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* 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
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Apr 2, 2026
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| /// <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); | ||
| } |
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Need to look to merge that into master
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| public static bool IsOnCooldown => Controller.CooldownEndTime > NetworkTime.time; | ||
| public static bool IsOnCooldown => RemainingCooldown > 0; |
| armor.AmmoLimits = AmmoLimits; | ||
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| if (AmmoLimits.Count != 0) | ||
| if (CategoryLimits.Count != 0) |
* one shot * fix doc * d
…mRole (#775) * generic singleton instance pattern * Update CustomItem{T}.cs * new for someone
* Automatic id / throwing errors changed to log error * f * . * s * gf * eğH * added new özellik * update * update log * color on wrong order * wwait i will fix * finished * fix * pool clear * fAHH! * Fahh * better and more functionally * Return to pool doc * Cleanup & Breaking Changes for exiled 10 Fck this old useless things * Update Speaker.cs * Update Speaker.cs * Update Speaker.cs * little refactor * Performance improvement & fix Architectural problems in pooling * wth * . * fix return pool * . * d * removed Hard Coded values * Update Speaker.cs * fAHHHHH * fix * f * izabel * Release controller ID on pool return to prevent ID exhaustion * remove network chechks * for another pr * locals * fix: prevent controller ID conflicts by removing pooled speakers from AllInstances * s * base check for return pool * ffff * NOT MY CHANGES * Added Fade Volume Method, Time left property & setter for PlaybackProgress * fade in for play * TrackData & fade in for Play from pool * encoder clean for current time setter * Queue Track * added Static Events * Audio Time Events * fix Action errors break corrutine * Action id * more more C#18 YOLOOOOOOO * reorder * lazy instance for lists * shuffle * give credit to Fisher-Yates * i forgot to delete this * natural Fade * add linear fade option * Fix after fade volume stuck 0 * fixes * squash fix * fade corrutine fix maybe, im drowing help me is it OverApi idk? * Update Speaker.cs * Update Speaker.cs * simplify api & null safety & fix fade & add stop fade function * Remove Fade out because its doing api dirty and complicated * Clean Api & new Event * remove thing which im added * remeove old arg * doc * f * renameing * Standalone System * remove useles using which is i added * bool return * Add Filter * Open Modular Api + Url play + Player play * \ * add filter samples * nh * . * fix: 14.2.6 update (#781) * update * remove MarshmallowFF fix * Update doc 14.2.0.6 * fix footprint ctor for after player leaves tbh the error itself might come from whenever mirror decides to remove peers and stuff cuz async * I committed the commented out version when I was trying to recreate the bug 💔 * add docs + TryRaycastRoom fix --------- Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com> * Bump to v9.13.3 * t * directorys magic struct to struct * cache logic# * fix file name * pcm method * helper for url * refactor cache & add Playbacksettings class for too long param * It seems to get more complicated each time. * d * change ai filter to more optimized ai filter * simplfy playervoicesource * Update Speaker.cs * old way tasks maybe later * filter reset + change useless Concurrent * class to struct * fix slient crash probablty, memory leak, neww sources * add multiple key support for bypass free usage limit * renames * update,more task , more fix * i forgot this * i forgıt it * fixed index out of * task error protection & audio delaying 1 frame for nothing * private pool + get * delete summary * shit * you cant see me * Last touchs of mr selim * Change channel * new prop for asyncpcmsoruce * j --------- Co-authored-by: Yamato <66829532+louis1706@users.noreply.github.com> Co-authored-by: @Someone <45270312+Someone-193@users.noreply.github.com>
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