public void GameConnectionLoadMission(coGameConnection client) { // Send over the information that will display the server info // when we learn it got there, we'll send the data blocks client["currentPhase"] = "0"; if (client.isAIControlled()) GameConnectionOnClientEnterGame(client); else { if (client.isObject()) console.commandToClient(client, "MissionStartPhase1", new[] {sGlobal["$missionSequence"], sGlobal["$Server::MissionFile"], sGlobal["MissionGroup.musicTrack"]}); console.print("*** Sending mission load to client: " + sGlobal["$Server::MissionFile"]); } }
public void GameConnectiononDataBlocksDone(coGameConnection thisobj, string missionSequence) { // Make sure to ignore calls from a previous mission load if (missionSequence != sGlobal["$missionSequence"]) return; if (thisobj["currentPhase"].AsInt() != 1) return; thisobj["currentPhase"] = "1.5"; // On to the next phase if (thisobj.isObject()) console.commandToClient(thisobj, "MissionStartPhase2", new[] {sGlobal["$missionSequence"], sGlobal["$Server::MissionFile"]}); }
public void GameConnectionOnDeath(coGameConnection client, coPlayer sourceobject, coGameConnection sourceclient, string damagetype, string damloc) { if (client.isObject()) { if (client["ownedTurrets"] == "") client["ownedTurrets"] = new Torque_Class_Helper("SimSet").Create().AsString(); coSimSet simSet = client["ownedTurrets"]; for (uint i = 0; i < simSet.getCount(); i++) { ((coSimObject)simSet.getObject(i)).schedule("10", "delete"); } } // clear the weaponHUD GameConnectionRefreshWeaponHud(client, 0, "", "", "", 0); coPlayer player = client["player"]; // Clear out the name on the corpse player.setShapeName(""); // Update the numerical Health HUD //PlayerUpdateHealth(player); // Switch the client over to the death cam and unhook the player object. coCamera camera = client["camera"]; if (camera.isObject() && player.isObject()) { camera.call("setMode", "Corpse", player, "", ""); client.setControlObject(camera); } else { console.print("------------>Failed to Switch the client over to the death cam."); } client["player"] = "0"; // Display damage appropriate kill message string sendMsgFunction = "sendMsgClientKilled_" + damagetype; if (!console.isFunction(sendMsgFunction)) { sendMsgFunction = "sendMsgClientKilled_Default"; } console.Call(sendMsgFunction, new string[] { "MsgClientKilled", client, sourceclient, damloc }); // Dole out points and check for win if ((damagetype == "Suicide") || (sourceclient == client)) { IncDeaths(client, "1", "1"); IncScore(client, "-1", "0"); } else { IncDeaths(client, "1", "0"); IncScore(sourceclient, "1", "1"); IncKills(sourceclient, "1", "0"); } }
public void ServerCmdPlayDeath(coGameConnection client, string anim) { if (client.isObject()) PlayerPlayDeathAnimation(client["player"]); }
public void ServerCmdTestAnimation(coGameConnection client, string anim) { if (client.isObject()) ((coPlayer)client["player"]).call("playTestAnimation", anim); }
public void ServerCmdSuicide(coGameConnection client) { if (client.isObject()) PlayerKill(client["player"], "Suicide"); }