GameEvent.functions[GameEvent.Dying] = function(self) local dyingStruct = table.unpack(self.data) local self = self.room local dyingPlayer = self:getPlayerById(dyingStruct.who) dyingPlayer.dying = true self:broadcastProperty(dyingPlayer, "dying") self:sendLog{ type = "#EnterDying", from = dyingPlayer.id, } self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct) if dyingPlayer.hp < 1 then self.logic:trigger(fk.Dying, dyingPlayer, dyingStruct) self.logic:trigger(fk.AskForPeaches, dyingPlayer, dyingStruct) self.logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct) end if not dyingPlayer.dead then dyingPlayer.dying = false self:broadcastProperty(dyingPlayer, "dying") end self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct) end GameEvent.functions[GameEvent.Death] = function(self) local deathStruct = table.unpack(self.data) local self = self.room local victim = self:getPlayerById(deathStruct.who) victim.dead = true table.removeOne(self.alive_players, victim) local logic = self.logic logic:trigger(fk.BeforeGameOverJudge, victim, deathStruct) local killer = deathStruct.damage and deathStruct.damage.from or nil if killer then self:sendLog{ type = "#KillPlayer", to = {killer.id}, from = victim.id, arg = victim.role, } else self:sendLog{ type = "#KillPlayerWithNoKiller", from = victim.id, arg = victim.role, } end self:sendLogEvent("Death", {to = victim.id}) self:broadcastProperty(victim, "role") self:broadcastProperty(victim, "dead") logic:trigger(fk.GameOverJudge, victim, deathStruct) logic:trigger(fk.Death, victim, deathStruct) logic:trigger(fk.BuryVictim, victim, deathStruct) end