public static void SetAdvancedTeam(List <Player> plylist, AdvancedTeam team) { foreach (var ply in plylist) { Instance.EventHandlers.teamedPlayers[ply] = team; } }
public ReferencingTeamEventArgs(AdvancedTeam teams, Respawning.SpawnableTeamType spawnableTeam, bool isAllowed = true, bool forceTeam = false) { Team = teams; IsAllowed = isAllowed; ForceTeam = forceTeam; Spawning = spawnableTeam; }
public SettingPlayerTeamEventArgs(AdvancedTeam team, SubTeam subclass, Player player, bool isAllowed = true, bool keepItems = false) { Team = team; Subclass = subclass; Player = player; IsAllowed = isAllowed; KeepItems = keepItems; }
public static List <string> GetAllFriendlyTeams(this AdvancedTeam Fteam) { List <string> team = new List <string>(); foreach (AdvancedTeam t in Instance.Config.Teams.Where(x => x.Friendlys.Contains(Fteam.Name))) { team.Add(t.Name); } return(team); }
public static bool TryGet(string name, out AdvancedTeam team) { if (name == null) { team = null; return(false); } team = Get(name); return(team != null); }
public static string[] GetFriendlyTeams(this AdvancedTeam team) { return(team.Friendlys); }
public static bool IsTeamAlive(this AdvancedTeam team) { return(Instance.EventHandlers.teamedPlayers.ContainsValue(team)); }
public static bool IsTeamNeutral(this AdvancedTeam i, AdvancedTeam u) { return(i.Neutral.Contains(u.Name)); }
public static bool IsTeamEnemy(this AdvancedTeam i, AdvancedTeam u) { return(i.Requirements.Contains(u.Name)); }
public static bool IsTeamFriendly(this AdvancedTeam i, AdvancedTeam u) { return(i.Friendlys.Contains(u.Name)); }
public static void SetAdvancedTeamSubteam(this Player ply, AdvancedTeam team, SubTeam subclass, bool KeepInv = false) { TeamMethods.ChangeTeam(ply, team, subclass, KeepInv); }
public static void SetAdvancedTeam(this Player player, AdvancedTeam team) { Instance.EventHandlers.teamedPlayers[player] = team; }