ss = ss + grunt;
                    first = false;
                } else {
                    ss = ss + ", " + grunt;
                }
            }

            ConsoleWrite("^9" + ss);
        }
        } catch (Exception e) {
        ConsoleException(e);
        }
        }
        */
        public override void OnPlayerKilled(Kill kKillerVictimDetails)
        {
            if (!fIsEnabled) return;

            String killer = kKillerVictimDetails.Killer.SoldierName;
            String victim = kKillerVictimDetails.Victim.SoldierName;
            String weapon = kKillerVictimDetails.DamageType;

            bool isAdminKill = false;
            if (String.IsNullOrEmpty(killer)) {
            killer = victim;
            isAdminKill = (weapon == "Death");
            }

            DebugWrite("^9^bGot OnPlayerKilled^n: " + killer  + " -> " + victim + " (" + weapon + ")", 8);
            if (isAdminKill) DebugWrite("^9OnPlayerKilled: admin kill: ^b" + victim + "^n (" + weapon + ")", 7);

            try {

            if (fGameState == GameState.Unknown || fGameState == GameState.Warmup) {
            bool wasUnknown = (fGameState == GameState.Unknown);
            fGameState = (this.TotalPlayerCount < 4) ? GameState.Warmup : GameState.Playing;
            if (wasUnknown || fGameState == GameState.Playing) DebugWrite("OnPlayerKilled: ^b^3Game state = " + fGameState, 6);
            fNeedPlayerListUpdate = (fGameState == GameState.Playing);
            }

            if (!isAdminKill) {
            KillUpdate(killer, victim);

            if (fPluginState == PluginState.Active && fGameState == GameState.Playing) {
                if (!IsModelInSync()) {
                    if (fTimeOutOfJoint == 0) {
                        // If a move or reassign takes too long, abort it, checked in OnListPlayers
                        fTimeOutOfJoint = GetTimeInRoundMinutes();
                    }
                } else {
                    fTimeOutOfJoint = 0;
                    BalanceAndUnstack(victim);
                }
            }
            }
            } catch (Exception e) {
            ConsoleException(e);
            }
        }
예제 #2
0
        public override void OnPlayerKilled(Kill kKillerVictimDetails)
        {
            base.OnPlayerKilled(kKillerVictimDetails);

            foreach (Message m in messages.FindAll((m) => m.enabled))
                try
                {
                    m.OnPlayerKilled(kKillerVictimDetails);
                }
                catch (Exception exc)
                {
                    ConsoleError("Exception with OnPlayerKilled of '" + m.name + "': " + exc.Message + " " + exc.StackTrace);
                }
        }
예제 #3
0
        //********************************************************************************************
        // this procedure gets called when each KILL occurs in the game
        //********************************************************************************************
        public override void OnPlayerKilled(Kill k)
        {
            // EVENT EXCEPTION BLOCK:
            try
            {
                if (k == null)
                {
                    WriteDebugInfo("*******************OnPlayerKilled*****************NULL KILL OBJECT");
                    return;
                }

                if (k.Killer == null)
                {
                    WriteDebugInfo("*******************OnPlayerKilled***************NULL KILLER OBJECT");
                    return;
                }

                CPlayerInfo Killer = k.Killer;
                CPlayerInfo Victim = k.Victim;

                string player_name = Killer.SoldierName;
                string victim_name = Victim.SoldierName;

                // cache the player info in case we want the GUID
                if (player_name != null && player_name != "") player_info[player_name] = Killer;
                if (victim_name != null && victim_name != "") player_info[victim_name] = Victim;

                WriteDebugInfo("*******************OnPlayerKilled*************************"+player_name);

                if (Victim == null)
                {
                    WriteDebugInfo(String.Format("NULL VICTIM on this kill by {0}", player_name));
                    return;
                }

                WriteDebugInfo(String.Format("ProconRulz: OnPlayerKilled [{0}] [{1}]",
                                player_name, victim_name));

                string weapon_key = k.DamageType;
                if (weapon_key == "" || weapon_key == null) weapon_key = "No weapon key";

                WriteDebugInfo(String.Format("ProconRulz: OnPlayerKilled [{0}] weapon_key [{1}]",
                                player_name, weapon_key));

                Weapon weapon_used;
                try
                {
                    if (weapon_key == null) weapon_used = null;
                    else weapon_used = weaponDefines[weapon_key];
                }
                catch { weapon_used = null; }

                string weapon_descr = weapon_desc(weapon_key);

                WriteDebugInfo(String.Format("ProconRulz: OnPlayerKilled [{0}] weapon_descr [{1}]",
                                player_name, weapon_descr));

                string weapon_kit;
                try
                {
                    if (weapon_used == null) weapon_kit = "No weapon kit";
                    else weapon_kit = item_key(weapon_used.KitRestriction);
                }
                catch { weapon_kit = "No weapon kit"; }

                WriteDebugInfo(String.Format("ProconRulz: OnPlayerKilled [{0}] kit [{1}]",
                                player_name, weapon_kit));

                string damage;
                try
                {
                    damage = item_key(weapon_used.Damage);
                }
                catch { damage = "No damage key"; }

                WriteDebugInfo(String.Format("ProconRulz: OnPlayerKilled [{0}] damage [{1}]",
                                player_name, damage));

                add_kill_count(player_name, weapon_key);
                add_kill_count(player_name, damage);
                add_kill_count(player_name, weapon_kit);

                // debug
                string killer_counts = "";

                if (kill_counts.ContainsKey(player_name))
                    foreach (string item_name in kill_counts[player_name].Keys)
                    {
                        List<string> item_list = new List<string>();
                        item_list.Add(item_name);
                        killer_counts += item_name + "(" +
                            count_kill_items(player_name, item_list).ToString() + ") ";
                    }
                else killer_counts = "0 kill counts";

                WriteDebugInfo(
                    String.Format("^bProconRulz: [{0} {1} [{2}]] killed [{3}] with [{4}], damage {5}, range {6}",
                    weapon_kit, player_name, killer_counts,
                    victim_name, weapon_descr, damage, (Int32)k.Distance));
                //end debug

                // clear the dead soldier out of the 'counts' if it's first come first served
                // this will open up an opportunity for someone else to spawn with this players items
                if (reservationMode == ReserveItemEnum.Player_loses_item_when_dead)
                {
                    spawn_counts.zero_player(Victim.SoldierName);
                }

                TriggerEnum kill_type = TriggerEnum.Kill;
                string blocked_item = "";
                if (k.IsSuicide || player_name == null || player_name == "") // BF3 reports no killer with SoldierCollision
                {
                    kill_type = TriggerEnum.Suicide;
                    // - this is just for testing the suicide data
                    WriteDebugInfo("Suicide info: " +
                                    "k.IsSuicide=" + (k.IsSuicide ? "true" : "false") +
                                    ", player_name=" + (player_name == null ? "null" : "\"" + player_name + "\"") +
                                    ", victim_name=" + (victim_name == null ? "null" : "\"" + victim_name + "\"") +
                                    ", weapon_key=" + weapon_key
                                  );

                    if (player_name == null || player_name == "") player_name = victim_name;
                }
                else if (test_block(player_name, weapon_key))
                {
                    kill_type = TriggerEnum.PlayerBlock;
                    blocked_item = weapon_descr;
                    WriteDebugInfo(String.Format("ProconRulz: PlayerBlock [{0}] with weapon [{1}]",
                        player_name, blocked_item));
                }
                else if (test_block(player_name, weapon_kit))
                {
                    kill_type = TriggerEnum.PlayerBlock;
                    blocked_item = weapon_kit;
                    WriteDebugInfo(String.Format("ProconRulz: PlayerBlock [{0}] with kit [{1}]",
                        player_name, blocked_item));
                }
                else if (test_block(player_name, damage))
                {
                    kill_type = TriggerEnum.PlayerBlock;
                    blocked_item = damage;
                    WriteDebugInfo(String.Format("ProconRulz: PlayerBlock [{0}] with damage [{1}]",
                        player_name, blocked_item));
                }
                else if (Killer.TeamID == Victim.TeamID) kill_type = TriggerEnum.TeamKill;

                WriteDebugInfo(String.Format("ProconRulz: OnPlayerKilled for [{0}] is Event {1}",
                                    player_name,
                                    Enum.GetName(typeof(TriggerEnum), kill_type)));
                // now we do the main work of scanning the rules for this KILL
                scan_rules(kill_type, player_name, new Dictionary<SubstEnum, string>(),
                    null, k, blocked_item);
            }
            catch (Exception ex)
            {
                WriteConsole("ProconRulz: recoverable exception in OnPlayerKilled");
                PrintException(ex);
            }
        }
예제 #4
0
파일: AdKats.cs 프로젝트: jamesonp/AdKats
        //Move delayed players when they are killed
        public override void OnPlayerKilled(Kill kKillerVictimDetails)
        {
            //Used for delayed player moving
            if (isEnabled && this.teamswapOnDeathMoveDic.Count > 0)
            {
                lock (this.teamswapMutex)
                {
                    this.teamswapOnDeathCheckingQueue.Enqueue(kKillerVictimDetails.Victim);
                    this.teamswapHandle.Set();
                }
            }

            //Update player death information
            if (this.playerDictionary.ContainsKey(kKillerVictimDetails.Victim.SoldierName))
            {
                lock (this.playersMutex)
                {
                    //Only add the last death if it's not a death by admin
                    if (!String.IsNullOrEmpty(kKillerVictimDetails.Killer.SoldierName))
                    {
                        this.playerDictionary[kKillerVictimDetails.Victim.SoldierName].lastDeath = DateTime.Now;
                    }
                }
            }

            //ADK Metro No EXPLOSIVES special enforcement
            if (this.useNoExplosivesLimit)
            {
                //Check if restricted weapon
                if (Regex.Match(kKillerVictimDetails.DamageType, @"(?:M320|RPG|SMAW|C4|M67|Claymore|MAV|FGM-148|FIM92|ROADKILL)", RegexOptions.IgnoreCase).Success)
                {
                    //Check if suicide
                    if (kKillerVictimDetails.Killer.SoldierName != kKillerVictimDetails.Victim.SoldierName)
                    {
                        //Get player from the dictionary
                        AdKat_Player killer = null;
                        if (this.playerDictionary.TryGetValue(kKillerVictimDetails.Killer.SoldierName, out killer))
                        {
                            //Create the punish record
                            AdKat_Record record = new AdKat_Record();
                            record.server_id = this.server_id;
                            record.command_type = AdKat_CommandType.PunishPlayer;
                            record.command_numeric = 0;
                            record.target_name = killer.player_name;
                            record.target_player = killer;
                            record.source_name = "AutoAdmin";
                            String removeWeapon = "Weapons/";
                            String removeGadgets = "Gadgets/";
                            String weapon = kKillerVictimDetails.DamageType;
                            int index = weapon.IndexOf(removeWeapon);
                            weapon = (index < 0) ? (weapon):(weapon.Remove(index, removeWeapon.Length));
                            index = weapon.IndexOf(removeGadgets);
                            weapon = (index < 0) ? (weapon):(weapon.Remove(index, removeGadgets.Length));
                            record.record_message = "Using Explosives [" + weapon + "]";
                            this.adminSay("Punishing " + killer.player_name + " for " + record.record_message);
                            //Process the record
                            this.queueRecordForProcessing(record);
                        }
                    }
                }
            }
        }
예제 #5
0
 private bool process_parts(ParsedRule rule,  List<PartClass> parts, string player_name, 
     ref Dictionary<SubstEnum, string> keywords,
     Kill k, string item)
 {
     PartClass current_part = null;
     try
     {
         bool playercount_updated = false; // we only update PlayerCount etc ONCE either after a successful
         // PlayerCount, or before the use of %c% etc
         // check each of the PARTS.
         // for each part in the rule, call process_part()
         foreach (PartClass p in parts)
         {
             current_part = p; // so we can display the part that caused exception if needed
             // see if we should update PlayerCount etc here
             // rule can by NULL if parts is a list of TargetActions
             if (rule != null && !playercount_updated && p.has_count)
             {
                 update_counts(player_name, rule.id, ref keywords);
                 playercount_updated = true;
             }
             // HERE IS WHERE WE LEAVE THE PROC AND RETURN FALSE IF A CONDITION FAILS
             if (!process_part(rule, p,
                     player_name, k, item, ref keywords))
                 return false;
             WriteDebugInfo(String.Format("ProconRulz:     process_parts [{0}] OK", player_name));
         }
         return true;
     }
     catch (Exception ex)
     {
         WriteConsole("ProconRulz: recoverable exception in process_parts (ProconRulz will continue)");
         WriteConsole("ProconRulz: Rule was: " + rule.unparsed_rule);
         if (current_part != null)
         {
             WriteConsole("ProconRulz: Rule part was: " + current_part.ToString());
         }
         else
         {
             WriteConsole("ProconRulz: Rule part was null");
         }
         PrintException(ex);
         return false;
     }
 }
예제 #6
0
        //**********************************************************************************************
        //**********************************************************************************************
        //   CHECK THE RULES to see if we should kill, kick, say
        //**********************************************************************************************
        //**********************************************************************************************
        // here is where we scan the rules after a player has joined, spawned or a kill has occurred
        private void scan_rules(TriggerEnum trigger, string name, 
            Dictionary<SubstEnum, string> keywords,
            Inventory inv, Kill k, string item)
        {
            WriteDebugInfo(String.Format("ProconRulz: Scan_rules[{0}] with Event {1}",
                                name,
                                Enum.GetName(typeof(TriggerEnum), trigger)));

            // don't do anything if rulz_enable has been set to false
            if (!rulz_enable) return;

            // CATCH EXCEPTIONS
            try
            {
                // initial population of the 'keywords' dictionary
                assign_initial_keywords(name, ref keywords);

                // loop through the rules
                foreach (ParsedRule rule in parsed_rules)
                {
                    // skip comments
                    if (rule.comment) continue;

                    if (rule.trigger == trigger)
                    {
                        WriteDebugInfo(String.Format("ProconRulz: scan_rules[{0}] [{1}]",
                            name, rule.unparsed_rule));
                        if (process_rule(trigger, rule, name, ref keywords, inv, k, item))
                        {
                            WriteDebugInfo(String.Format("ProconRulz: scan_rules[{0}] [{1}] FIRED",
                                name, rule.unparsed_rule));
                            break; // break if any rule fires
                        }
                    }
                    // else WriteDebugInfo(String.Format("ProconRulz: scan_rules[{0}] skipped", name));
                } // end looping through the rules
            }
            catch (Exception ex)
            {
                WriteConsole("ProconRulz: recoverable exception in scan_rules");
                PrintException(ex);
            }
        }
        public void OnPlayerKilled(Kill killInfo) {

            
            
            if (killInfo == null)
                    return;
            
            if(this.OnCommandMove.ContainsKey(killInfo.Victim.SoldierName))

            {            
                if (this.OnCommandMove[killInfo.Victim.SoldierName] == false)
                {
                    //normal move
                    if (this.OnCommandMoveDone.Contains(killInfo.Victim.SoldierName))
                    {
                        this.OnCommandMoveDone.Remove(killInfo.Victim.SoldierName);
                        this.OnCommandMove.Remove(killInfo.Victim.SoldierName);
                        this.DebugInfoGuard("^3^bMoving player to the other team went wrong on his last death. Not trying again! - ^8" + killInfo.Victim.SoldierName);
                    }
                    else
                    {
                        this.DebugInfoGuard("^2Trying to move dead player to the other side, due to TB-MoveCommand: ^b" + killInfo.Victim.SoldierName);
                        int team = 0;

                        if (this.dicPlayerCache[killInfo.Victim.SoldierName].teamID == 1)
                            team = 2;
                        else
                            team = 1;

                        this.OnCommandMoveDone.Add(killInfo.Victim.SoldierName);
                        if (this.boolVirtual)
                        {
                            this.ExecuteCommand("procon.protected.pluginconsole.write", "^b[TB] VIRTUAL^n admin.movePlayer " + killInfo.Victim.SoldierName + " " + team.ToString() + " 0 false");
                        }
                        else
                        {
                            this.ExecuteCommand("procon.protected.send", "admin.movePlayer", killInfo.Victim.SoldierName, team.ToString(), "0", "false");
                        }
                    }
                }
                
                else if(this.OnCommandMove[killInfo.Victim.SoldierName] == true)
                {
                    //force move  
                    this.TSForceMove = DateTime.Now - this.DTForceMove;
                    if (this.TSForceMove.TotalMilliseconds > 10000)
                    {
                        this.DebugInfoGuard("^3^bForce Moving player to the other team went wrong! - ^8" + killInfo.Victim.SoldierName);
                        this.OnCommandMove.Remove(killInfo.Victim.SoldierName);
                    }

                }
                

            }
            else if (this.boolwaitfordeath)
            {
                CPlayerInfo victim = killInfo.Victim;
                if (dicPlayerCache[victim.SoldierName].teamID == intFromTeam) {
                    this.DebugInfo("Player ^b^0" + victim.SoldierName + "^n^9 died.");
                    if (dicPlayerCache[victim.SoldierName].playerWL == 0 && !dicPlayerCache[victim.SoldierName].IsCommander && !dicPlayerCache[victim.SoldierName].IsSpectator)
                    {
                        if(this.boolwaitdead == false){
                        this.DebugInfo("^4Player ^b" + victim.SoldierName + "^n needs to be balanced.");
                        this.strdeadplayer = victim.SoldierName;
                        //this.dicPlayerCache[victim.SoldierName].tobebalanced = true;
                        //CompareTeams();
                        this.ExecuteCommand("procon.protected.send", "admin.listPlayers", "all");
                        }
                    } else {
                        this.DebugInfo("^1Player ^b" + victim.SoldierName + "^n is VIP, Commander, Spectator or has been allready moved once.");
                    }
                }   
            }
        }
예제 #8
0
        private void assign_keywords(TriggerEnum trigger, ParsedRule rulex, string player_name,
            ref Dictionary<SubstEnum, string> keywords,
            Inventory inv, Kill k, string item)
        {
            // HERE's WHERE WE UPDATE THE SUBST KEYWORDS (and conditions can as well,
            // e.g. TargetPlayer)
            // this would be more efficient if I only updated the keywords that are
            // actually used in the rulz

            // update player count etc for this rule (for use of %c% parameter
            // or subsequent Count condition)

            if (trigger == TriggerEnum.Spawn)
            {
                keywords[SubstEnum.Kit] = kit_desc(item_key(inv.Kit));
                keywords[SubstEnum.KitKey] = item_key(inv.Kit);
                // keywords[Weaponkey, Weapon, Damage, SpecKey, Spec] all set in OnPlaeyrSpawned
            }
            else if (trigger == TriggerEnum.Kill ||
                trigger == TriggerEnum.TeamKill ||
                trigger == TriggerEnum.Suicide ||
                trigger == TriggerEnum.PlayerBlock
                )
            {
                try
                {
                    // we're in a 'kill' type event here
                    // as far as I can tell, 'k.DamageType' usually contains
                    // weapon key, but sometimes can be null

                    // with BF3, k.Killer.SoldierName can be empty (null or ""?)
                    if (k == null) return;

                    string victim_name = (k.Victim == null) ? "No victim" : k.Victim.SoldierName;
                    keywords[SubstEnum.Victim] = victim_name;

                    string weapon_key = k.DamageType;

                    Weapon weapon_used;
                    try
                    {
                        if (weapon_key == null) weapon_used = null;
                        else weapon_used = weaponDefines[weapon_key];
                    }
                    catch { weapon_used = null; }

                    string weapon_descr = weapon_desc(weapon_key);

                    string damage;
                    try
                    {
                        damage = (weapon_used == null) ? "No damage key" : item_key(weapon_used.Damage);
                    }
                    catch { damage = "No damage key"; }

                    keywords[SubstEnum.Weapon] = weapon_descr;
                    keywords[SubstEnum.WeaponKey] = weapon_key;

                    keywords[SubstEnum.KitKey] = spawned_kit(player_name);
                    keywords[SubstEnum.Kit] = kit_desc(spawned_kit(player_name));

                    keywords[SubstEnum.VictimKit] = kit_desc(spawned_kit(victim_name));
                    keywords[SubstEnum.VictimTeamKey] = players.team_id(victim_name);
                    keywords[SubstEnum.VictimTeam] = team_name(players.team_id(victim_name));

                    keywords[SubstEnum.VictimCountry] = players.cname(victim_name);
                    keywords[SubstEnum.VictimCountryKey] = players.ckey(victim_name);

                    keywords[SubstEnum.Damage] = damage;

                    keywords[SubstEnum.Range] = k.Distance.ToString("0.0");
                    keywords[SubstEnum.Headshot] = k.Headshot ? "Headshot" : "";
                }
                catch (Exception ex)
                {
                    WriteConsole("ProconRulz: recoverable exception in assign_keywords #2");
                    PrintException(ex);
                    return;
                }
            }

            if (trigger == TriggerEnum.PlayerBlock)
            {
                keywords.Add(SubstEnum.BlockedItem, item);
                WriteDebugInfo(String.Format("ProconRulz: test_rule[{0}] is PlayerBlock event for [{1}] OK",
                                    player_name, item));
            }
        }
예제 #9
0
        public override void OnPlayerKilled(Kill info)
        {
            if (ZombieModeEnabled == false)
                return;

            if (GetState() != GState.Idle)
            {
                PlayerState.UpdateSpawnTime(info.Killer.SoldierName);
                PlayerState.UpdateSpawnTime(info.Victim.SoldierName);
                PlayerState.SetSpawned(info.Victim.SoldierName, false);
                // Since we can't log vars values in plugin.log, at least log to console.log
                if (DebugLevel > 5) ExecuteCommand("procon.protected.send", "vars.bulletDamage");
            }

            if (GetState() != GState.Playing)
                return;

            // Extract the short weapon name
            Match WeaponMatch = Regex.Match(info.DamageType, @"Weapons/[^/]*/([^/]*)", RegexOptions.IgnoreCase);
            String WeaponName = (WeaponMatch.Success) ? WeaponMatch.Groups[1].Value : info.DamageType;

            if (fGameVersion == GameVersion.BF4) {
                WeaponName = FriendlyWeaponName(WeaponName);
            }

            const String INDIRECT_KILL = "INDIRECT KILL";

            String KillerName = (String.IsNullOrEmpty(info.Killer.SoldierName)) ?  INDIRECT_KILL : info.Killer.SoldierName;

            String KillerTeam = info.Killer.TeamID.ToString();

            String VictimName = info.Victim.SoldierName;

            String VictimTeam = info.Victim.TeamID.ToString();

            String DamageType = info.DamageType;

            String InfectMessage = null;

            int RemainingHumans = 0;

            // Killed by admin?
            if (info.DamageType == "Death")
                return;

            DebugWrite("OnPlayerKilled: " + KillerName + " killed " + VictimName + " with " + WeaponName, 4);

            lock (TeamHuman)
            {
                RemainingHumans = TeamHuman.Count - 1;
            }

            if (RemainingHumans > 0)
            {
                InfectMessage = "*** Only " + RemainingHumans + " humans left!"; // $$$ - custom message
            }
            else
            {
                InfectMessage = "*** No humans left!"; // $$$ - custom message
            }

            RemainingHumans = TeamHuman.Count;

            String Notice = WeaponName + " results in non-scoring accidental death, respawn and try again";  // $$$ - custom message

            // Weapon validation

            if (KillerName == INDIRECT_KILL)
            {
                TellPlayer(VictimName + ": " + Notice, VictimName, false);
                return;
            }
            else if (Regex.Match(DamageType, @"(?:DamageArea|RoadKill|SoldierCollision)").Success)
            {
                DebugWrite("OnPlayerKilled: " + DamageType + " is a non-scoring kill of both parties", 3);

                TellPlayer(Notice, KillerName, false);

                if (KillerName != VictimName) TellPlayer(Notice, VictimName, false);

                KillPlayerAfterDelay(KillerName, 5);
                return;
            }
            else if (KillerName != VictimName && ValidateWeapon(DamageType, KillerTeam) == false)
            {
                String msg = "ZOMBIE RULE VIOLATION! " + WeaponName + " can't be used by " + ((KillerTeam == ZOMBIE_TEAM) ? "Zombie!" : "Human!");  // $$$ - custom message

                DebugWrite(msg + " " + KillerName + " killed " + VictimName, 2);

                TellAll(KillerName + " -> " + msg);

                int Count = KillTracker.GetViolations(KillerName);

                if (Count < WarnsBeforeKickForRulesViolations)
                {
                    // Warning
                    KillPlayerAfterDelay(KillerName, 5);
                }
                else if (TempBanInsteadOfKick)
                {
                    DebugWrite("OnPlayerKilled: ^b^8TEMP BAN " + KillerName, 1);

                    String unit = "seconds";
                    double dur = TempBanSeconds;
                    if (TempBanSeconds > 60 && TempBanSeconds < (90*60))
                    {
                        unit = "minutes";
                        dur = dur / 60.0;
                    }
                    else if (TempBanSeconds < (24*60*60))
                    {
                        unit = "hours";
                        dur = dur / (60.0 * 60.0);
                    }
                    else if (TempBanSeconds >= (24*60*60))
                    {
                        unit = "days";
                        dur = dur / (24.0 * 60.0 * 60.0);
                    }

                    TellAll("::::: Banning " + KillerName + " for " + dur.ToString("F0") +  "  " + unit + "! :::::"); // $$$ - custom message

                    TempBanPlayer(KillerName, "ZOMBIE RULE VIOLATION: bad weapon"); // $$$  - custom message
                }
                else
                {
                    DebugWrite("OnPlayerKilled: ^b^8KICK " + KillerName, 2);

                    KickPlayer(KillerName, msg);
                }

                KillTracker.SetViolations(KillerName, Count+1);

                return;
            }

            // Scoring logic

            if (KillerName == VictimName)
            {
                if (KillerTeam == HUMAN_TEAM && InfectSuicides)
                {
                    DebugWrite("Suicide infected: " + VictimName, 3);
                    Infect("Suicide", VictimName);
                    TellAll(InfectMessage, false); // do not overwrite Infect yell
                    --RemainingHumans;
                }
                else
                {
                    TellPlayer(VictimName + ": Suicide with " + Notice, VictimName, false);
                    return;
                }
            }
            else if (KillerTeam == HUMAN_TEAM && VictimTeam == ZOMBIE_TEAM)
            {
                KillTracker.ZombieKilled(KillerName, VictimName);

                DebugWrite(String.Concat("Human ", KillerName, " just killed zombie ", VictimName, " with ", WeaponName), 3);

                int TotalCount = 0;

                lock(TeamHuman)
                {
                    TotalCount = TeamHuman.Count + TeamZombie.Count;
                }

                TellAll("*** Humans killed " + KillTracker.GetZombiesKilled() + " of " + GetKillsNeeded(TotalCount) + " zombies needed to win!"); // $$$ - custom message

                // Check for self-infecting kill
                if (Regex.Match(info.DamageType, @"(?:Knife|Melee|Defib|Repair)", RegexOptions.IgnoreCase).Success)
                {
                    // Infect player
                    Infect("Contact Kill", KillerName);
                    // overwrite infect yell
                    TellPlayer("You infected yourself with that " + WeaponName + " kill!", KillerName); // $$$ - custom message
                }
            }
            else if (KillerTeam == ZOMBIE_TEAM && VictimTeam == HUMAN_TEAM)
            {
                DebugWrite(String.Concat("Zombie ", KillerName, " just killed human ", VictimName, " with ", WeaponName), 3);

                if (Regex.Match(WeaponName, @"(?:Knife|Melee|Defib|Repair)", RegexOptions.IgnoreCase).Success)
                {
                    KillTracker.HumanKilled(KillerName, VictimName);

                    if (KillTracker.GetPlayerHumanDeathCount(VictimName) == DeathsNeededToBeInfected)
                    {
                        Infect(KillerName, VictimName);
                        TellAll(InfectMessage, false); // do not overwrite Infect yell
                        --RemainingHumans;
                    }
                }
                else
                {
                    Notice = "Zombie " + KillerName + " using " + WeaponName + " did NOT infect human " + VictimName;
                    DebugWrite(Notice, 3);
                    TellPlayer(Notice, KillerName);
                    TellPlayer(Notice, VictimName, false);
                }
            }

            lock (TeamHuman)
            {
                DebugWrite("OnPlayerKilled: " + RemainingHumans + " humans vs " + ((RemainingHumans == TeamHuman.Count) ? TeamZombie.Count : (TeamZombie.Count+1)) + " zombies with " + KillTracker.GetZombiesKilled() + " of " + GetKillsNeeded(TeamZombie.Count + TeamHuman.Count) + " zombies killed", (VictimTeam == HUMAN_TEAM) ? 2 : 3);
            }

            CheckVictoryConditions(RemainingHumans == 0);
        }
예제 #10
0
 public override void OnPlayerKilled(Kill kKillerVictimDetails)
 {
 }
예제 #11
0
        //
        // IPRoConPluginInterface2
        //
        public void OnPlayerKilled(Kill kKillerVictimDetails) {

        }
예제 #12
0
 public override void OnPlayerKilled(Kill info)
 {
 }
예제 #13
0
파일: AdKats.cs 프로젝트: LmaA-aD/AdKats
 private void QueueKillForProcessing(Kill kKillerVictimDetails) {
     DebugWrite("Entering queueKillForProcessing", 7);
     try {
         if (_pluginEnabled) {
             DebugWrite("Preparing to queue kill for processing", 6);
             if (_isTestingAuthorized)
                 PushThreadDebug(DateTime.Now.Ticks, (String.IsNullOrEmpty(Thread.CurrentThread.Name) ? ("mainthread") : (Thread.CurrentThread.Name)), Thread.CurrentThread.ManagedThreadId, new System.Diagnostics.StackTrace(true).GetFrame(0).GetFileLineNumber(), "");
             lock (_KillProcessingQueue) {
                 _KillProcessingQueue.Enqueue(kKillerVictimDetails);
                 DebugWrite("Kill queued for processing", 6);
                 _KillProcessingWaitHandle.Set();
             }
         }
     }
     catch (Exception e) {
         HandleException(new AdKatsException("Error while queueing kill for processing.", e));
     }
     DebugWrite("Exiting queueKillForProcessing", 7);
 }
예제 #14
0
 public virtual void OnPlayerKilled(Kill kill)
 {
 }
예제 #15
0
        public void OnPlayerKilled(Kill kKillerVictimDetails)
        {
            int opk_iKillPayoff = 0;
            int opk_iCurrencyLost = 0;
            Weapon weaponUsed = this.GetWeaponDefines()[kKillerVictimDetails.DamageType];
            string weaponUsedName = this.GetLocalized(weaponUsed.Name, String.Format("global.Weapons.{0}", kKillerVictimDetails.DamageType.ToLower()));
            CPlayerInfo Killer = kKillerVictimDetails.Killer;
            CPlayerInfo Victim = kKillerVictimDetails.Victim;

            if (m_ebynPayForKills == enumBoolYesNo.Yes)
            {
                opk_iKillPayoff += m_iAmountPaidPerKill;
            }

            if (m_ebynDeductForDeaths == enumBoolYesNo.Yes)
            {
                opk_iCurrencyLost += m_iAmountLostPerDeath;
            }

            if (m_ebynPayForHeadshots == enumBoolYesNo.Yes)
            {
                if (kKillerVictimDetails.Headshot)
                {
                    opk_iKillPayoff += m_iAmountPaidPerHeadshot;
                }
            }

            if (m_ebynPayForSpecificWeaponKills == enumBoolYesNo.Yes)
            {
                string[] weaponAndValue = new string[2];

                foreach (string weapAndPayValue in this.m_lstWeaponAndPayValue)
                {
                    weaponAndValue = Regex.Split(weapAndPayValue, "=");

                    if (weaponAndValue[0].Contains(weaponUsedName))
                    {
                        opk_iKillPayoff += int.Parse(weaponAndValue[1]);
                        break;
                    }
                }
            }

            //*****************************************
            //Enable Mugging
            //*****************************************
            if (m_ebynEnableMugging == enumBoolYesNo.Yes) //modified to account for TK
            {
                if ((m_ebynEnableTKStop == enumBoolYesNo.Yes) && (Killer.TeamID == Victim.TeamID) && (Killer.SoldierName != Victim.SoldierName)) //To allow TK remove this if from around one below.
                {
                    
                }
                else
                {
                    if (m_lstMuggingWeapons.Contains(weaponUsedName))
                    {
                        int opk_iMuggingPayoff = MuggingHandler(Killer.SoldierName, Victim.SoldierName);
                        opk_iKillPayoff += opk_iMuggingPayoff;
                        opk_iCurrencyLost += opk_iMuggingPayoff;
                    }
                }
            }

            //*****************************************
            //Auto Bounties
            //*****************************************
            if (m_ebynEnableAutoBounties == enumBoolYesNo.Yes && Killer.SoldierName != Victim.SoldierName)
            {
                if ((m_ebynEnableTKStop == enumBoolYesNo.Yes) && (Killer.TeamID == Victim.TeamID) && (Killer.SoldierName != Victim.SoldierName)) //To allow TK remove this if from around one below.
                {

                }
                else
                {
                    AutoBountyHandler(Killer.SoldierName, Victim.SoldierName);
                }
            }

            //*****************************************
            //Player Bounties
            //*****************************************
            if (m_ebynEnablePlayerBounties == enumBoolYesNo.Yes && Killer.SoldierName != Victim.SoldierName)
            {
                if ((m_ebynEnableTKStop == enumBoolYesNo.Yes) && (Killer.TeamID == Victim.TeamID) && (Killer.SoldierName != Victim.SoldierName)) //To allow TK remove this if from around one below.
                {

                }
                else
                {
                    PlayerBountyHandler("kill", Killer.SoldierName, Victim.SoldierName, 0);
                }
            }

            //*****************************************
            //Bounty Payoff
            //*****************************************
            if (m_dicPlayersAndBounties.ContainsKey(Victim.SoldierName) && m_dicPlayersAndBounties[Victim.SoldierName] > 0 && Killer.SoldierName != Victim.SoldierName)
            {
                if ((m_ebynEnableTKStop == enumBoolYesNo.Yes) && (Killer.TeamID == Victim.TeamID) && (Killer.SoldierName != Victim.SoldierName)) //To allow TK remove this if from around one below.
                {

                }
                else
                {
                    opk_iKillPayoff += m_dicPlayersAndBounties[Victim.SoldierName];
                    m_dicPlayersAndBounties.Remove(Victim.SoldierName);
                }
            }

            if (m_dicPlayerStreaks.ContainsKey(Victim.SoldierName))
            {
                m_dicPlayerStreaks.Remove(Victim.SoldierName);
            }

            if (opk_iKillPayoff > 0)
            {
                m_dicPlayersAndBalances[Killer.SoldierName] += opk_iKillPayoff;
            }

            if (opk_iCurrencyLost > 0 && m_dicPlayersAndBalances[Victim.SoldierName] >= opk_iCurrencyLost)
            {
                m_dicPlayersAndBalances[Victim.SoldierName] -= opk_iCurrencyLost;
            }
        }
예제 #16
0
        public override void OnPlayerKilled(Kill killInfo) {

            if (killInfo == null)
                return;

            CPlayerInfo killer = killInfo.Killer;
            CPlayerInfo victim = killInfo.Victim;

            PlayerProfile vp = getPlayerProfile(victim.SoldierName);
            PlayerProfile kp = getPlayerProfile(killer.SoldierName);

            if (vp != null) {
                vp.state = PlayerState.dead;
                vp.updateInfo(victim);
                vp.updateLastDeath();

                if (vp.getDelayedTeamId() > 0) {
                    DebugWrite("Player " + vp + " has died, he was flagged to be moved to ^bDTeam(" + TN(vp.getDelayedTeamId()) + ").DSquad(" + SQN(vp.getDelayedSquadId()) + ")^n", 3);
                    /* do not skip the balance check, this is delayed move, teams may already be balanced */
                    enforceDelayedMove(vp);
                }
            }

            if (kp != null) {
                kp.updateInfo(killer);
                kp.updateLastKill();
            }
        }
예제 #17
0
파일: AdKats.cs 프로젝트: Chicago847/AdKats
        private void ProcessPlayerKill(Kill kKillerVictimDetails)
        {
            try {
                //Used for delayed player moving
                if (this._TeamswapOnDeathMoveDic.Count > 0) {
                    lock (this._TeamswapMutex) {
                        this._TeamswapOnDeathCheckingQueue.Enqueue(kKillerVictimDetails.Victim);
                        this._TeamswapWaitHandle.Set();
                    }
                }

                //TEMP BF4 weapon code things
                this.UploadWeaponCode(kKillerVictimDetails.DamageType);

                Boolean gKillHandled = false;
                //Update player death information
                if (this._PlayerDictionary.ContainsKey(kKillerVictimDetails.Victim.SoldierName)) {
                    lock (this._PlayersMutex) {
                        AdKatsPlayer victim = this._PlayerDictionary[kKillerVictimDetails.Victim.SoldierName];
                        this.DebugWrite("Setting " + victim.player_name + " time of death to " + kKillerVictimDetails.TimeOfDeath, 7);
                        victim.lastDeath = kKillerVictimDetails.TimeOfDeath;
                        //Only add the last death if it's not a death by admin
                        if (!String.IsNullOrEmpty(kKillerVictimDetails.Killer.SoldierName)) {
                            try {
                                //ADK grenade cooking catcher
                                if (this._UseExperimentalTools && this._UseGrenadeCookCatcher) {
                                    if (this._RoundCookers == null) {
                                        this._RoundCookers = new Dictionary<String, AdKatsPlayer>();
                                    }
                                    Double fuseTime = 0;
                                    if (this._GameVersion == GameVersion.BF3) {
                                        fuseTime = 3735.00;
                                    }
                                    else if (this._GameVersion == GameVersion.BF4) {
                                        fuseTime = 3132.00;
                                    }
                                    //2865 MINI
                                    const double possibleRange = 750.00;
                                    //Update killer information
                                    AdKatsPlayer killer = null;
                                    if (this._PlayerDictionary.TryGetValue(kKillerVictimDetails.Killer.SoldierName, out killer)) {
                                        //Initialize / clean up the recent kills queue
                                        if (killer.recentKills == null) {
                                            killer.recentKills = new Queue<KeyValuePair<AdKatsPlayer, DateTime>>();
                                        }
                                        //Only keep the last 6 kills in memory
                                        while (killer.recentKills.Count > 1) {
                                            killer.recentKills.Dequeue();
                                        }
                                        //Add the player
                                        killer.recentKills.Enqueue(new KeyValuePair<AdKatsPlayer, DateTime>(victim, kKillerVictimDetails.TimeOfDeath));
                                        //Check for cooked grenade and non-suicide
                                        if (kKillerVictimDetails.DamageType.Contains("M67")) {
                                            if (kKillerVictimDetails.Killer.SoldierName != kKillerVictimDetails.Victim.SoldierName) {
                                                Boolean told = false;
                                                List<KeyValuePair<AdKatsPlayer, String>> possible = new List<KeyValuePair<AdKatsPlayer, String>>();
                                                List<KeyValuePair<AdKatsPlayer, String>> sure = new List<KeyValuePair<AdKatsPlayer, String>>();
                                                foreach (KeyValuePair<AdKatsPlayer, DateTime> cooker in killer.recentKills) {
                                                    //Get the actual time since cooker value
                                                    Double milli = kKillerVictimDetails.TimeOfDeath.Subtract(cooker.Value).TotalMilliseconds;

                                                    //Calculate the percentage probability
                                                    Double probability = 0.00;
                                                    if (Math.Abs(milli - fuseTime) < possibleRange) {
                                                        probability = (1 - Math.Abs((milli - fuseTime) / possibleRange)) * 100;
                                                        this.DebugWrite(cooker.Key.player_name + " cooking probability: " + probability + "%", 2);
                                                    }
                                                    else {
                                                        probability = 0.00;
                                                    }

                                                    //If probability > 60% report the player and add them to the round cookers list
                                                    if (probability > 60.00) {
                                                        this.DebugWrite(cooker.Key.player_name + " in " + killer.player_name + " recent kills has a " + probability + "% cooking probability.", 2);
                                                        gKillHandled = true;
                                                        //Code to avoid spam
                                                        if (cooker.Key.lastAction.AddSeconds(2) < DateTime.UtcNow) {
                                                            cooker.Key.lastAction = DateTime.UtcNow;
                                                        }
                                                        else {
                                                            this.DebugWrite("Skipping additional auto-actions for multi-kill event.", 2);
                                                            continue;
                                                        }

                                                        if (!told) {
                                                            //Inform the victim player that they will not be punished
                                                            this.PlayerSayMessage(kKillerVictimDetails.Killer.SoldierName, "You appear to be a victim of grenade cooking and will NOT be punished.");
                                                            told = true;
                                                        }

                                                        //Create the probability String
                                                        String probString = ((int) probability) + "-" + ((int) milli);

                                                        //If the player is already on the round cooker list, ban them
                                                        if (this._RoundCookers.ContainsKey(cooker.Key.player_name)) {
                                                            //Create the ban record
                                                            AdKatsRecord record = new AdKatsRecord {
                                                                                                       record_source = AdKatsRecord.Sources.InternalAutomated,
                                                                                                       server_id = this._ServerID,
                                                                                                       command_type = this._CommandKeyDictionary["player_punish"],
                                                                                                       command_numeric = 0,
                                                                                                       target_name = cooker.Key.player_name,
                                                                                                       target_player = cooker.Key,
                                                                                                       source_name = "AutoAdmin",
                                                                                                       record_message = "Rules: Cooking Grenades [" + probString + "-X] [Victim " + killer.player_name + " Protected]"
                                                                                                   };
                                                            //Process the record
                                                            this.QueueRecordForProcessing(record);
                                                            //this.adminSay("Punishing " + killer.player_name + " for " + record.record_message);
                                                            this.DebugWrite(record.target_player.player_name + " punished for " + record.record_message, 2);
                                                            return;
                                                        }
                                                        //else if probability > 92.5% add them to the SURE list, and round cooker list
                                                        if (probability > 92.5) {
                                                            this._RoundCookers.Add(cooker.Key.player_name, cooker.Key);
                                                            this.DebugWrite(cooker.Key.player_name + " added to round cooker list.", 2);
                                                            //Add to SURE
                                                            sure.Add(new KeyValuePair<AdKatsPlayer, String>(cooker.Key, probString));
                                                        }
                                                            //Otherwise add them to the round cooker list, and add to POSSIBLE list
                                                        else {
                                                            this._RoundCookers.Add(cooker.Key.player_name, cooker.Key);
                                                            this.DebugWrite(cooker.Key.player_name + " added to round cooker list.", 2);
                                                            //Add to POSSIBLE
                                                            possible.Add(new KeyValuePair<AdKatsPlayer, String>(cooker.Key, probString));
                                                        }
                                                    }
                                                }
                                                //This method used for dealing with multiple kills at the same instant i.e twin/triple headshots
                                                if (sure.Count == 1 && possible.Count == 0) {
                                                    AdKatsPlayer player = sure[0].Key;
                                                    String probString = sure[0].Value;
                                                    //Create the ban record
                                                    AdKatsRecord record = new AdKatsRecord {
                                                                                               record_source = AdKatsRecord.Sources.InternalAutomated,
                                                                                               server_id = this._ServerID,
                                                                                               command_type = this._CommandKeyDictionary["player_punish"],
                                                                                               command_numeric = 0,
                                                                                               target_name = player.player_name,
                                                                                               target_player = player,
                                                                                               source_name = "AutoAdmin",
                                                                                               record_message = "Rules: Cooking Grenades [" + probString + "] [Victim " + killer.player_name + " Protected]"
                                                                                           };
                                                    //Process the record
                                                    this.QueueRecordForProcessing(record);
                                                    //this.adminSay("Punishing " + killer.player_name + " for " + record.record_message);
                                                    this.DebugWrite(record.target_player.player_name + " punished for " + record.record_message, 2);
                                                }
                                                else {
                                                    AdKatsPlayer player = null;
                                                    String probString = null;
                                                    foreach (KeyValuePair<AdKatsPlayer, String> playerPair in sure) {
                                                        player = playerPair.Key;
                                                        probString = playerPair.Value;
                                                        //Create the report record
                                                        AdKatsRecord record = new AdKatsRecord {
                                                                                                   record_source = AdKatsRecord.Sources.InternalAutomated,
                                                                                                   server_id = this._ServerID,
                                                                                                   command_type = this._CommandKeyDictionary["player_report"],
                                                                                                   command_numeric = 0,
                                                                                                   target_name = player.player_name,
                                                                                                   target_player = player,
                                                                                                   source_name = "AutoAdmin",
                                                                                                   record_message = "Possible Grenade Cooker [" + probString + "] [Victim " + killer.player_name + " Protected]"
                                                                                               };
                                                        //Process the record
                                                        this.QueueRecordForProcessing(record);
                                                        this.DebugWrite(record.target_player.player_name + " reported for " + record.record_message, 2);
                                                    }
                                                    foreach (KeyValuePair<AdKatsPlayer, String> playerPair in possible) {
                                                        player = playerPair.Key;
                                                        probString = playerPair.Value;
                                                        //Create the report record
                                                        AdKatsRecord record = new AdKatsRecord {
                                                                                                   record_source = AdKatsRecord.Sources.InternalAutomated,
                                                                                                   server_id = this._ServerID,
                                                                                                   command_type = this._CommandKeyDictionary["player_report"],
                                                                                                   command_numeric = 0,
                                                                                                   target_name = player.player_name,
                                                                                                   target_player = player,
                                                                                                   source_name = "AutoAdmin",
                                                                                                   record_message = "Possible Grenade Cooker [" + probString + "] [Victim " + killer.player_name + " Protected]"
                                                                                               };
                                                        //Process the record
                                                        this.QueueRecordForProcessing(record);
                                                        this.DebugWrite(record.target_player.player_name + " reported for " + record.record_message, 2);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            catch (Exception e) {
                                this.HandleException(new AdKatsException("Error in grenade cook catcher.", e));
                            }
                        }
                    }
                }

                try {
                    if (this._UseExperimentalTools && this._UseWeaponLimiter && !gKillHandled) {
                        //Check for restricted weapon
                        if (Regex.Match(kKillerVictimDetails.DamageType, @"(?:" + this._WeaponLimiterString + ")", RegexOptions.IgnoreCase).Success) {
                            //Check for exception type
                            if (!Regex.Match(kKillerVictimDetails.DamageType, @"(?:" + this._WeaponLimiterExceptionString + ")", RegexOptions.IgnoreCase).Success) {
                                //Check if suicide
                                if (kKillerVictimDetails.Killer.SoldierName != kKillerVictimDetails.Victim.SoldierName) {
                                    //Get player from the dictionary
                                    AdKatsPlayer killer = null;
                                    if (this._PlayerDictionary.TryGetValue(kKillerVictimDetails.Killer.SoldierName, out killer)) {
                                        //Code to avoid spam
                                        if (killer.lastAction.AddSeconds(2) < DateTime.UtcNow) {
                                            killer.lastAction = DateTime.UtcNow;

                                            //Create the punish record
                                            AdKatsRecord record = new AdKatsRecord {
                                                                                       record_source = AdKatsRecord.Sources.InternalAutomated,
                                                                                       server_id = this._ServerID,
                                                                                       command_type = this._CommandKeyDictionary["player_punish"],
                                                                                       command_numeric = 0,
                                                                                       target_name = killer.player_name,
                                                                                       target_player = killer,
                                                                                       source_name = "AutoAdmin"
                                                                                   };
                                            const string removeWeapon = "Weapons/";
                                            const string removeGadgets = "Gadgets/";
                                            const string removePrefix = "U_";
                                            String weapon = kKillerVictimDetails.DamageType;
                                            Int32 index = weapon.IndexOf(removeWeapon, System.StringComparison.Ordinal);
                                            weapon = (index < 0) ? (weapon) : (weapon.Remove(index, removeWeapon.Length));
                                            index = weapon.IndexOf(removeGadgets, System.StringComparison.Ordinal);
                                            weapon = (index < 0) ? (weapon) : (weapon.Remove(index, removeGadgets.Length));
                                            index = weapon.IndexOf(removePrefix, System.StringComparison.Ordinal);
                                            weapon = (index < 0) ? (weapon) : (weapon.Remove(index, removePrefix.Length));
                                            if (weapon == "RoadKill") {
                                                record.record_message = "Rules: Roadkilling with EOD or MAV";
                                            }
                                            else if (weapon == "Death") {
                                                record.record_message = "Rules: Using Mortar";
                                            }
                                            else {
                                                record.record_message = "Rules: Using Explosives [" + weapon + "]";
                                            }
                                            //Process the record
                                            this.QueueRecordForProcessing(record);
                                        }
                                        else {
                                            this.DebugWrite("Skipping additional auto-actions for multi-kill event.", 2);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                catch (Exception e) {
                    this.HandleException(new AdKatsException("Error in no explosives auto-admin.", e));
                }
            }
            catch (Exception e) {
                this.HandleException(new AdKatsException("Error while processing player kill.", e));
            }
            this.DebugWrite("Exiting OnPlayerKilled", 7);
        }
예제 #18
0
        // check a condition (e.g. "Kit Recon 2") in the current rule
        // rule.trigger is already confirmed to be the current event (e.g. Kill, Spawn)
        private bool process_part(ParsedRule rule, PartClass p, 
            string player_name,
            Kill k, string msg,
            ref Dictionary<SubstEnum, string> keywords)
        {
            // CATCH EXCEPTIONS
            try
            {
                string not = p.negated ? "Not " : "";
                bool return_val = false;
                string player_team_id = "-1";
                if (keywords.ContainsKey(SubstEnum.PlayerTeamKey))
                {
                    player_team_id = keywords[SubstEnum.PlayerTeamKey];
                }
                switch (p.part_type)
                {
                    case PartEnum.Headshot:
                        // test "Headshot"
                        return_val = p.negated ? !k.Headshot : k.Headshot;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Headshot {2}",
                            player_name, not, return_val));
                        return return_val;

                    case PartEnum.Protected:
                        // test player os on reserved slots list
                        return_val = p.negated ? !protected_player(player_name) : protected_player(player_name);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Protected {2}",
                            player_name, not, return_val));
                        return return_val;

                    case PartEnum.Admin:
                        // test player is an admin
                        return_val = p.negated ? !is_admin(player_name) : is_admin(player_name);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Admin {2}",
                            player_name, not, return_val));
                        return return_val;

                    case PartEnum.Admins:
                        // test if any admins are currently online
                        return_val = p.negated ? !admins_present() : admins_present();
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Admins {2}",
                            player_name, not, return_val));
                        return return_val;

                    case PartEnum.Team:
                        // test "team attack|defend"
                        bool team_matches = team_match(p.string_list, player_team_id);
                        return_val = p.negated ? !team_matches : team_matches;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Actual team {2} versus {3} {4}",
                            player_name, not, team_key(player_team_id), keys_join(p.string_list), return_val));
                        return return_val;

                    case PartEnum.Ping:
                        // test "Ping N"
                        int current_ping = players.ping(player_name);
                        return_val = p.negated ? current_ping < p.int1 : current_ping >= p.int1;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Ping {2} versus limit {3} {4}",
                            player_name, not, current_ping, p.int1, return_val));
                        return return_val;

                    case PartEnum.Teamsize:
                        // test "Teamsize N"
                        int min_teamsize = players.min_teamsize();
                        return_val = p.negated ? min_teamsize > p.int1 : min_teamsize <= p.int1;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Teamsize {2} versus limit {3} {4}",
                            player_name, not, min_teamsize, p.int1, return_val));
                        return return_val;

                    case PartEnum.Map:
                        // test map name or filename contains string1
                        return_val = p.negated ? !map_match(p.string_list) : map_match(p.string_list);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Actual map {2} versus {3} {4}",
                            player_name, not,
                                                        current_map.PublicLevelName + " or " + current_map.FileName,
                                                        keys_join(p.string_list), return_val));
                        return return_val;

                    case PartEnum.MapMode:
                        // test "mapmode rush|conquest"
                        return_val = p.negated ? !mapmode_match(p.string_list) : mapmode_match(p.string_list);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}Actual MapMode {2} versus {3} {4}",
                            player_name, not, current_map_mode, keys_join(p.string_list), return_val));
                        return return_val;

                    case PartEnum.Kit:
                    case PartEnum.Weapon:
                    case PartEnum.Spec:
                    case PartEnum.Damage:
                        // test "Kit Recon 2" etc
                        if (rule.trigger == TriggerEnum.Spawn)
                            // will check *player* item as well as team count (spawn)
                            return test_spawn_item(player_team_id, player_name, p);
                        else
                            // will also test kill item for TeamKill and Suicide
                            return test_kill_item(k, p);

                    case PartEnum.TeamKit:
                    case PartEnum.TeamWeapon:
                    case PartEnum.TeamSpec:
                    case PartEnum.TeamDamage:
                        return test_spawned_count(player_team_id, p);

                    case PartEnum.Range:
                        // test "Range > int1"
                        return_val = p.negated ? !(k.Distance < p.int1) : k.Distance > p.int1;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}range {2} > limit {3} {4}",
                            player_name, not, k.Distance, p.int1, return_val));
                        return return_val;

                    case PartEnum.Count:
                    case PartEnum.PlayerCount:
                        // check how many times PLAYER has triggered this rule
                        int current_count = count_rule(player_name, rule.id);
                        bool count_valid = current_count > p.int1;
                        return_val = p.negated ? !count_valid : count_valid;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}PlayerCount {2} (actual {3}) {4}",
                            player_name, not, p.int1, current_count, return_val));
                        return return_val;

                    case PartEnum.TeamCount:
                        // check how many times PLAYER'S TEAM has triggered this rule
                        int current_team_count = count_team_rule(players.team_id(player_name), rule.id);
                        bool count_team_valid = current_team_count > p.int1;
                        return_val = p.negated ? !count_team_valid : count_team_valid;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}TeamCount {2} (actual {3}) {4}",
                            player_name, not, p.int1, current_team_count, return_val));
                        return return_val;

                    case PartEnum.ServerCount:
                        // check how many times ALL PLAYERS have triggered this rule
                        int current_server_count = count_server_rule(rule.id);
                        bool count_server_valid = current_server_count > p.int1;
                        return_val = p.negated ? !count_server_valid : count_server_valid;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}ServerCount {2} (Actual {3}) {4}",
                            player_name, not, p.int1, current_server_count, return_val));
                        return return_val;

                    case PartEnum.Rate:
                        // check condition "Rate X Y" i.e. X hits on this rule in Y seconds
                        add_rate(player_name, rule.id);
                        bool rate_valid = check_rate(player_name, rule.id, p.int1, p.int2);
                        return p.negated ? !rate_valid : rate_valid;

                    case PartEnum.Text:
                        // check say text condition e.g. "Text ofc 4 ever,teamwork is everything"
                        int index = -1;
                        foreach (string t in p.string_list)
                        {
                            index = msg.ToLower().IndexOf(t.ToLower());
                            if (index >= 0 &&
                                    keywords[SubstEnum.Text] != null &&
                                    keywords[SubstEnum.Text].Length >= t.Length + 2)
                            {
                                // set up TargetText for TargetPlayer
                                keywords[SubstEnum.TargetText] = keywords[SubstEnum.Text].Substring(index + t.Length).Trim();
                            }
                            if (index >= 0) break;
                        }
                        return_val = p.negated ? index == -1 : index != -1;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}text {2} {3}",
                            player_name, not, keys_join(p.string_list), return_val));
                        return return_val;

                    case PartEnum.TargetPlayer:
                        // check TargetPlayer condition, i.e. can we extract a playername from the say text
                        // updated from v33 for find_players to return a LIST of player names
                        // if only ONE playername matches, then automatically add TargetConfirm to action list...
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] checking TargetPlayer[{1}]",
                            player_name, keywords[SubstEnum.Text]));
                        List<string> player_names = new List<string>();
                        if (p.string_list != null && p.string_list.Count != 0)
                        {
                            // here the 'targettext' is specified in the rule e.g. "TargetPlayer bambam"
                            player_names = find_players(rulz_vars.replace_vars(player_name,
                                                                                replace_keys(p.string_list[0], keywords)));
                        }
                        // note only 1 playername is allowed in condition
                        else                                               // because it could contain rulz_item_separator
                        {
                            // here the targettext from a previous "Text" condition will be used
                            // if successful, we will modify TargetText to be AFTER the playername match string
                            string[] t_words = null;
                            if (keywords.ContainsKey(SubstEnum.TargetText))
                            {
                                t_words = quoted_split(keywords[SubstEnum.TargetText]);
                            }
                            if (t_words != null && t_words.Length > 0)
                            {
                                player_names = find_players(t_words[0]);
                                if (keywords[SubstEnum.TargetText].Length - t_words[0].Length > 1)
                                {
                                    keywords[SubstEnum.TargetText] =
                                        keywords[SubstEnum.TargetText].Substring(t_words[0].Length + 1);
                                }
                                else
                                {
                                    keywords[SubstEnum.TargetText] = "";
                                }
                            }
                        }
                        return_val = p.negated ? player_names.Count == 0 : player_names.Count == 1;
                        keywords[SubstEnum.Target] = player_names.Count == 0 ? "" : player_names[0];
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1}TargetPlayer {2} {3} with {4}",
                            player_name, not, keys_join(p.string_list), return_val, String.Join(",", player_names.ToArray())));
                        return return_val;

                    case PartEnum.Set:
                        // set rulz variable
                        rulz_vars.set_value(player_name, p.string_list[0], p.string_list[1], keywords);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] Set {1} {2}",
                            player_name, keys_join(p.string_list), true));
                        return true; // set always succeeds

                    case PartEnum.Incr:
                        rulz_vars.incr(player_name, p.string_list[0], keywords);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] Increment {1} {2}",
                            player_name, p.string_list[0], true));
                        return true; // Incr always succeeds

                    case PartEnum.Decr:
                        rulz_vars.decr(player_name, p.string_list[0], keywords);
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] Decrement {1} {2}",
                            player_name, p.string_list[0], true));
                        return true; // Decr always succeeds

                    case PartEnum.Test: // aka If
                        // test var1 compare var2 (c.string_list[0..2])
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] IF %c% is [{1}]",
                            player_name, keywords[SubstEnum.Count]));
                        return_val = rulz_vars.test(player_name, p.string_list[0], p.string_list[1], p.string_list[2], keywords);
                        if (p.negated) return_val = !return_val;
                        WriteDebugInfo(String.Format("ProconRulz:     check_condition [{0}] {1} IF {2} {3}",
                            player_name, not, keys_join(p.string_list), return_val));
                        return return_val;

                    default:
                        take_action(player_name, p, keywords);
                        return true;
                }
            }
            catch (Exception ex)
            {
                WriteConsole("ProconRulz: recoverable exception in process_part (ProconRulz will continue...)");
                WriteConsole("ProconRulz: process_part rule.unparsed_rule = " +
                                ((rule == null) ?
                                    "(rule=null)" :
                                    (rule.unparsed_rule == null ? "(null)" : "[" + rule.unparsed_rule + "]")
                                )
                            );
                WriteConsole("ProconRulz: process_part player_name = " +
                                ((player_name == null) ? "(null)" :"[" + player_name + "]"));
                WriteConsole("ProconRulz: process_part p.part_type = " +
                                ((p == null) ?
                                    "(p=null)" :
                                    (p.part_type == null ? "(null)" : p.part_type.ToString())
                                )
                            );
                WriteConsole("ProconRulz: process_part k.Killer.SoldierName = " +
                                ((k == null) ?
                                    "(k=null)" :
                                    ((k.Killer == null) ?
                                        "(k.Killer=null)" :
                                        ((k.Killer.SoldierName==null) ? "(null)" : ("["+k.Killer.SoldierName+"]"))
                                    )
                                )
                            );
                PrintException(ex);
                return false;
            }
        }
예제 #19
0
파일: AdKats.cs 프로젝트: Chicago847/AdKats
 private void QueueKillForProcessing(Kill kKillerVictimDetails)
 {
     this.DebugWrite("Entering queueKillForProcessing", 7);
     try {
         if (this._IsEnabled) {
             this.DebugWrite("Preparing to queue kill for processing", 6);
             lock (this._KillProcessingQueue) {
                 this._KillProcessingQueue.Enqueue(kKillerVictimDetails);
                 this.DebugWrite("Kill queued for processing", 6);
                 this._KillProcessingWaitHandle.Set();
             }
         }
     }
     catch (Exception e) {
         this.HandleException(new AdKatsException("Error while queueing kill for processing.", e));
     }
     this.DebugWrite("Exiting queueKillForProcessing", 7);
 }
예제 #20
0
        // test a rule (we have already confirmed Spawn or Kill trigger is true)
        // will return 'true' if the rule is applied
        private bool process_rule(TriggerEnum trigger, ParsedRule rule, string player_name, 
            ref Dictionary<SubstEnum, string> keywords,
            Inventory inv, Kill k, string item)
        {
            WriteDebugInfo(String.Format("ProconRulz:   process_rule[{0}] with event {1}",
                                player_name,
                                Enum.GetName(typeof(TriggerEnum), trigger)));

            // CATCH EXCEPTIONS
            try
            {
                List<PartClass> parts = new List<PartClass>(rule.parts);

                if (trigger == TriggerEnum.Say) keywords[SubstEnum.Text] = item;
                // Populate the Counts AS IF THIS RULE SUCCEEDED so conditions can use them
                keywords[SubstEnum.ServerCount] = count_server_rule(rule.id).ToString() + 1;
                keywords[SubstEnum.Count] = count_rule(player_name, rule.id).ToString() + 1;
                keywords[SubstEnum.TeamCount] = count_team_rule(players.team_id(player_name), rule.id).ToString() + 1;

                // populate the 'keywords' dictionary
                assign_keywords(trigger, rule, player_name, ref keywords, inv, k, item);

                if (!process_parts(rule, parts, player_name, ref keywords, k, item))
                {
                    WriteDebugInfo(String.Format("ProconRulz:   process_rule[{0}] in rule [{1}] tests NEGATIVE",
                        player_name, rule.unparsed_rule));
                    return false;
                }

                WriteDebugInfo(String.Format("ProconRulz:   process_rule[{0}] in rule [{1}] all conditions OK",
                    player_name, rule.unparsed_rule));

                // return 'true' to quit rulz checks after this rule
                // if rule contains End, Kill, Kick, TempBan, Ban unless it contains Continue.
                return end_rulz(parts);
            }
            catch (Exception ex)
            {
                WriteConsole("ProconRulz: recoverable exception in test_rule_and_exec(" +
                    rule.unparsed_rule + ")");
                PrintException(ex);
                return false;
            }
        }
예제 #21
0
파일: AdKats.cs 프로젝트: Chicago847/AdKats
 //Move delayed players when they are killed
 public override void OnPlayerKilled(Kill kKillerVictimDetails)
 {
     this.DebugWrite("Entering OnPlayerKilled", 7);
     try {
         //If the plugin is not enabled just return
         if (!this._IsEnabled || !this._ThreadsReady) {
             return;
         }
         //Otherwise, queue the kill for processing
         this.QueueKillForProcessing(kKillerVictimDetails);
     }
     catch (Exception e) {
         this.HandleException(new AdKatsException("Error while handling onPlayerKilled.", e));
     }
 }
예제 #22
0
        // test for an item on a KILL
        private bool test_kill_item(Kill k, PartClass c)
        {
            try
            {
                if (k == null) return false;

                string weapon_key = k.DamageType;
                if (weapon_key == "") weapon_key = null;

                Weapon weapon_used;
                try
                {
                    if (weapon_key == null) weapon_used = null;
                    else weapon_used = weaponDefines[weapon_key];
                }
                catch { weapon_used = null; }

                string weapon_descr = weapon_desc(weapon_key);

                string weapon_kit;
                try
                {
                    if (weapon_used == null) weapon_kit = "No weapon kit";
                    else weapon_kit = item_key(weapon_used.KitRestriction);
                }
                catch { weapon_kit = "No weapon kit"; }

                string damage;
                try
                {
                    damage = item_key(weapon_used.Damage);
                }
                catch { damage = "No damage key"; }

                switch (c.part_type)
                {
                    case PartEnum.Weapon:
                        WriteDebugInfo(String.Format("ProconRulz: Test kill item [WEAPON {0}]",
                            keys_join(c.string_list)));
                        if (weapon_key == null) return c.negated;

                        if (keys_match(weapon_key, c.string_list))
                        {
                            WriteDebugInfo(String.Format("ProconRulz: Test kill item [WEAPON {0}] found",
                                weapon_key));
                            break;
                        }
                        // not found, so return false unless c.negated
                        return c.negated;

                    case PartEnum.Damage:
                        WriteDebugInfo(String.Format("ProconRulz: Test kill item [DAMAGE {0}]",
                            keys_join(c.string_list)));
                        if (keys_match(damage, c.string_list))
                        {
                            WriteDebugInfo(String.Format("ProconRulz: Test kill item [DAMAGE {0}] found",
                                damage));
                            break;
                        }
                        return c.negated;

                    case PartEnum.Kit:
                        WriteDebugInfo(String.Format("ProconRulz: Test kill item [KIT {0}]", keys_join(c.string_list)));
                        string test_kit = weapon_kit;
                        // either use the kit type of the weapon, or the kit the player spawned with
                        if (player_kit.ContainsKey(k.Killer.SoldierName))
                            test_kit = player_kit[k.Killer.SoldierName];
                        if (keys_match(test_kit, c.string_list))
                        {
                            WriteDebugInfo(String.Format("ProconRulz: Test kill item [KIT {0}] found",
                                test_kit));
                            break;
                        }
                        return c.negated;

                    default: // item type can be None
                        WriteDebugInfo(String.Format("ProconRulz: Test kill item [ignored] OK"));
                        return true;
                } // end switch on item type

                bool success;
                if (c.int1 == 0)
                {
                    success = true;
                    if (c.negated) success = !success;
                    WriteDebugInfo(String.Format("ProconRulz: Test kill item {0}", success));
                    // The item is being counted, and the count is above the limit in the rule
                    return success;
                }
                // check the item_limit value
                WriteDebugInfo(String.Format("ProconRulz: Test kill item [{0}] has {1}({2}) versus rule limit {3}",
                        k.Killer.SoldierName,
                        keys_join(c.string_list),
                        count_kill_items(k.Killer.SoldierName, c.string_list),
                        c.int1));
                success = count_kill_items(k.Killer.SoldierName, c.string_list) > c.int1;
                if (c.negated) success = !success;
                return success;
            }
            catch (Exception ex)
            {
                WriteConsole("ProconRulz: recoverable exception in test_kill_item");
                PrintException(ex);
                return false;
            }
        }
예제 #23
0
        private void m_prcClient_PlayerKilled(PRoConClient sender, Kill kill) {
            this.InvokeIfRequired(() => {
                lock (this.PlayerDictionaryLocker) {
                    var killer = this.Players.ContainsKey(kill.Killer.SoldierName) == true ? this.Players[kill.Killer.SoldierName] : null;
                    var victim = this.Players.ContainsKey(kill.Victim.SoldierName) == true ? this.Players[kill.Victim.SoldierName] : null;

                    // Don't award a kill for a suicide
                    if (killer != null && kill.IsSuicide == false) {
                        var tag = killer.Tag as AdditionalPlayerInfo;

                        if (tag != null) {
                            if (killer.Tag != null && tag.Player != null) {
                                tag.Player.Kills++;
                            }

                            killer.SubItems["kills"].Tag = ((Double)killer.SubItems["kills"].Tag) + 1;
                            killer.SubItems["kills"].Text = ((Double)killer.SubItems["kills"].Tag).ToString(CultureInfo.InvariantCulture);

                            killer.SubItems["kdr"].Tag = kill;

                            if (killer.SubItems["deaths"].Tag != null && (Double)killer.SubItems["deaths"].Tag > 0) {
                                killer.SubItems["kdr"].Text = String.Format("{0:0.00}", ((Double)killer.SubItems["kills"].Tag / (Double)killer.SubItems["deaths"].Tag));
                            }
                            else {
                                killer.SubItems["kdr"].Text = String.Format("{0:0.00}", (Double)killer.SubItems["kills"].Tag);
                            }

                            if (tag.Player != null) {
                                this.AddKillToTeamTotal(tag.Player.TeamID);
                            }
                        }

                    }

                    if (victim != null) {
                        var tag = victim.Tag as AdditionalPlayerInfo;

                        if (tag != null) {
                            if (victim.Tag != null && tag.Player != null) {
                                tag.Player.Deaths++;
                            }

                            victim.SubItems["deaths"].Tag = (Double)victim.SubItems["deaths"].Tag + 1;
                            victim.SubItems["deaths"].Text = ((Double)victim.SubItems["deaths"].Tag).ToString(CultureInfo.InvariantCulture);

                            victim.SubItems["kdr"].Tag = kill;

                            if (victim.SubItems["deaths"].Tag != null && (Double)victim.SubItems["deaths"].Tag > 0) {
                                victim.SubItems["kdr"].Text = String.Format("{0:0.00}", ((Double)victim.SubItems["kills"].Tag / (Double)victim.SubItems["deaths"].Tag));
                            }
                            else {
                                victim.SubItems["kdr"].Text = String.Format("{0:0.00}", (Double)victim.SubItems["kills"].Tag);
                            }

                            victim.ImageIndex = this.Main.iglFlags.Images.IndexOfKey("flag_death.png");

                            if (tag.Player != null) {
                                this.AddDeathToTeamTotal(tag.Player.TeamID);
                            }
                        }
                    }

                    this.tmrKillDeathHighlight.Enabled = true;
                }

                this.FinalizeTotalsAverages();
                // this.ArrangePlayers();
            });
        }
예제 #24
0
파일: AdKats.cs 프로젝트: BP4U/AdKats
        //Move delayed players when they are killed
        public override void OnPlayerKilled(Kill kKillerVictimDetails)
        {
            //Used for delayed player moving
            if (isEnabled && this.teamswapOnDeathMoveDic.Count > 0)
            {
                lock (this.teamswapMutex)
                {
                    this.teamswapOnDeathCheckingQueue.Enqueue(kKillerVictimDetails.Victim);
                    this.teamswapHandle.Set();
                }
            }

            //Update player death information
            if (this.playerDictionary.ContainsKey(kKillerVictimDetails.Victim.SoldierName))
            {
                lock (this.playersMutex)
                {
                    //Only add the last death if it's not a death by admin
                    if (!String.IsNullOrEmpty(kKillerVictimDetails.Killer.SoldierName))
                    {
                        this.playerDictionary[kKillerVictimDetails.Victim.SoldierName].lastDeath = DateTime.Now;
                    }
                }
            }
        }
        public override void OnPlayerKilled(Kill kKillerVictimDetails)
        {
            if (plugin_loaded)
             {
             try
             {

             lastKiller = kKillerVictimDetails.Killer.SoldierName;
             lastVictim = kKillerVictimDetails.Victim.SoldierName;
             lastWeapon = kKillerVictimDetails.DamageType;
             lastUsedWeapon = FWeaponName(lastWeapon);

             if (showweaponcode == enumBoolYesNo.Yes) WritePluginConsole("^2^n" + lastKiller + "^1^b  [ " + lastUsedWeapon + " ]^7^n " + lastVictim, "KILL", 0); // Zeige Die Waffen in der Konsole Farblich hervorgehoben

             WritePluginConsole("[OnPlayerKilled] Killer:     " + lastKiller,"DEBUG", 8);
             WritePluginConsole("[OnPlayerKilled] Victim:     " + lastVictim,"DEBUG", 8);
             WritePluginConsole("[OnPlayerKilled] DamageType: " + lastWeapon,"DEBUG", 8);

             if (lastKiller != "" && lastKiller != lastVictim)
             {

                 if (isprohibitedWeapon(lastUsedWeapon)) PlayerWarn(lastKiller, lastUsedWeapon);

             }

             if (lastKiller == lastVictim)
             {
                 players.Suicide(lastVictim);
             }

             if (lastKiller != lastVictim)
             {
                 if (lastKiller != "") players.Kill(lastKiller);
                 if (lastVictim != "") players.Death(lastVictim);
             }

             }
             catch (Exception ex)
             {
             WritePluginConsole("^1^bOnPlayerKilled returs an Error: ^0^n" + ex.ToString(), "ERROR", 4);
             }
             }
        }