using Lidgren.Network; namespace CoopServer { public class ServerScript { public virtual void Start() { Logging.Info("Gamemode loaded successfully!"); } public virtual void OnPlayerConnect(Entities.EntitiesPlayer client) { Logging.Info("New player [" + client.SocialClubName + " | " + client.Username + "] connected!"); } public virtual void OnPlayerDisconnect(Entities.EntitiesPlayer client, string reason) { Logging.Info(client.Username + " left the server, reason: " + reason); } protected static void SendChatMessageToAll(string message, string username = "Server") { ChatMessagePacket packet = new() { Username = username, Message = message }; Logging.Info(username + packet.Message); NetOutgoingMessage outgoingMessage = Server.MainNetServer.CreateMessage(); packet.PacketToNetOutGoingMessage(outgoingMessage); Server.MainNetServer.SendMessage(outgoingMessage, Server.MainNetServer.Connections, NetDeliveryMethod.ReliableOrdered, 0); } } }