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https://github.com/ClassiCube/MCGalaxy.git
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combine HandlePlayerDisconnect event handlers
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parent
699422d137
commit
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@ -31,9 +31,7 @@ namespace MCGalaxy.Games {
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OnPlayerDeathEvent.Register(HandlePlayerDeath, Priority.High);
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OnPlayerChatEvent.Register(HandlePlayerChat, Priority.High);
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OnPlayerCommandEvent.Register(HandlePlayerCommand, Priority.High);
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OnBlockChangeEvent.Register(HandleBlockChange, Priority.High);
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OnPlayerDisconnectEvent.Register(HandleDisconnect, Priority.High);
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OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High);
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OnTabListEntryAddedEvent.Register(HandleTabListEntryAdded, Priority.High);
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@ -46,9 +44,7 @@ namespace MCGalaxy.Games {
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OnPlayerDeathEvent.Unregister(HandlePlayerDeath);
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OnPlayerChatEvent.Unregister(HandlePlayerChat);
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OnPlayerCommandEvent.Unregister(HandlePlayerCommand);
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OnBlockChangeEvent.Unregister(HandleBlockChange);
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OnPlayerDisconnectEvent.Unregister(HandleDisconnect);
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OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning);
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OnTabListEntryAddedEvent.Unregister(HandleTabListEntryAdded);
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@ -111,11 +107,6 @@ namespace MCGalaxy.Games {
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}
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}
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void HandleDisconnect(Player p, string reason) {
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if (p.level != Map) return;
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PlayerLeftGame(p);
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}
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void HandlePlayerSpawning(Player p, ref Position pos, ref byte yaw, ref byte pitch, bool respawning) {
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if (p.level != Map) return;
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CtfTeam team = TeamOf(p);
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@ -25,7 +25,6 @@ namespace MCGalaxy.Games {
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protected override void HookEventHandlers() {
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OnPlayerMoveEvent.Register(HandlePlayerMove, Priority.High);
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OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High);
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OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High);
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OnJoinedLevelEvent.Register(HandleOnJoinedLevel, Priority.High);
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@ -34,7 +33,6 @@ namespace MCGalaxy.Games {
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protected override void UnhookEventHandlers() {
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OnPlayerMoveEvent.Unregister(HandlePlayerMove);
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OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
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OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning);
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OnJoinedLevelEvent.Unregister(HandleOnJoinedLevel);
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@ -57,11 +55,6 @@ namespace MCGalaxy.Games {
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p.cancelmove = true;
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}
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void HandlePlayerDisconnect(Player p, string reason) {
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if (!Players.Contains(p)) return;
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PlayerLeftGame(p);
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}
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void HandlePlayerSpawning(Player p, ref Position pos, ref byte yaw, ref byte pitch, bool respawning) {
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if (!respawning || !Remaining.Contains(p)) return;
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Map.Message(p.ColoredName + " %Sis out of countdown!");
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@ -27,12 +27,19 @@ namespace MCGalaxy.Games {
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OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High);
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OnPlayerActionEvent.Register(HandlePlayerAction, Priority.High);
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OnSQLSaveEvent.Register(SaveStats, Priority.High);
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OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High);
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}
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protected virtual void UnhookEventHandlers() {
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OnLevelUnloadEvent.Unregister(HandleLevelUnload);
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OnPlayerActionEvent.Unregister(HandlePlayerAction);
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OnSQLSaveEvent.Unregister(SaveStats);
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OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
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}
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protected virtual void HandlePlayerDisconnect(Player p, string reason) {
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if (p.level != Map) return;
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PlayerLeftGame(p);
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}
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protected void HandleJoinedCommon(Player p, Level prevLevel, Level level, ref bool announce) {
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@ -38,7 +38,6 @@ namespace MCGalaxy.Games {
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OnSendingHeartbeatEvent.Register(HandleSendingHeartbeat, Priority.High);
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OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.High);
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OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High);
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OnPlayerMoveEvent.Register(HandlePlayerMove, Priority.High);
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OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High);
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OnJoinedLevelEvent.Register(HandleJoinedLevel, Priority.High);
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@ -55,7 +54,6 @@ namespace MCGalaxy.Games {
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OnSendingHeartbeatEvent.Unregister(HandleSendingHeartbeat);
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OnPlayerConnectEvent.Unregister(HandlePlayerConnect);
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OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
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OnPlayerMoveEvent.Unregister(HandlePlayerMove);
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OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning);
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OnJoinedLevelEvent.Unregister(HandleJoinedLevel);
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@ -105,10 +103,6 @@ namespace MCGalaxy.Games {
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Player.Message(p, "&3Zombie Survival %Sis running! Type %T/ZS go %Sto join");
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}
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void HandlePlayerDisconnect(Player p, string reason) {
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PlayerLeftGame(p);
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}
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void HandlePlayerMove(Player p, Position next, byte rotX, byte rotY) {
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if (!RoundInProgress || p.level != Map) return;
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