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Show map Zombie survival is running on in /zg status.
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commit
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@ -19,17 +19,15 @@
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using System;
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using System;
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using MCGalaxy.Games;
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using MCGalaxy.Games;
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namespace MCGalaxy.Commands
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namespace MCGalaxy.Commands {
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{
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public sealed class CmdZombieGame : Command {
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public sealed class CmdZombieGame : Command
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{
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public override string name { get { return "zombiegame"; } }
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public override string name { get { return "zombiegame"; } }
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public override string shortcut { get { return "zg"; } }
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public override string shortcut { get { return "zg"; } }
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public override string type { get { return CommandTypes.Games; } }
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public override string type { get { return CommandTypes.Games; } }
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public override bool museumUsable { get { return false; } }
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public override bool museumUsable { get { return false; } }
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public override LevelPermission defaultRank { get { return LevelPermission.Operator; } }
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public override LevelPermission defaultRank { get { return LevelPermission.Operator; } }
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public override CommandAlias[] Aliases {
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public override CommandAlias[] Aliases {
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get { return new[] { new CommandAlias("zs"), new CommandAlias("zombiesurvival") }; }
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get { return new[] { new CommandAlias("zs"), new CommandAlias("zombiesurvival") }; }
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}
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}
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public CmdZombieGame() { }
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public CmdZombieGame() { }
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@ -49,16 +47,19 @@ namespace MCGalaxy.Commands
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static void HandleStatus(Player p, string message, string[] args) {
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static void HandleStatus(Player p, string message, string[] args) {
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switch (Server.zombie.Status) {
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switch (Server.zombie.Status) {
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case ZombieGameStatus.NotStarted:
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case ZombieGameStatus.NotStarted:
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Player.Message(p, "Zombie Survival is not ccurrently running."); return;
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Player.Message(p, "Zombie Survival is not currently running."); break;
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case ZombieGameStatus.InfiniteRounds:
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case ZombieGameStatus.InfiniteRounds:
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Player.Message(p, "Zombie Survival is currently in progress with infinite rounds."); return;
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Player.Message(p, "Zombie Survival is currently in progress with infinite rounds."); break;
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case ZombieGameStatus.SingleRound:
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case ZombieGameStatus.SingleRound:
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Player.Message(p, "Zombie Survival game currently in progress."); return;
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Player.Message(p, "Zombie Survival game currently in progress."); break;
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case ZombieGameStatus.VariableRounds:
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case ZombieGameStatus.VariableRounds:
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Player.Message(p, "Zombie Survival game currently in progress with " + Server.zombie.MaxRounds + " rounds."); return;
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Player.Message(p, "Zombie Survival game currently in progress with " + Server.zombie.MaxRounds + " rounds."); break;
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case ZombieGameStatus.LastRound:
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case ZombieGameStatus.LastRound:
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Player.Message(p, "Zombie Survival game currently in progress, with this round being the final round."); return;
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Player.Message(p, "Zombie Survival game currently in progress, with this round being the final round."); break;
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}
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}
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if (Server.zombie.Status == ZombieGameStatus.NotStarted || Server.zombie.CurLevelName == "") return;
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Player.Message(p, "Running on map: " + Server.zombie.CurLevelName);
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}
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}
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static void HandleStart(Player p, string message, string[] args) {
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static void HandleStart(Player p, string message, string[] args) {
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