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https://github.com/ClassiCube/MCGalaxy.git
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Fix 'round end' being shown twice when the round ended with humans surviving, fix entities being repeatedly respawned, update /time to also show the time left in the round when running with zombie survival.
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@ -16,28 +16,36 @@
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permissions and limitations under the Licenses.
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*/
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using System;
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namespace MCGalaxy.Commands
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{
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public sealed class CmdTime : Command
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{
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using MCGalaxy.Games;
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namespace MCGalaxy.Commands {
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public sealed class CmdTime : Command {
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public override string name { get { return "time"; } }
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public override string shortcut { get { return ""; } }
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public override string shortcut { get { return "ti"; } }
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public override string type { get { return CommandTypes.Information; } }
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public override bool museumUsable { get { return true; } }
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public override LevelPermission defaultRank { get { return LevelPermission.Banned; } }
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public CmdTime() { }
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public override void Use(Player p, string message)
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{
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string time = DateTime.Now.ToString("HH:mm:ss");
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message = "Server time is " + time;
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Player.SendMessage(p, message);
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//message = "full Date/Time is " + DateTime.Now.ToString();
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//Player.SendMessage(p, message);
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public override void Use(Player p, string message) {
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string time = DateTime.Now.ToString("HH:mm:ss"); //DateTime.Now.ToString();
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Player.SendMessage(p, "Server time is " + time);
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if (Server.zombie.Status != ZombieGameStatus.NotStarted) {
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int delta = (int)(DateTime.UtcNow - Server.zombie.RoundEnd);
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if (delta > 0) {
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Player.SendMessage(p, "&a" + delta + " %Sseconds until the round ends.");
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} else {
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delta = (int)(DateTime.UtcNow - Server.zombie.RoundStart);
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if (delta > 0)
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Player.SendMessage(p, "&a" + delta + " %Sseconds until the round starts.");
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}
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public override void Help(Player p)
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{
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}
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}
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public override void Help(Player p) {
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Player.SendMessage(p, "/time - Shows the server time.");
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Player.SendMessage(p, "If zombie survival is running, shows time left until round end or start.");
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}
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}
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}
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@ -156,7 +156,7 @@ namespace MCGalaxy.Games {
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UpdatePlayerColor(pKiller, Colors.red);
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bool aliveChanged = false;
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foreach (Player pAlive in alive) {
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UpdatePlayerColor(pAlive, pAlive.group.color);
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UpdatePlayerColor(pAlive, pAlive.color);
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if (Math.Abs(pAlive.pos[0] - pKiller.pos[0]) > HitboxPrecision
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|| Math.Abs(pAlive.pos[1] - pKiller.pos[1]) > HitboxPrecision
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|| Math.Abs(pAlive.pos[2] - pKiller.pos[2]) > HitboxPrecision)
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@ -228,7 +228,7 @@ namespace MCGalaxy.Games {
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Player.GlobalSpawn(p, p.pos[0], p.pos[1], p.pos[2], p.rot[0], p.rot[1], false);
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}
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public void EndRound(object sender, ElapsedEventArgs e) {
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void EndRound(object sender, ElapsedEventArgs e) {
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if (Status == ZombieGameStatus.NotStarted) return;
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CurrentLevel.ChatLevel("%4Round End:%f 5"); Thread.Sleep(1000);
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CurrentLevel.ChatLevel("%4Round End:%f 4"); Thread.Sleep(1000);
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@ -239,6 +239,7 @@ namespace MCGalaxy.Games {
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}
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public void HandOutRewards() {
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if (!RoundInProgress) return;
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RoundInProgress = false;
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RoundStart = DateTime.MinValue;
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RoundEnd = DateTime.MinValue;
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@ -155,7 +155,7 @@ namespace MCGalaxy.Games {
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Infected.Remove(p);
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Alive.Add(p);
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p.infected = false;
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UpdatePlayerColor(p, p.group.color);
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UpdatePlayerColor(p, p.color);
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UpdateAllPlayerStatus();
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}
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