uncommented everything again
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Program.cs
74
Program.cs
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@ -65,44 +65,46 @@ public class MyPlayer : Player<MyPlayer>
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internal class MyGameServer : GameServer<MyPlayer>
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{
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// Gun Game
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public override async Task OnPlayerSpawned(MyPlayer player)
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{
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await Task.Run(() =>
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{
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player.UpdateWeapon();
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player.SetRunningSpeedMultiplier(1.25f);
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player.SetFallDamageMultiplier(0f);
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player.SetJumpMultiplier(1.5f);
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});
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}
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// // Gun Game
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// public override async Task OnPlayerSpawned(MyPlayer player)
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// {
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// await Task.Run(() =>
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// {
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// player.UpdateWeapon();
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// player.SetRunningSpeedMultiplier(1.25f);
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// player.SetFallDamageMultiplier(0f);
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// player.SetJumpMultiplier(1.5f);
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// });
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// }
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//
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// public override async Task<bool> OnAPlayerKilledAnotherPlayer(OnPlayerKillArguments<MyPlayer> onPlayerKillArguments)
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// {
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// await Task.Run(() =>
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// {
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// var killer = onPlayerKillArguments.Killer;
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// var victim = onPlayerKillArguments.Victim;
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// killer.Level++;
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// if (killer.Level == killer.GetGameLenght()) AnnounceShort($"{killer.Name} only needs 1 more Kill");
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// if (killer.Level > killer.GetGameLenght())
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// {
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// AnnounceShort($"{killer.Name} won the Game");
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// ForceEndGame();
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// }
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//
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// if (onPlayerKillArguments.KillerTool == "Sledge Hammer" && victim.Level != 0) victim.Level--;
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// killer.UpdateWeapon();
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// });
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// return true;
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// }
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//
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// public override Task OnRoundEnded()
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// {
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// foreach (var player in AllPlayers) player.Level = 0;
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// return base.OnRoundEnded();
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// }
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public override async Task<bool> OnAPlayerKilledAnotherPlayer(OnPlayerKillArguments<MyPlayer> onPlayerKillArguments)
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{
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await Task.Run(() =>
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{
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var killer = onPlayerKillArguments.Killer;
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var victim = onPlayerKillArguments.Victim;
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killer.Level++;
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if (killer.Level == killer.GetGameLenght()) AnnounceShort($"{killer.Name} only needs 1 more Kill");
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if (killer.Level > killer.GetGameLenght())
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{
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AnnounceShort($"{killer.Name} won the Game");
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ForceEndGame();
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}
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if (onPlayerKillArguments.KillerTool == "Sledge Hammer" && victim.Level != 0) victim.Level--;
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killer.UpdateWeapon();
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});
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return true;
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}
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public override Task OnRoundEnded()
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{
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foreach (var player in AllPlayers) player.Level = 0;
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return base.OnRoundEnded();
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}
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//basic Functionality
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public override Task OnConnected()
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{
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Console.WriteLine("Server connected");
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