mirror of
https://github.com/MrOkiDoki/BattleBit-Community-Server-API.git
synced 2025-01-10 03:37:30 -03:00
148 lines
4.6 KiB
C#
148 lines
4.6 KiB
C#
using BattleBitAPI.Common;
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using BattleBitAPI.Networking;
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using BattleBitAPI.Server;
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using System.Net;
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using System.Numerics;
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namespace BattleBitAPI
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{
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public class Player<TPlayer> where TPlayer : Player<TPlayer>
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{
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public ulong SteamID { get; internal set; }
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public string Name { get; internal set; }
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public IPAddress IP { get; internal set; }
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public GameServer<TPlayer> GameServer { get; internal set; }
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public GameRole Role { get; internal set; }
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public Team Team { get; internal set; }
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public Squads Squad { get; internal set; }
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public bool IsAlive { get; internal set; }
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public PlayerLoadout CurrentLoadout { get; internal set; } = new PlayerLoadout();
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public PlayerWearings CurrentWearings { get; internal set; } = new PlayerWearings();
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public virtual void OnCreated()
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{
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}
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public virtual async Task OnConnected()
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{
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}
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public virtual async Task OnSpawned()
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{
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}
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public virtual async Task OnDied()
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{
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}
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public virtual async Task OnDisconnected()
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{
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}
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public void Kick(string reason = "")
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{
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this.GameServer.Kick(this, reason);
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}
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public void Kill()
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{
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this.GameServer.Kill(this);
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}
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public void ChangeTeam()
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{
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this.GameServer.ChangeTeam(this);
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}
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public void KickFromSquad()
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{
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this.GameServer.KickFromSquad(this);
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}
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public void DisbandTheSquad()
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{
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this.GameServer.DisbandPlayerCurrentSquad(this);
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}
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public void PromoteToSquadLeader()
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{
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this.GameServer.PromoteSquadLeader(this);
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}
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public void WarnPlayer(string msg)
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{
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this.GameServer.WarnPlayer(this, msg);
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}
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public void Message(string msg)
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{
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this.GameServer.MessageToPlayer(this, msg);
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}
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public void SetNewRole(GameRole role)
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{
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this.GameServer.SetRoleTo(this, role);
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}
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public void Teleport(Vector3 target)
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{
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}
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public void SpawnPlayer(PlayerLoadout loadout, PlayerWearings wearings, Vector3 position, Vector3 lookDirection, PlayerStand stand, float spawnProtection)
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{
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GameServer.SpawnPlayer(this, loadout, wearings, position, lookDirection, stand, spawnProtection);
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}
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public void SetHP(float newHP)
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{
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GameServer.SetHP(this, newHP);
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}
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public void GiveDamage(float damage)
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{
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GameServer.GiveDamage(this, damage);
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}
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public void Heal(float hp)
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{
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GameServer.Heal(this, hp);
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}
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public void SetRunningSpeedMultiplier(float value)
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{
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GameServer.SetRunningSpeedMultiplier(this, value);
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}
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public void SetReceiveDamageMultiplier(float value)
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{
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GameServer.SetReceiveDamageMultiplier(this, value);
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}
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public void SetGiveDamageMultiplier(float value)
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{
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GameServer.SetGiveDamageMultiplier(this, value);
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}
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public void SetJumpMultiplier(float value)
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{
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GameServer.SetJumpMultiplier(this, value);
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}
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public void SetFallDamageMultiplier(float value)
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{
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GameServer.SetFallDamageMultiplier(this, value);
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}
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public void SetPrimaryWeapon(WeaponItem item, int extraMagazines,bool clear=false)
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{
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GameServer.SetPrimaryWeapon(this, item, extraMagazines, clear);
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}
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public void SetSecondaryWeapon(WeaponItem item, int extraMagazines, bool clear = false)
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{
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GameServer.SetSecondaryWeapon(this, item, extraMagazines, clear);
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}
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public void SetFirstAidGadget(string item, int extra, bool clear = false)
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{
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GameServer.SetFirstAid(this, item, extra, clear);
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}
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public void SetLightGadget(string item, int extra, bool clear = false)
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{
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GameServer.SetLightGadget(this, item, extra, clear);
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}
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public void SetHeavyGadget(string item, int extra, bool clear = false)
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{
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GameServer.SetHeavyGadget(this, item, extra, clear);
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}
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public void SetThrowable(string item, int extra, bool clear = false)
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{
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GameServer.SetThrowable(this, item, extra, clear);
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}
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public override string ToString()
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{
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return this.Name + " (" + this.SteamID + ")";
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}
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}
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}
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