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mirror of https://github.com/RaidMax/IW4M-Admin.git synced 2025-06-10 23:31:13 -05:00

add initial public zombie stats models, migrations, and events

This commit is contained in:
RaidMax
2023-05-01 22:33:47 -05:00
parent 7e80032af6
commit 24b6f6d73b
20 changed files with 2615 additions and 4 deletions

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using Data.Models.Client;
namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerConsumedPerkGameEvent : ClientGameEvent
{
public EFClient Consumer => Origin;
public string PerkName { get; init; }
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerDamageGameEvent : ClientDamageEvent
{
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerDownedGameEvent : ClientGameEvent
{
}

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using Data.Models.Client;
namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerGrabbedPowerupGameEvent : ClientGameEvent
{
public EFClient Grabber => Origin;
public string PowerupName { get; init; }
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerKilledGameEvent : PlayerDamageGameEvent
{
public PlayerKilledGameEvent()
{
RequiredEntity = EventRequiredEntity.Target;
}
}

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using Data.Models.Client;
namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerRevivedGameEvent : ClientGameEvent
{
public EFClient Reviver => Origin;
public EFClient Revived => Target;
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class PlayerRoundDataGameEvent : ClientGameEvent
{
public int TotalScore { get; init; }
public int CurrentScore { get; init; }
public bool IsGameOver { get; init; }
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class RoundCompleteGameEvent : GameEventV2
{
public int RoundNumber { get; init; }
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class ZombieDamageGameEvent : ClientDamageEvent
{
}

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namespace SharedLibraryCore.Events.Game.GameScript.Zombie;
public class ZombieKilledGameEvent : ZombieDamageGameEvent
{
public ZombieKilledGameEvent()
{
RequiredEntity = EventRequiredEntity.Origin;
}
}