mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-10 06:34:16 +00:00
destroy player's vehicles when he disconnects
This commit is contained in:
parent
a6713c24da
commit
5fe0a8fe46
3 changed files with 25 additions and 7 deletions
|
@ -34,6 +34,15 @@ namespace SanAndreasUnity.Net
|
|||
Local = this;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// destroy player's vehicles
|
||||
if (NetStatus.IsServer)
|
||||
{
|
||||
this.DestroyPlayersVehicles();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public bool CanPlayerSpawnVehicle()
|
||||
{
|
||||
|
@ -116,14 +125,19 @@ namespace SanAndreasUnity.Net
|
|||
void CmdRequestToDestroyMyVehicles()
|
||||
{
|
||||
F.RunExceptionSafe( () => {
|
||||
m_myVehicles.RemoveDeadObjects();
|
||||
foreach (var v in m_myVehicles)
|
||||
{
|
||||
Destroy(v.gameObject);
|
||||
}
|
||||
this.DestroyPlayersVehicles();
|
||||
});
|
||||
}
|
||||
|
||||
void DestroyPlayersVehicles()
|
||||
{
|
||||
m_myVehicles.RemoveDeadObjects();
|
||||
foreach (var v in m_myVehicles)
|
||||
{
|
||||
Destroy(v.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void RequestTeleport(Vector3 pos, Quaternion rot)
|
||||
{
|
||||
this.CmdRequestTeleport(pos, rot);
|
||||
|
|
|
@ -8,6 +8,10 @@
|
|||
|
||||
- remove spamming logs:
|
||||
|
||||
- wheel sync list: flush it before adding to it
|
||||
|
||||
- when player disconnects, destroy his vehicles
|
||||
|
||||
- test situation when player connects, and there are peds sitting in vehicles
|
||||
|
||||
***
|
||||
|
|
|
@ -20,12 +20,12 @@
|
|||
|
||||
- Does 'O' button changes quality level ?
|
||||
|
||||
- Reduce physics time step to 30 - make it configurable in options
|
||||
|
||||
- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;
|
||||
|
||||
- Script execution order: HUD before pause menu and windows ; fps counter after all ;
|
||||
|
||||
- Add option to change fixed delta time ?
|
||||
|
||||
- Optimize Console.Update() - don't do trim excess for every log message
|
||||
|
||||
- don't fade high LOD meshes
|
||||
|
|
Loading…
Reference in a new issue