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function HandleTPCommand(a_Split, a_Player)
if ((#a_Split == 2) or (#a_Split == 3)) then
-- Teleport to player specified in a_Split[2], tell them unless a_Split[3] equals "-h":
TeleportToPlayer(a_Player, a_Split[2], (a_Split[3] ~= "-h"));
return true;
elseif (#a_Split == 4) then
-- Teleport to XYZ coords specified in a_Split[2, 3, 4]:
SetBackCoordinates(a_Player);
a_Player:TeleportToCoords(a_Split[2], a_Split[3], a_Split[4]);
a_Player:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You teleported to [X:" .. a_Split[2] .. " Y:" .. a_Split[3] .. " Z:" .. a_Split[4] .. "]");
return true;
else
a_Player:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. "Usage: /tp [PlayerName] (-h) or /tp [X Y Z]" )
return true
end
end
function HandleTPACommand( Split, Player )
if Split[2] == nil then
Player:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. "Usage: /tpa [Player]" )
return true
end
local loopPlayer = function( OtherPlayer )
if OtherPlayer:GetName() == Split[2] then
OtherPlayer:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. Player:GetName() .. " send a teleport request" )
Player:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You send a teleport request to " .. OtherPlayer:GetName() )
Destination[OtherPlayer:GetName()] = Player:GetName()
end
end
local loopWorlds = function( World )
World:ForEachPlayer( loopPlayer )
end
cRoot:Get():ForEachWorld( loopWorlds )
return true
end
function HandleTPAcceptCommand( Split, Player )
if Destination[Player:GetName()] == nil then
Player:SendMessage(cChatColor.Rose .. "[INFO] " .. cChatColor.White .. "Nobody has send you a teleport request" )
return true
end
local loopPlayer = function( OtherPlayer )
if Destination[Player:GetName()] == OtherPlayer:GetName() then
if OtherPlayer:GetWorld():GetName() ~= Player:GetWorld():GetName() then
OtherPlayer:MoveToWorld( Player:GetWorld():GetName() )
end
OtherPlayer:TeleportToEntity( Player )
Player:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. OtherPlayer:GetName() .. " teleported to you" )
OtherPlayer:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You teleported to " .. Player:GetName() )
Destination[Player:GetName()] = nil
end
end
local loopWorlds = function( World )
World:ForEachPlayer( loopPlayer )
end
cRoot:Get():ForEachWorld( loopWorlds )
return true
end
-- Teleports a_SrcPlayer to a player named a_DstPlayerName; if a_TellDst is true, will send a notice to the destination player
function TeleportToPlayer(a_SrcPlayer, a_DstPlayerName, a_TellDst)
local teleport = function(OtherPlayer)
if (OtherPlayer == a_SrcPlayer) then
-- Asked to teleport to self?
a_SrcPlayer:SendMessage(cChatColor.Rose .. "[INFO] " .. cChatColor.White .. "Y' can't teleport to yerself!");
else
SetBackCoordinates(a_SrcPlayer);
a_SrcPlayer:TeleportToEntity(OtherPlayer);
a_SrcPlayer:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You teleported to " .. OtherPlayer:GetName() .. "!");
if (a_TellDst) then
OtherPlayer:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. Player:GetName().." teleported to you!");
end
end
end
local World = a_SrcPlayer:GetWorld();
if (not(World:DoWithPlayer(a_DstPlayerName, teleport))) then
a_SrcPlayer:SendMessage(cChatColor.Rose .. "[INFO] " .. cChatColor.White .. "Can't find player " .. a_DstPlayerName);
end
end
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