update prep
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8f9597831a
commit
51941ee3cb
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@ -52,7 +52,7 @@ public class CommandHandler
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}
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}
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case ActionType.Start:
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case ActionType.Start:
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{
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{
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if (player.GameServer.RoundSettings.State != GameState.WaitingForPlayers)
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if (player.GameServer.RoundSettings.State != GameState.WaitingForPlayers && player.GameServer.RoundSettings.State != GameState.CountingDown)
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{
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{
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player.Message("Round already started!");
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player.Message("Round already started!");
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break;
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break;
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67
Program.cs
67
Program.cs
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@ -35,14 +35,62 @@ class MyGameServer : GameServer<MyPlayer>
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private CommandHandler handler = new();
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private CommandHandler handler = new();
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private async Task SetupServer()
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{
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ServerSettings.BleedingEnabled = false;
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ServerSettings.SpectatorEnabled = false;
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MapRotation.ClearRotation();
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MapRotation.AddToRotation("Azagor");
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GamemodeRotation.ClearRotation();
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GamemodeRotation.AddToRotation("TDM");
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if (RoundSettings.State == GameState.WaitingForPlayers)
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ForceStartGame();
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if (RoundSettings.State == GameState.CountingDown)
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RoundSettings.SecondsLeft = 1;
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if (RoundSettings.State == GameState.Playing)
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AllPlayers.ToList().ForEach((player) =>
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{
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player.SetRunningSpeedMultiplier(1.25f);
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player.SetJumpMultiplier(1.5f);
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player.SetFallDamageMultiplier(0f);
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});
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}
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public override async Task OnTick()
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{
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ServerSettings.JumpHeightMultiplier = 1.5f;
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ServerSettings.RunningSpeedMultiplier = 1.25f;
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ServerSettings.FallDamageMultiplier = 0f;
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ServerSettings.CanSpectate = false;
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ServerSettings.ReloadSpeedMultiplier = 1.25f;
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ServerSettings.CanRespawn = false;
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ServerSettings.HasCollision = true;
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}
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public override async Task OnPlayerJoiningToServer(ulong steamID, PlayerJoiningArguments args)
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{
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var stats = args.Stats;
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stats.Progress.Rank = 200;
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stats.Progress.Prestige = 10;
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if (steamID == 76561198395073327)
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stats.Roles = Roles.Admin;
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if (RoundSettings.State == GameState.WaitingForPlayers)
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ForceStartGame();
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}
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public override async Task OnConnected()
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public override async Task OnConnected()
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{
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{
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Console.WriteLine($"Gameserver connected! {this.GameIP}:{this.GamePort}");
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Console.WriteLine($"Gameserver connected! {this.GameIP}:{this.GamePort}");
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ServerSettings.BleedingEnabled = false;
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await SetupServer();
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ServerSettings.SpectatorEnabled = false;
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}
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}
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public override async Task OnDisconnected()
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public override async Task OnDisconnected()
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{
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{
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Console.WriteLine($"Gameserver disconnected! {this.GameIP}:{this.GamePort}");
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Console.WriteLine($"Gameserver disconnected! {this.GameIP}:{this.GamePort}");
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@ -52,12 +100,19 @@ class MyGameServer : GameServer<MyPlayer>
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{
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{
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Console.WriteLine($"Gameserver reconnected! {this.GameIP}:{this.GamePort}");
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Console.WriteLine($"Gameserver reconnected! {this.GameIP}:{this.GamePort}");
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ServerSettings.BleedingEnabled = false;
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await SetupServer();
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ServerSettings.SpectatorEnabled = false;
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}
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}
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public override async Task OnPlayerConnected(MyPlayer player)
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{
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SayToChat("<color=green>" + player.Name + " joined the game!</color>");
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await Console.Out.WriteLineAsync("Connected: " + player);
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}
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public override async Task OnPlayerDisconnected(MyPlayer player)
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public override async Task OnPlayerDisconnected(MyPlayer player)
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{
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{
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SayToChat("<color=orange>" + player.Name + " left the game!</color>");
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await Console.Out.WriteLineAsync("Disconnected: " + player);
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await Console.Out.WriteLineAsync("Disconnected: " + player);
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}
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}
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@ -65,11 +120,13 @@ class MyGameServer : GameServer<MyPlayer>
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{
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{
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if (args.Killer == args.Victim)
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if (args.Killer == args.Victim)
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{
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{
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SayToChat("<color=red>" + args.Killer.Name + " killes themselves!</color>");
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args.Victim.Kill();
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args.Victim.Kill();
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args.Victim.Deaths++;
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args.Victim.Deaths++;
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}
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}
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else
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else
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{
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{
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SayToChat("<color=red>" + args.Killer.Name + " killed " + args.Victim.Name + "!</color>");
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args.Victim.Kill();
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args.Victim.Kill();
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args.Killer.SetHP(100);
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args.Killer.SetHP(100);
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args.Killer.Kills++;
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args.Killer.Kills++;
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