示例#1
0
        /// <summary>
        /// 172 - "Bl"
        /// </summary>
        public void PLAY_AGAIN()
        {
            arcadeGame pGame = ObjectTree.Game.Arcade.getLobby(Session.roomID).getGame(mGameID);

            if (pGame != null && pGame.State == arcadeGame.arcadeGameState.Ended)
            {
                if (performTicketCheck() == true)
                {
                }
            }
        }
示例#2
0
        /// <summary>
        /// Iterates through all hooked game lobbies to find a game with a given ID. If the game is not found, null is returned.
        /// </summary>
        /// <param name="ID">The unique ID of the game to retrieve.</param>
        public arcadeGame getGame(int ID)
        {
            foreach (arcadeGameLobby lLobby in mLobbies)
            {
                arcadeGame pGame = lLobby.getGame(ID);
                if (pGame != null)
                {
                    return(pGame);
                }
            }

            return(null);
        }
示例#3
0
        /// <summary>
        /// 160 - "B`"
        /// </summary>
        public void START_OBSERVING_GAME()
        {
            int        gameID = Request.getNextWiredParameter();
            arcadeGame pGame  = ObjectTree.Game.Arcade.getLobby(Session.roomID).getGame(gameID);

            Response.Initialize(233); // "Ci"
            if (pGame != null)
            {
                mGameID = gameID;
                // TODO: ADD

                Response.Append(pGame.ToString());
            }
            sendResponse();
        }
示例#4
0
        /// <summary>
        /// 172 - "Bl"
        /// </summary>
        public void PLAY_AGAIN()
        {
            arcadeGameLobby lobby = Engine.Game.Arcade.getLobby(Session.roomID);

            if (lobby == null)
            {
                return;
            }

            arcadeGame pGame = lobby.getGame(mGameID);

            if (pGame != null && pGame.State == arcadeGame.arcadeGameState.Ended)
            {
                if (performTicketCheck() == true)
                {
                }
            }
        }