Hi! how to add a condition if the player asleep?
Code:void OnEntityDeath(BaseEntity entity, HitInfo hitinfo) { if (entity is BasePlayer) { BasePlayer victim = (BasePlayer)entity; if(hitinfo.Initiator != null && (hitinfo.Initiator is BasePlayer)) { BasePlayer attacker = (BasePlayer)hitinfo.Initiator; PrintToChat( string.Format("{0} killed {1}",attacker.displayName,victim.displayName) ); } } }
Player killed Sleep player C#
Discussion in 'Rust Development' started by mira-krasavchik, Jun 3, 2015.
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BasePlayer.IsSleeping() should do the trick.
Code:void OnEntityDeath(BaseEntity entity, HitInfo hitinfo) { if (entity is BasePlayer) { BasePlayer victim = (BasePlayer)entity; if(hitinfo.Initiator != null && (hitinfo.Initiator is BasePlayer)) { BasePlayer attacker = (BasePlayer)hitinfo.Initiator; if(victim.IsSleeping()) PrintToChat( string.Format("{0} killed {1} while he was sleeping. How weak!",attacker.displayName, victim.displayName) ); else PrintToChat( string.Format("{0} killed {1}",attacker.displayName, victim.displayName) ); } } } -
Thanx! How else to add to the code range from which the conclusion was killed?
