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Old 04-02-2012, 10:14 AM
_79_dev _79_dev is offline
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Join Date: Sep 2010
Location: Dublin
Posts: 242
Default

So if I remove
PHP Code:

#region Messages



    
private void sendChatMessage(string msgparams object[] args)
    {
        
GamePlay.gpLogServer(nullmsgargs);
    }


    private 
void sendChatMessage(Player playerstring msgparams object[] args)
    {
        if (
player != null)
            
GamePlay.gpLogServer(new Player[] { player }, msgargs);
    }


    private 
void sendChatMessage(int armystring msgparams object[] args)
    {
        List<
PlayerConsignees = new List<Player>();

        if (
GamePlay.gpPlayer() != null)
            
Consignees.Add(GamePlay.gpPlayer());
        if (
GamePlay.gpRemotePlayers() != null)
            
Consignees.AddRange(GamePlay.gpRemotePlayers());

        if (
army == -1)
            
GamePlay.gpLogServer(nullmsgargs);
        else if (
Consignees.Exists(item => item.Army() == army))
            
GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msgargs);
    }


    private 
void sendScreenMessage(string msgparams object[] args)
    {
        
GamePlay.gpHUDLogCenter(nullmsgargs);
    }


    private 
void sendScreenMessage(Player playerstring msgparams object[] args)
    {
        if (
player != null)
            
GamePlay.gpHUDLogCenter(new Player[] { player }, msgargs);
    }


    private 
void sendScreenMessage(int armystring msgparams object[] args)
    {
        List<
PlayerConsignees = new List<Player>();

        if (
GamePlay.gpPlayer() != null)
            
Consignees.Add(GamePlay.gpPlayer());
        if (
GamePlay.gpRemotePlayers() != null)
            
Consignees.AddRange(GamePlay.gpRemotePlayers());

        if (
army == -1)
            
GamePlay.gpHUDLogCenter(nullmsgargs);
        else if (
Consignees.Exists(item => item.Army() == army))
            
GamePlay.gpHUDLogCenter(Consignees.FindAll(item => item.Army() == army).ToArray(), msgargs);
    }

    
#endregion

    
Stopwatch MissionTimer = new Stopwatch();


    
internal InGameActors ActorList = new InGameActors();

    public 
override void OnBattleStarted()
    {
        
base.OnBattleStarted();

        
MissionNumberListener = -1;
        
        
//GamePlay.gpPostMissionLoad("missions/Tests/DestroyTestSub1.mis");

        
MissionTimer.Start();
    }


    public 
override void OnActorCreated(int missionNumberstring shortNameAiActor actor)
    {
        
base.OnActorCreated(missionNumbershortNameactor);

        
ActorList.Add(actormissionNumber);
    }


    public 
override void OnActorDestroyed(int missionNumberstring shortNameAiActor actor)
    {
        
base.OnActorDestroyed(missionNumbershortNameactor);

        
ActorList.Removeable(actor);


    }


    
TimeSpan DestroyAfter = new TimeSpan(010); // Destroyafter set to one minute


    
public override void OnTickGame()
    {
        
base.OnTickGame();

        if (
MissionTimer.Elapsed.TotalSeconds >= 10)
        {
            
sendChatMessage("MissionNr: {0}"GamePlay.gpNextMissionNumber());


            
//Point3d test = new Point3d(40128.09, 20605.83, 0);


            
foreach (AiActor ac in ActorList.GetActors())
                
sendChatMessage("Actor: {0}"ac.Name());


            
//InGameGroundActors.DestroyActors(AiGroundActorType.Tank, AiGroundActorType.AAGun);

            
ActorList.DestroyActors(-1);

            
//InGameGroundActors.DestroyActors(1, AiGroundActorType.Artillery);

            //InGameGroundActors.DestroyActors(GamePlay.gpPlayer().Place().Pos(), 300.0);

            //if (GamePlay.gpNextMissionNumber() - 1 >0)
            //    InGameGroundActors.DestroyActors(GamePlay.gpNextMissionNumber() - 1);

            //GamePlay.gpPostMissionLoad("missions/Training/DestroyTestSub1.mis");

            
sendChatMessage("-----------------");


            foreach (
AiActor ac in ActorList.GetActors())
                
sendChatMessage("Actor: {0}"ac.Name());

            
MissionTimer.Reset();
        }
    } 
everything seems to be ok
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