So if I remove
PHP Code:
#region Messages
private void sendChatMessage(string msg, params object[] args)
{
GamePlay.gpLogServer(null, msg, args);
}
private void sendChatMessage(Player player, string msg, params object[] args)
{
if (player != null)
GamePlay.gpLogServer(new Player[] { player }, msg, args);
}
private void sendChatMessage(int army, string msg, params object[] args)
{
List<Player> Consignees = new List<Player>();
if (GamePlay.gpPlayer() != null)
Consignees.Add(GamePlay.gpPlayer());
if (GamePlay.gpRemotePlayers() != null)
Consignees.AddRange(GamePlay.gpRemotePlayers());
if (army == -1)
GamePlay.gpLogServer(null, msg, args);
else if (Consignees.Exists(item => item.Army() == army))
GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
}
private void sendScreenMessage(string msg, params object[] args)
{
GamePlay.gpHUDLogCenter(null, msg, args);
}
private void sendScreenMessage(Player player, string msg, params object[] args)
{
if (player != null)
GamePlay.gpHUDLogCenter(new Player[] { player }, msg, args);
}
private void sendScreenMessage(int army, string msg, params object[] args)
{
List<Player> Consignees = new List<Player>();
if (GamePlay.gpPlayer() != null)
Consignees.Add(GamePlay.gpPlayer());
if (GamePlay.gpRemotePlayers() != null)
Consignees.AddRange(GamePlay.gpRemotePlayers());
if (army == -1)
GamePlay.gpHUDLogCenter(null, msg, args);
else if (Consignees.Exists(item => item.Army() == army))
GamePlay.gpHUDLogCenter(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
}
#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 missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
ActorList.Add(actor, missionNumber);
}
public override void OnActorDestroyed(int missionNumber, string shortName, AiActor actor)
{
base.OnActorDestroyed(missionNumber, shortName, actor);
ActorList.Removeable(actor);
}
TimeSpan DestroyAfter = new TimeSpan(0, 1, 0); // 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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