Added some
new methods in Fougerite and made some classes in Rust++ public so you can access some of the Rust++ APIs by the help of Server.GetRustPPAPI()
C#:
public void RemoveInstaKO(ulong userID)
{
InstaKOCommand command = (InstaKOCommand)ChatCommand.GetCommand("instako");
if (command.userIDs.Contains(userID))
{
command.userIDs.Remove(userID);
}
}
public void AddInstaKO(ulong userID)
{
InstaKOCommand command = (InstaKOCommand)ChatCommand.GetCommand("instako");
if (!command.userIDs.Contains(userID))
{
command.userIDs.Add(userID);
}
}
public bool HasInstaKO(ulong userID)
{
InstaKOCommand command = (InstaKOCommand)ChatCommand.GetCommand("instako");
return command.userIDs.Contains(userID);
}
public void RemoveGod(ulong userID)
{
GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god");
if (command.userIDs.Contains(userID))
{
command.userIDs.Remove(userID);
}
}
public void AddGod(ulong userID)
{
GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god");
if (!command.userIDs.Contains(userID))
{
command.userIDs.Add(userID);
}
}
public bool HasGod(ulong userID)
{
GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god");
return command.userIDs.Contains(userID);
}
public FriendsCommand GetFriendsCommand
{
get
{
return (FriendsCommand) ChatCommand.GetCommand("friends");
}
}
Those methods actually useful if you want to make sure that somebody doesn't have some admin stuffs enabled for an event as an example.
Chat Messages won't be split if you use colors in the messages, and It wouldn't reach 100 char length in the string without them. Basically those problems should be eliminated
Rust++ used these older send message methods which could have caused ulink null messages, and If they did, It should never cause any problems from now on.
Every Hook now has a try catch, so if Fougerite fails to call one, It will let you know about It.
Updated Rust++
Updated IronPythonModule