Using Player Damage instead of Kill Me message for /kill
Added current value of DisableBuild to the debug-condig output
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2 changed files with 11 additions and 14 deletions
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@ -297,14 +297,14 @@ namespace TShockAPI
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ConfigurationManager.banTnt, ConfigurationManager.kickTnt,
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ConfigurationManager.banBoom, ConfigurationManager.kickBoom);
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Tools.SendMessage(ply, lineTwo, Color.Yellow);
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string lineThree = string.Format("InvMultiplier : {0}, ProtectS : {1}, ProtectR : {2}, DMS : {3}, SpawnRate {4}",
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ConfigurationManager.invasionMultiplier, ConfigurationManager.spawnProtect,
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ConfigurationManager.spawnProtectRadius, ConfigurationManager.defaultMaxSpawns,
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ConfigurationManager.defaultSpawnRate);
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string lineThree = string.Format("RangeChecks : {0}, DisableBuild : {1}, ProtectSpawn : {2}, ProtectRadius : {3}",
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ConfigurationManager.rangeChecks, ConfigurationManager.disableBuild,
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ConfigurationManager.spawnProtect, ConfigurationManager.spawnProtectRadius);
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Tools.SendMessage(ply, lineThree, Color.Yellow);
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string lineFour = string.Format("MaxSlots : {0}, RangeChecks : {1}, SpamChecks : {2}",
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ConfigurationManager.maxSlots, ConfigurationManager.rangeChecks,
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ConfigurationManager.spamChecks);
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string lineFour = string.Format("MaxSlots : {0}, SpamChecks : {1}, InvMultiplier : {2}, DMS : {3}, SpawnRate {4}",
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ConfigurationManager.maxSlots, ConfigurationManager.spamChecks,
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ConfigurationManager.invasionMultiplier, ConfigurationManager.defaultMaxSpawns,
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ConfigurationManager.defaultSpawnRate);
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Tools.SendMessage(ply, lineFour, Color.Yellow);
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}
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@ -1006,13 +1006,11 @@ namespace TShockAPI
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Tools.SendMessage(adminplr, "Invalid player!", Color.Red);
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else if (player == -2)
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Tools.SendMessage(adminplr, "More than one player matched!", Color.Red);
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else if (player == adminplr)
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Tools.SendMessage(adminplr, "Can't kill yourself!", Color.Red);
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else
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{
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Tools.SendMessage(adminplr, string.Format("You just killed {0}!", Tools.FindPlayer(player)));
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Tools.SendMessage(player, string.Format("{0} just killed you!", Tools.FindPlayer(adminplr)));
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TShock.KillMe(player);
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TShock.PlayerDamage(player, 999999);
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}
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}
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@ -1044,7 +1042,7 @@ namespace TShockAPI
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{
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int.TryParse(args.Parameters[1], out damage);
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}
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NetMessage.SendData(26, -1, -1, "", player, ((new Random()).Next(-1, 1)), damage, (float)0);
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TShock.PlayerDamage(player, damage);
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Tools.Broadcast(string.Format("{0} slapped {1} for {2} damage.",
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Tools.FindPlayer(adminplr), Tools.FindPlayer(player), damage));
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}
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@ -837,10 +837,9 @@ namespace TShockAPI
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}
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}
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public static void KillMe(int plr)
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public static void PlayerDamage(int plr, int damage)
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{
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for (int i = 0; i < Main.player.Length; i++)
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NetMessage.SendData(44, i, -1, "", plr, 1, 9999999, (float)0);
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NetMessage.SendData(26, -1, -1, "", plr, ((new Random()).Next(-1, 1)), damage, (float)0);
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}
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//TODO : Notify the player if there is more than one match. (or do we want a First() kinda thing?)
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