Пример #1
0
        public static void OnSpawn(object sender, GetDataHandlers.SpawnEventArgs args)
        {
            if (!EventLogger.Setting.PlayerSpawn)
            {
                return;
            }

            TShock.Log.Info("SPAWN:" + string.Join(",", new object[] { args.Player.Name, args.SpawnX, args.SpawnY }));
        }
Пример #2
0
        private void OnSpawn(object sender, GetDataHandlers.SpawnEventArgs args)
        {
            int playerIndex = args.PlayerId;

            if (PlayerLastSupplyedId[playerIndex] != default)
            {
                SetBuffs(Settings.SupplySets.First(x => x.ID == PlayerLastSupplyedId[playerIndex]), playerIndex);
                TShock.Players[playerIndex].Heal(TShock.Players[playerIndex].TPlayer.statLifeMax);
            }
        }
        // Credit goes to TeamFluff for the warpback-on-spawn idea, thanks!
        private void OnPlayerSpawn(object sender, GetDataHandlers.SpawnEventArgs args)
        {
            WarpbackData wb = WarpbackData.Get(TShock.Players[args.Player]);

            //TShock.Players[args.Player].SendInfoMessage("(OnPlayerSpawn) warpback: " + wb.State + ", spawn: " + TShock.Players[args.Player].TPlayer.SpawnX + "," + TShock.Players[args.Player].TPlayer.SpawnY + ", position: " + TShock.Players[args.Player].TileX + "," + TShock.Players[args.Player].TileY );

            if (wb.State == WarpbackState.WaitingForSpawn)
            {
                args.Handled = true;
                wb.Spawned();
            }
        }
Пример #4
0
        private void TShock_PlayerSpawn(object sender, GetDataHandlers.SpawnEventArgs e)
        {
            if (this.isDisposed || !this.hooksEnabled || e.Handled)
            {
                return;
            }

            TSPlayer player = TShock.Players[e.Player];

            if (player == null || !player.IsLoggedIn)
            {
                return;
            }

            e.Handled = this.UserInteractionHandler.HandlePlayerSpawn(player, new DPoint(e.SpawnX, e.SpawnY));
        }