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[EXILED::API] Adding SendFakeSceneLoading #45

Merged
merged 10 commits into from
Aug 20, 2024
47 changes: 47 additions & 0 deletions EXILED/Exiled.API/Enums/ScenesType.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,47 @@
// -----------------------------------------------------------------------
// <copyright file="ScenesType.cs" company="Exiled Team">
// Copyright (c) Exiled Team. All rights reserved.
// Licensed under the CC BY-SA 3.0 license.
// </copyright>
// -----------------------------------------------------------------------

namespace Exiled.API.Enums
{
/// <summary>
/// Unique identifier for the different types of Scenes the client and server can load.
/// </summary>
public enum ScenesType
{
/// <summary>
/// The facility itself.
/// </summary>
Facility,

/// <summary>
/// The current main menu.
/// ! Will cause crash when trying joining servers !
/// </summary>
NewMainMenu,

/// <summary>
/// The old main menu.
/// </summary>
MainMenuRemastered,

/// <summary>
/// The old server list.
/// </summary>
FastMenu,

/// <summary>
/// The loading Screen.
/// ! Will cause crash when trying joining servers !
/// </summary>
PreLoader,

/// <summary>
/// A black menu before loading the <see cref="NewMainMenu"/>.
/// </summary>
Loader,
}
}
20 changes: 20 additions & 0 deletions EXILED/Exiled.API/Features/Player.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3516,6 +3516,26 @@ public void SetCooldownItem(float time, ItemType itemType)
/// <param name="projectileType">The projectile that will create the effect.</param>
public void ExplodeEffect(ProjectileType projectileType) => Map.ExplodeEffect(Position, projectileType);

/// <summary>
/// Sends to the player a Fake Change Scene.
/// </summary>
/// <param name="newSceneName">The new Scene the client will load.</param>
public void SendFakeSceneLoading(string newSceneName)
{
SceneMessage message = new()
{
sceneName = newSceneName,
};

Connection.Send(message);
}

/// <summary>
/// Sends to the player a Fake Change Scene.
/// </summary>
/// <param name="newSceneName">The new Scene the client will load.</param>
public void SendFakeSceneLoading(ScenesType newSceneName) => SendFakeSceneLoading(newSceneName.ToString());

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/// <summary>
/// Converts the player in a human-readable format.
/// </summary>
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22 changes: 22 additions & 0 deletions EXILED/Exiled.API/Features/Server.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,8 @@ namespace Exiled.API.Features
using System.Collections.Generic;
using System.Reflection;

using Exiled.API.Enums;

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Not useless?


using GameCore;

using Interfaces;
Expand Down Expand Up @@ -267,6 +269,26 @@ public static bool ShutdownRedirect(ushort redirectPort)
/// <returns>Command response, if there is one; otherwise, <see langword="null"/>.</returns>
public static string ExecuteCommand(string command, CommandSender sender = null) => GameCore.Console.singleton.TypeCommand(command, sender);

/// <summary>
/// Emulation of the method SCP:SL uses to change scene.
/// </summary>
/// <param name="newSceneName">The new Scene the client will load.</param>
public static void ChangeSceneToAllClients(string newSceneName)
{
SceneMessage message = new()
{
sceneName = newSceneName,
};

NetworkServer.SendToAll(message);
}

/// <summary>
/// Emulation of the method SCP:SL uses to change scene.
/// </summary>
/// <param name="scene">The new Scene the client will load.</param>
public static void ChangeSceneToAllClients(ScenesType scene) => ChangeSceneToAllClients(scene.ToString());

/// <summary>
/// Safely gets an <see cref="object"/> from <see cref="SessionVariables"/>, then casts it to <typeparamref name="T"/>.
/// </summary>
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