private void OnRoundRestart(RoundRestartCleanupEvent _) { if (PausedMap == null || !Exists(PausedMap)) { return; } EntityManager.DeleteEntity(PausedMap.Value); }
private void OnRoundRestart(RoundRestartCleanupEvent ev) { // Go through and cleanup windows (even if they remain adminned better to just shut them). Disable(); if (CanSandbox()) { Enable(); } }
private void OnRoundRestart(RoundRestartCleanupEvent _) { if (TabletopMap == MapId.Nullspace || !_mapManager.MapExists(TabletopMap)) { return; } // This will usually *not* be the case, but better make sure. _mapManager.DeleteMap(TabletopMap); // Reset tabletop count. _tabletops = 0; }
private void OnReset(RoundRestartCleanupEvent ev) { // Not sure if round restart cleans up client-side entities, but better safe than sorry. foreach (var exp in _overlay.CompletedExplosions) { QueueDel(exp.LightEntity); } if (_overlay.ActiveExplosion != null) { QueueDel(_overlay.ActiveExplosion.LightEntity); } _overlay.CompletedExplosions.Clear(); _overlay.ActiveExplosion = null; _overlay.Index = 0; }
private void OnRoundRestartCleanup(RoundRestartCleanupEvent msg, EntitySessionEventArgs args) { if (_playerList == null) { return; } foreach (var(id, playerInfo) in _playerList.ToArray()) { if (playerInfo.Connected) { continue; } _playerList.Remove(id); } PlayerListChanged?.Invoke(_playerList.Values.ToList()); }
private void Reset(RoundRestartCleanupEvent ev) { _timeUntilNextEvent = MinimumTimeUntilFirstEvent; }
public void Reset(RoundRestartCleanupEvent ev) { HasBeenReset = true; }
private void OnReset(RoundRestartCleanupEvent ev) { _explosionQueue.Clear(); _activeExplosion = null; _nodeGroupSystem.Snoozing = false; }
private void OnRestart(RoundRestartCleanupEvent ev) { GenerateNewCode(); }
public abstract void Reset(RoundRestartCleanupEvent ev);
public void Reset(RoundRestartCleanupEvent ev) { ToggleContainerVisibility?.Invoke(this, false); }
public void Reset(RoundRestartCleanupEvent ev) { CloseAllMenus(); }
private void Reset(RoundRestartCleanupEvent ev) { Reset(); }
private void OnRoundRestart(RoundRestartCleanupEvent ev) { CleanupEmergencyConsole(); CleanupEmergencyShuttle(); CleanupHyperspace(); }
private void OnRoundRestart(RoundRestartCleanupEvent ev) { Cleanup(); }
public override void Reset(RoundRestartCleanupEvent ev) { _overlay.TileData.Clear(); }
private void RoundRestartCleanup(RoundRestartCleanupEvent ev) { _lightManager.Enabled = true; }