Table of Contents

Class Round

Namespace
Exiled.API.Features
Assembly
Exiled.API.dll

A set of tools to handle the round more easily.

public static class Round
Inheritance
Round
Inherited Members

Properties

AliveSides

Gets a IEnumerable<T> indicating the sides that are currently alive.

public static IEnumerable<Side> AliveSides { get; }

Property Value

IEnumerable<Side>

ChangedIntoZombies

Gets or sets the number of players who have been turned into zombies.

public static int ChangedIntoZombies { get; set; }

Property Value

int

ElapsedTime

Gets the time elapsed from the start of the round.

public static TimeSpan ElapsedTime { get; }

Property Value

TimeSpan
See Also

EscapedDClasses

Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.ClassD.

public static int EscapedDClasses { get; set; }

Property Value

int

EscapedScientists

Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.Scientist.

public static int EscapedScientists { get; set; }

Property Value

int

ExtraTargetCount

Gets or sets a value indicating the amount of Extra Targets remaining.

public static int ExtraTargetCount { get; set; }

Property Value

int

IgnoredPlayers

Gets a list of players who will be ignored from determining round end.

public static HashSet<ReferenceHub> IgnoredPlayers { get; }

Property Value

HashSet<ReferenceHub>

InProgress

Gets a value indicating whether the round in progress.

public static bool InProgress { get; }

Property Value

bool

InitialLobbyWaitingTime

Gets get the initial lobby Waiting Time.

public static short InitialLobbyWaitingTime { get; }

Property Value

short

IsEnded

Gets a value indicating whether the round is ended.

public static bool IsEnded { get; }

Property Value

bool

IsLobby

Gets a value indicating whether the round is lobby.

public static bool IsLobby { get; }

Property Value

bool

IsLobbyLocked

Gets or sets a value indicating whether the lobby is locked.

public static bool IsLobbyLocked { get; set; }

Property Value

bool

IsLocked

Gets or sets a value indicating whether the round is locked.

public static bool IsLocked { get; set; }

Property Value

bool

IsStarted

Gets a value indicating whether the round is started.

public static bool IsStarted { get; }

Property Value

bool

Kills

Gets or sets the number of kills.

public static int Kills { get; set; }

Property Value

int

KillsByScp

Gets or sets the number of kills made by SCPs.

public static int KillsByScp { get; set; }

Property Value

int

LastClassList

Gets a value indicating the last ClassList.

public static RoundSummary.SumInfo_ClassList LastClassList { get; }

Property Value

RoundSummary.SumInfo_ClassList

Remarks

this value is only updated when Round is InProgress and not IsLocked.

LobbyWaitingTime

Gets or sets the timer for waiting players in lobby.

public static short LobbyWaitingTime { get; set; }

Property Value

short

NextRoundAction

Gets or sets the action to do at round end.

public static ServerStatic.NextRoundAction NextRoundAction { get; set; }

Property Value

ServerStatic.NextRoundAction

StartedTime

Gets the start time of the round.

public static DateTime StartedTime { get; }

Property Value

DateTime
See Also

SurvivingSCPs

Gets or sets the number of surviving SCPs.

public static int SurvivingSCPs { get; set; }

Property Value

int

UptimeRounds

Gets or sets the number of rounds since the server started.

public static int UptimeRounds { get; set; }

Property Value

int

Methods

EndRound(bool)

Forces the round to end, regardless of which factions are alive.

public static bool EndRound(bool forceEnd = false)

Parameters

forceEnd bool

Indicates whether it'll force the restart with no check if it's locked.

Returns

bool

A bool describing whether the round was successfully ended.

ResetCountDown()

Reset the CountDown from Config Value.

public static void ResetCountDown()

Restart(bool, bool, NextRoundAction)

Restarts the round with custom settings.

public static void Restart(bool fastRestart = true, bool overrideRestartAction = false, ServerStatic.NextRoundAction restartAction = NextRoundAction.DoNothing)

Parameters

fastRestart bool

Indicates whether it'll be a fast restart. If it's a fast restart, then players won't be reconnected from the server; otherwise, they will.

overrideRestartAction bool

Overrides a value of ServerStatic.NextRoundAction. Makes sense if someone used a command to set another action.

restartAction ServerStatic.NextRoundAction

The ServerStatic.NextRoundAction.

ServerStatic.NextRoundAction.DoNothing - does nothing, just restarts the round silently. ServerStatic.NextRoundAction.Restart - restarts the server, reconnects all players. ServerStatic.NextRoundAction.Shutdown - shutdowns the server, also disconnects all players.

RestartSilently()

Restarts the round silently.

public static void RestartSilently()

Start()

Start the round.

public static void Start()