2020-05-12 00:30:16 +00:00
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using System;
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using Unity.Mathematics;
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using GamecraftModdingAPI.Players;
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using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI
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{
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// An in-game player character. Any Leo you see is a player.
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/// </summary>
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2020-05-12 00:30:16 +00:00
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public class Player
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{
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// static functionality
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private static PlayerEngine playerEngine = new PlayerEngine();
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// Checks if the specified player exists.
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/// </summary>
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/// <returns>Whether the player exists.</returns>
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/// <param name="player">Player type.</param>
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2020-05-12 00:30:16 +00:00
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public static bool Exists(PlayerType player)
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{
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switch (player)
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{
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case PlayerType.Remote:
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return playerEngine.GetRemotePlayer() != uint.MaxValue;
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case PlayerType.Local:
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return playerEngine.GetLocalPlayer() != uint.MaxValue;
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}
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return false;
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// Checks if the specified player exists.
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/// </summary>
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/// <returns>Whether the player exists.</returns>
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/// <param name="player">The player's unique identifier.</param>
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2020-05-12 00:30:16 +00:00
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public static bool Exists(uint player)
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{
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return playerEngine.ExistsById(player);
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
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/// </summary>
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/// <param name="id">The player's unique identifier.</param>
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2020-05-12 00:30:16 +00:00
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public Player(uint id)
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{
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this.Id = id;
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if (!Exists(id))
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{
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throw new InvalidOperationException($"No player with id {id} exists");
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}
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this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
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/// </summary>
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/// <param name="player">The player type. Chooses the first available player matching the criteria.</param>
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2020-05-12 00:30:16 +00:00
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public Player(PlayerType player)
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{
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uint localId = playerEngine.GetLocalPlayer();
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switch (player)
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{
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case PlayerType.Local:
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this.Id = playerEngine.GetLocalPlayer();
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break;
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case PlayerType.Remote:
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this.Id = playerEngine.GetRemotePlayer();
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break;
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}
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if (this.Id == uint.MaxValue)
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{
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throw new InvalidOperationException($"No player of {player} type exists");
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}
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this.Type = player;
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}
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// object fields & properties
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's type.
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/// The player type is always relative to the current client, not the game host.
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/// </summary>
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/// <value>The enumerated player type.</value>
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2020-05-12 00:30:16 +00:00
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public PlayerType Type { get; }
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's unique identifier.
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/// </summary>
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/// <value>The identifier.</value>
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2020-05-12 00:30:16 +00:00
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public uint Id { get; private set; }
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's current position.
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/// </summary>
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/// <value>The position.</value>
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2020-05-12 00:30:16 +00:00
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public float3 Position
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{
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get
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{
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return playerEngine.GetLocation(Id);
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}
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set
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{
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playerEngine.SetLocation(Id, value, false);
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}
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's current rotation.
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/// </summary>
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/// <value>The rotation.</value>
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2020-05-12 00:30:16 +00:00
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public quaternion Rotation
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{
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get
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{
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return playerEngine.GetRotation(Id);
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}
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set
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{
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playerEngine.SetRotation(Id, value);
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}
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's current velocity.
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/// </summary>
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/// <value>The velocity.</value>
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2020-05-12 00:30:16 +00:00
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public float3 Velocity
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{
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get
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{
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return playerEngine.GetLinearVelocity(Id);
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}
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set
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{
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playerEngine.SetLinearVelocity(Id, value);
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}
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's current angular velocity.
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/// </summary>
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/// <value>The angular velocity.</value>
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2020-05-12 00:30:16 +00:00
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public float3 AngularVelocity
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{
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get
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{
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return playerEngine.GetAngularVelocity(Id);
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}
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set
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{
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playerEngine.SetAngularVelocity(Id, value);
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}
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}
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's mass.
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/// </summary>
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/// <value>The mass.</value>
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2020-05-12 00:30:16 +00:00
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public float Mass
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{
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get
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{
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return 1f / playerEngine.GetMass(Id).InverseMass;
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}
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2020-05-12 21:08:30 +00:00
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// FIXME: Setting mass doesn't do anything
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/*set
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2020-05-12 00:30:16 +00:00
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{
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playerEngine.SetInverseMass(Id, 1f / value);
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2020-05-12 21:08:30 +00:00
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}*/
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2020-05-12 00:30:16 +00:00
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}
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private float _ping = -1f;
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// The player's latest network ping time.
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/// </summary>
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/// <value>The ping (s).</value>
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2020-05-12 00:30:16 +00:00
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public float Ping
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{
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get
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{
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float? temp = playerEngine.GetLastPingTime(Id, Type);
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if (temp.HasValue)
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{
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_ping = temp.Value;
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}
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return _ping;
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}
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}
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// object methods
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2020-05-12 21:08:30 +00:00
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/// <summary>
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/// Teleport the player to the specified coordinates.
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/// </summary>
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/// <param name="x">The x coordinate.</param>
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/// <param name="y">The y coordinate.</param>
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/// <param name="z">The z coordinate.</param>
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/// <param name="relative">If set to <c>true</c> teleport relative to the player's current position.</param>
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/// <param name="exitSeat">If set to <c>true</c> exit any seat the player is in.</param>
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2020-05-12 00:30:16 +00:00
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public void Teleport(float x, float y, float z, bool relative = true, bool exitSeat = true)
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{
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float3 location = new float3(x, y, z);
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if (relative)
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{
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location += playerEngine.GetLocation(Id);
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}
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playerEngine.SetLocation(Id, location, exitSeat: exitSeat);
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}
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// internal methods
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public static void Init()
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{
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Utility.GameEngineManager.AddGameEngine(playerEngine);
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}
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}
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}
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