/// <summary> /// Called when a player leaves the game /// </summary> /// <param name="e">The event which was raised</param> /// <param name="sender">Sender of the event</param> /// <param name="args">EventArgs associated with the event</param> protected void PlayerLeftWorld(DOLEvent e, object sender, EventArgs args) { if (sender is GamePlayer player) { SoldiersCitadelEffect soldiersCitadel = player.EffectList.GetOfType <SoldiersCitadelEffect>(); soldiersCitadel?.Cancel(false); } }
/// <summary> /// Called when a player leaves the game /// </summary> /// <param name="e">The event which was raised</param> /// <param name="sender">Sender of the event</param> /// <param name="args">EventArgs associated with the event</param> protected void PlayerLeftWorld(DOLEvent e, object sender, EventArgs args) { GamePlayer player = sender as GamePlayer; SoldiersCitadelEffect SoldiersCitadel = player.EffectList.GetOfType <SoldiersCitadelEffect>(); if (SoldiersCitadel != null) { SoldiersCitadel.Cancel(false); } }