5 partial class RespawnManager
7 private DateTime lastShuttleLeavingWarningTime;
29 DeathPrompt.Create(delay);
33 partial
void UpdateTransportingProjSpecific(
float deltaTime)
39 if ((
ReturnTime - DateTime.Now).TotalSeconds < 20.0f &&
40 (DateTime.Now - lastShuttleLeavingWarningTime).TotalSeconds > 30.0f)
42 lastShuttleLeavingWarningTime = DateTime.Now;
43 GameMain.Client.AddChatMessage(
"ServerMessage.ShuttleLeaving",
ChatMessageType.Server);
49 bool respawnPromptPending =
false;
53 case State.Transporting:
58 ReturnTime = DateTime.Now +
new TimeSpan(0, 0, 0, 0, milliseconds: (
int)(transportTimeLeft * 1000.0f));
62 CoroutineManager.StopCoroutines(
"forcepos");
72 RespawnTime = DateTime.Now +
new TimeSpan(0, 0, 0, 0, milliseconds: (
int)(newRespawnTime * 1000.0f));
80 if (respawnPromptPending)
83 DeathPrompt.Create(delay: 1.0f);
void ClientEventRead(IReadMessage msg, float sendingTime)
static void ShowDeathPromptIfNeeded(float delay=1.0f)
DateTime RespawnTime
When will the shuttle be dispatched with respawned characters
bool RespawnCountdownStarted
bool ReturnCountdownStarted
DateTime ReturnTime
When will the sub start heading back out of the level
static bool? UseDeathPrompt
int ReadRangedInteger(int min, int max)