private void Die() { if (entity.IsOwner) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; var Event = PlayerKilled.Create(); Event.Killed = entity; Event.Killer = LastDamaged; Event.Send(); var Event2 = ClaimKill.Create(LastDamaged); Event2.Send(); var Event3 = ClaimScore.Create(LastDamaged); Event3.Score = 100; Event3.Send(); if (LastDamaged != entity) { LastDamaged.GetComponent <Player>().AddScore(100); } state.Deaths += 1; StartCoroutine(Respawn()); if (LastDamaged == entity) { GuiManager.ShowDeathScreen("You've commited suicide..."); if (state.Score > 0) { state.Score -= 100; } if (state.Score < 0) { state.Score = 0; } } else { GuiManager.ShowDeathScreen("You've been killed by: " + LastDamaged.GetComponent <Player>().state.Username); } GuiManager.ShowScoreBoard(); gameObject.GetComponent <Renderer>().enabled = false; } }