/// <summary> /// Adds a class to class selection. Classes are used so players may spawn with a skin of their choice. /// </summary> /// <param name="teamid">The team you want the player to spawn in.</param> /// <param name="modelid">The skin which the player will spawn with.</param> /// <param name="position">The coordinate of the class' spawn position.</param> /// <param name="zAngle">The direction in which the player will face after spawning.</param> /// <returns>The ID of the class that was just created.</returns> public virtual int AddPlayerClass(int teamid, int modelid, Vector3 position, float zAngle) { return AddPlayerClass(teamid, modelid, position, zAngle, Weapon.None, 0, Weapon.None, 0, Weapon.None, 0); }
/// <summary> /// Adds a class to class selection. Classes are used so players may spawn with a skin of their choice. /// </summary> /// <param name="teamid">The team you want the player to spawn in.</param> /// <param name="modelid">The skin which the player will spawn with.</param> /// <param name="position">The coordinate of the class' spawn position.</param> /// <param name="zAngle">The direction in which the player will face after spawning.</param> /// <param name="weapon1">The first spawn-weapon for the player.</param> /// <param name="weapon1Ammo">The amount of ammunition for the first spawn weapon.</param> /// <param name="weapon2">The second spawn-weapon for the player.</param> /// <param name="weapon2Ammo">The amount of ammunition for the second spawn weapon.</param> /// <returns>The ID of the class that was just created.</returns> public virtual int AddPlayerClass(int teamid, int modelid, Vector3 position, float zAngle, Weapon weapon1, int weapon1Ammo, Weapon weapon2, int weapon2Ammo) { return AddPlayerClass(teamid, modelid, position, zAngle, weapon1, weapon1Ammo, weapon2, weapon2Ammo, Weapon.None, 0); }
/// <summary> /// Adds a class to class selection. Classes are used so players may spawn with a skin of their choice. /// </summary> /// <param name="modelid">The skin which the player will spawn with.</param> /// <param name="position">The coordinate of the spawn point of this class.</param> /// <param name="zAngle">The direction in which the player should face after spawning.</param> /// <param name="weapon">The spawn-weapon for the player.</param> /// <param name="weaponAmmo">The amount of ammunition for the spawn weapon.</param> /// <returns> /// The ID of the class which was just added. 300 if the class limit (300) was reached. The highest possible class /// ID is 299. /// </returns> public virtual int AddPlayerClass(int modelid, Vector3 position, float zAngle, Weapon weapon, int weaponAmmo) { return AddPlayerClass(modelid, position, zAngle, weapon, weaponAmmo, Weapon.None, 0, Weapon.None, 0); }
/// <summary> /// Adds a class to class selection. Classes are used so players may spawn with a skin of their choice. /// </summary> /// <param name="teamid">The team you want the player to spawn in.</param> /// <param name="modelid">The skin which the player will spawn with.</param> /// <param name="position">The coordinate of the class' spawn position.</param> /// <param name="zAngle">The direction in which the player will face after spawning.</param> /// <param name="weapon1">The first spawn-weapon for the player.</param> /// <param name="weapon1Ammo">The amount of ammunition for the first spawn weapon.</param> /// <param name="weapon2">The second spawn-weapon for the player.</param> /// <param name="weapon2Ammo">The amount of ammunition for the second spawn weapon.</param> /// <param name="weapon3">The third spawn-weapon for the player.</param> /// <param name="weapon3Ammo">The amount of ammunition for the third spawn weapon.</param> /// <returns>The ID of the class that was just created.</returns> public virtual int AddPlayerClass(int teamid, int modelid, Vector3 position, float zAngle, Weapon weapon1, int weapon1Ammo, Weapon weapon2, int weapon2Ammo, Weapon weapon3, int weapon3Ammo) { return Internal.NativeAddPlayerClassEx(teamid, modelid, position.X, position.Y, position.Z, zAngle, (int) weapon1, weapon1Ammo, (int) weapon2, weapon2Ammo, (int) weapon3, weapon3Ammo); }
/// <summary> /// Adds a class to class selection. Classes are used so players may spawn with a skin of their choice. /// </summary> /// <param name="modelid">The skin which the player will spawn with.</param> /// <param name="position">The coordinate of the spawn point of this class.</param> /// <param name="zAngle">The direction in which the player should face after spawning.</param> /// <param name="weapon1">The first spawn-weapon for the player.</param> /// <param name="weapon1Ammo">The amount of ammunition for the primary spawn weapon.</param> /// <param name="weapon2">The second spawn-weapon for the player.</param> /// <param name="weapon2Ammo">The amount of ammunition for the second spawn weapon.</param> /// <param name="weapon3">The third spawn-weapon for the player.</param> /// <param name="weapon3Ammo">The amount of ammunition for the third spawn weapon.</param> /// <returns> /// The ID of the class which was just added. 300 if the class limit (300) was reached. The highest possible class /// ID is 299. /// </returns> public virtual int AddPlayerClass(int modelid, Vector3 position, float zAngle, Weapon weapon1, int weapon1Ammo, Weapon weapon2, int weapon2Ammo, Weapon weapon3, int weapon3Ammo) { return Native.AddPlayerClass(modelid, position.X, position.Y, position.Z, zAngle, (int) weapon1, weapon1Ammo, (int) weapon2, weapon2Ammo, (int) weapon3, weapon3Ammo); }