Conversation
* Fix EffectType * fix: ref fix build * Blinded -> Blurred replace all blinded by blurred * Docs docs blindness effect
* Return AhpStat.AhpProcess instance after adding AHp * return
* Speaker Toy Api * . * chore: trigger CI * added missing doc * Change default stream parameter to false in PlayWav * Improve XML documentation for Channel property Updated XML documentation for the Channel property to include a reference to Channels. * Update WavStreamSource.cs Update PreloadedPcmSource.cs Update Speaker.cs Create WavUtility.cs Update WavStreamSource.cs Update PreloadedPcmSource.cs Change default stream parameter to false in PlayWav Update PlayWav method to default stream to true Change TargetPlayers from List to HashSet * Update Speaker.cs * Update Speaker.cs * Update performance * Update Speaker.cs Update PreloadedPcmSource.cs Added another constructor for public usages Update PreloadedPcmSource.cs * Implemented audio seeking, event system, and precision timing - Introduced a full Event system to the Speaker class (Started, Finished, Stopped, Paused, Resumed). - Implemented `Seek()` functionality and added `CurrentTime` / `TotalDuration` properties. - Utilized `double` precision for all time related calculations to ensure accuracy. - Updated `WavStreamSource` and `PreloadedPcmSource` to support the new seeking logic. * Update Speaker.cs * Update WavUtility.cs * Update Speaker.cs * Update Speaker.cs * Update Speaker.cs * Update Speaker.cs * Added OnPlaybackLooped event * Update Speaker.cs Refactor: Optimize WavStreamSource with ArrayPool & dynamic buffering Feat: Add Pitch (it can be reversed if you wish) Update EXILED.props * Update to c# lang version 14 * Update Speaker.cs * Enum 4 byte to 1 byte * -Replaced 'File.ReadAllBytes' with 'ArrayPool<byte>.Shared' -Optimized WAV header skipping (string comparisons to direct uint32 hex checks) * Refactor * Initialize Channel property with ReliableOrdered2 * Refactor Speaker class properties * Update Speaker.cs * Update Speaker.cs * ağhhh * renamed method * Added Target Player Play Mode * . * added lasttrack * perf * Gc halleder onları * ö * added lasttrack to finishedTrack
* Adds a event that is called after player stops talking with 1576 * Simplify initialization of TransmissionEnded event. * should be no more warnings when build * Apply suggestions from code review Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com> * added the suggestions to make it more exiled like * Moved to Player Handler * Update Scp1576TransmissionEnded.cs Change comments * Add `StartUsing` method to force item usage * adds very professional comment * Adds stop using * Refactor `IsUsing` property to include setter and remove redundant usage methods --------- Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com> Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com>
* Adds a event that is called after player stops talking with 1576 * Simplify initialization of TransmissionEnded event. * should be no more warnings when build * Apply suggestions from code review Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com> * added the suggestions to make it more exiled like * Moved to Player Handler * Update Scp1576TransmissionEnded.cs Change comments * Expose Buttons property in Door class to access door button variants --------- Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com> Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com>
* Speaker Toy Api * . * chore: trigger CI * added missing doc * Change default stream parameter to false in PlayWav * Improve XML documentation for Channel property Updated XML documentation for the Channel property to include a reference to Channels. * Update WavStreamSource.cs Update PreloadedPcmSource.cs Update Speaker.cs Create WavUtility.cs Update WavStreamSource.cs Update PreloadedPcmSource.cs Change default stream parameter to false in PlayWav Update PlayWav method to default stream to true Change TargetPlayers from List to HashSet * Update Speaker.cs * Update Speaker.cs * Update performance * Update Speaker.cs Update PreloadedPcmSource.cs Added another constructor for public usages Update PreloadedPcmSource.cs * Implemented audio seeking, event system, and precision timing - Introduced a full Event system to the Speaker class (Started, Finished, Stopped, Paused, Resumed). - Implemented `Seek()` functionality and added `CurrentTime` / `TotalDuration` properties. - Utilized `double` precision for all time related calculations to ensure accuracy. - Updated `WavStreamSource` and `PreloadedPcmSource` to support the new seeking logic. * Update Speaker.cs * Update WavUtility.cs * Update Speaker.cs * Update Speaker.cs * Update Speaker.cs * Update Speaker.cs * Added OnPlaybackLooped event * Update Speaker.cs Refactor: Optimize WavStreamSource with ArrayPool & dynamic buffering Feat: Add Pitch (it can be reversed if you wish) Update EXILED.props * Update to c# lang version 14 * Update Speaker.cs * Enum 4 byte to 1 byte * -Replaced 'File.ReadAllBytes' with 'ArrayPool<byte>.Shared' -Optimized WAV header skipping (string comparisons to direct uint32 hex checks) * Refactor * Initialize Channel property with ReliableOrdered2 * Refactor Speaker class properties * Update Speaker.cs * Update Speaker.cs * ağhhh * renamed method * Added Target Player Play Mode * C# 14 BreakingChange for LeftPlayerEvent * i miss that part :3 * Oups * fix: EffectType.Blinded -> EffectType.Blindness * Apply suggestions from code review * Revert "Apply suggestions from code review" This reverts commit 449bc27. --------- Co-authored-by: MS-crew <100300664+MS-crew@users.noreply.github.com> Co-authored-by: Mustafa SAVAŞ <mustafavesavas1@gmail.com>
* fix * someonefix * set reset validaiton
fix AdminToy.Position & Rotation ignoring parenting
is it better ?
Replace new Locker instance creation with Get method
* f'x * Update DoorTypeExtensions.cs * ordering
…ooldown`` (#759) * feat(warhead): Add ``IsOnCooldown`` property (#757) * feat(warhead): Add WarheadStatus.OnCooldown * feat(warhead): Add ``RemainingCooldown`` property Change from ternary operators for readability Add case for ``WarheadStatus.OnCooldown`` * fix(warhead): Use ``Warhead.RemainingCooldown`` instead * feat(warhead): ``WarheadStatus`` as Flag As per @louis1706 recommendation * fix(warhead): Add the byte values cause my visual studio didn't saved * fix(warhead): change status setter to use flags * fix(warhead): add more logic to the nuke status setter * fix: Build Error --------- Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com>
## Description **Describe the changes** For Exiled 10 and stuff **What is the current behavior?** (You can also link to an open issue here) **What is the new behavior?** (if this is a feature change) **Does this PR introduce a breaking change?** (What changes might users need to make in their application due to this PR?) **Other information**: <br /> ## Types of changes <!--- What types of changes does your code introduce? Put an `x` in all the boxes that apply: --> - [ ] Bug fix (non-breaking change which fixes an issue) - [ ] New feature (non-breaking change which adds functionality) - [ ] Breaking change (fix or feature that would cause existing functionality to change) - [ ] Documentations <br /> ## Submission checklist <!--- Put an `x` in all the boxes that apply: --> - [ ] I have checked the project can be compiled - [ ] I have tested my changes and it worked as expected ### Patches (if there are any changes related to Harmony patches) - [ ] I have checked no IL patching errors in the console ### Other - [ ] Still requires more testing
feat: PrefabHelper HczOneSided / HczTwoSided / HczBreakableDoor
* Fix major memory leaks in Items and optimize custom item spawning * fix armors to * more * ,. * f'x f'x * ö * , * someonefix * fix someone * someonesafe * somefix * Update EXILED/Exiled.CustomItems/API/Features/CustomWeapon.cs Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com> * Update EXILED/Exiled.API/Features/Player.cs Yeah right Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com> * fix: naming broke because of Yamato Code Review --------- Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com>
…ving (#771) * fix & refactor * removed denied damage multiplayer prop * hj * cmmon get fixed git
chore(round): Change ``Round.IgnoredPlayers`` to use Player Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com>
* feat: `Player.LifeIdentifier` * this is required * comment * Apply suggestion from @louis1706 * Apply suggestion from @louis1706 * Apply suggestion from @louis1706
* fix: Nullable config * swap * fix: Skill issue * feat: Add Quaternion * remove LogInfo --------- Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com>
* fix: CustomGoggles * fix: retry for customGoggles This reverts commit 3c6dd7b. * fix: Finally fix and tested * remove useless code
* added trigger events of labapi loadout * fix: moved OnReceivedLoadout event from loop * fix: PlayerReceivingLoadoutEventArgs not having ev.Item/ev.Ammo working * Apply suggestion from @louis1706 * Update ChangingRoleEventArgs.cs --------- Co-authored-by: TiBarification <6222472+TiBarification@users.noreply.github.com> Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com> Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com>
* update * remove MarshmallowFF fix * Update doc 14.2.0.6 * RoundStartingEventArgs * doing stuff before sleep * the end (only required testing now) * Skill issue from Yamato * skill issue 2 * Last Index for CharacterClassManager.ForceRoundStart * remove: Debug tested * I wrongly undestand the TopPlayer . * . --------- Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com>
* fix: https://git.scpslgame.com/northwood-qa/scpsl-bug-reporting/-/issues/1560 * fix: SpawnProtect * Fix 1560 * update Using * fix: build error of using * fix: 2816 * Revert "fix: SpawnProtect" This reverts commit d938486. * removed fix by NW * fix: this wasn't fixed .
louis1706
commented
Apr 2, 2026
Comment on lines
+71
to
+78
| /// <summary> | ||
| /// Gets or sets the remaining cooldown before the nuke can be triggered again. | ||
| /// </summary> | ||
| public static double RemainingCooldown | ||
| { | ||
| get => Math.Max(0, Controller.NetworkCooldownEndTime - NetworkTime.time); | ||
| set => Controller.NetworkCooldownEndTime = NetworkTime.time + Math.Max(0, value); | ||
| } |
Author
There was a problem hiding this comment.
Need to look to merge that into master
Comment on lines
-135
to
+160
| public static bool IsOnCooldown => Controller.CooldownEndTime > NetworkTime.time; | ||
| public static bool IsOnCooldown => RemainingCooldown > 0; |
| armor.AmmoLimits = AmmoLimits; | ||
|
|
||
| if (AmmoLimits.Count != 0) | ||
| if (CategoryLimits.Count != 0) |
* one shot * fix doc * d
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
No description provided.