changing everything to async
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ba287a588a
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51
Program.cs
51
Program.cs
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@ -41,17 +41,20 @@ public class MyPlayer : Player<MyPlayer>
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public int Level;
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public void UpdateWeapon()
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public async void UpdateWeapon()
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{
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if (Level < gunGame.Count)
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await Task.Run(() =>
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{
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var w = new WeaponItem
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if (Level < gunGame.Count)
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{
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ToolName = gunGame[Level].Name,
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MainSight = Attachments.RedDot
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};
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SetPrimaryWeapon(w, 10, true);
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}
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var w = new WeaponItem
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{
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ToolName = gunGame[Level].Name,
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MainSight = Attachments.RedDot
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};
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SetPrimaryWeapon(w, 10, true);
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}
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});
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}
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public int GetGameLenght()
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@ -65,24 +68,32 @@ internal class MyGameServer : GameServer<MyPlayer>
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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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player.UpdateWeapon();
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player.SetFallDamageMultiplier(0f);
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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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public override async Task<bool> OnAPlayerKilledAnotherPlayer(OnPlayerKillArguments<MyPlayer> onPlayerKillArguments)
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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($"{killer.Name} only needs 1 more Kill");
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if (killer.Level > killer.GetGameLenght())
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await Task.Run(() =>
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{
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AnnounceShort($"{killer.Name} won the Game");
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ForceEndGame();
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}
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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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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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