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https://github.com/ClassiCube/MCGalaxy.git
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Refs should be able to see human and zombie chat, map auhtors should show coloured in /mi and join message if ZS is active.
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@ -75,9 +75,11 @@ namespace MCGalaxy.Commands {
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Player.Message(p, " BlockDB (Used for /b) is {0}", data.blockDB ? "&aEnabled" : "&cDisabled");
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ShowPermissions(p, data);
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Player.Message(p, "Use %T/mi env {0} %Sto see environment settings.", data.Name);
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if (!Server.zombie.IsZombieMap(data.Name)) return;
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Player.Message(p, "Map authors: " + data.Authors);
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string[] authors = data.Authors.Replace(" ", "").Split(',');
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Player.Message(p, "Map authors: {0}",
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authors.Join(n => PlayerInfo.GetColoredName(p, n)));
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int winChance = data.TotalRounds == 0 ? 100 : (data.HumanRounds * 100) / data.TotalRounds;
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Player.Message(p, "&a{0} %Srounds played total, &a{1}% %Swin chance for humans.",
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data.TotalRounds, winChance);
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@ -83,10 +83,14 @@ namespace MCGalaxy.Games {
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if (Server.votingforlevel && HandleVote(p, message)) return true;
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if (message[0] == '~' && message.Length > 1) {
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Player[] players = p.Game.Infected ? Infected.Items : Alive.Items;
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Player[] players = PlayerInfo.Online.Items;
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string type = p.Game.Infected ? " &cto zombies%S: " : " &ato humans%S: ";
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foreach (Player pl in players)
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pl.SendMessage(p.ColoredName + type + message.Substring(1));
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foreach (Player pl in players) {
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if (!pl.level.name.CaselessEq(CurLevelName)) continue;
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if (pl.Game.Referee || pl.Game.Infected == p.Game.Infected)
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pl.SendMessage(p.ColoredName + type + message.Substring(1));
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}
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return true;
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} else if (message[0] == '`' && message.Length > 1) {
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if (p.Game.Team == null) {
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@ -142,8 +146,11 @@ namespace MCGalaxy.Games {
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"%SPillaring " + (CurLevel.Pillaring ? "&aYes" : "&cNo") +
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"%S, Type is &a" + CurLevel.BuildType);
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if (CurLevel.Authors != "")
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p.SendMessage("It was created by " + CurLevel.Authors);
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if (CurLevel.Authors != "") {
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string[] authors = CurLevel.Authors.Replace(" ", "").Split(',');
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Player.Message(p, "It was created by {0}",
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authors.Join(n => PlayerInfo.GetColoredName(p, n)));
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}
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PlayerMoneyChanged(p);
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UpdatePlayerStatus(p);
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