Merging into feature/inventory-system
This commit is contained in:
@@ -15,7 +15,6 @@ var inventoryWeight;
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var items = [[]];
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var grid = [];
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grid[0] = [0.3375, 0.305]
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grid[1] = [0.4195, 0.305]
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grid[2] = [0.5015, 0.305]
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@@ -65,20 +64,6 @@ mp.events.add("showInventory", (invWeight, itemArr) => {
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mp.events.add("render", () => {
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if (show === true) {
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var pos = mp.gui.cursor.position;
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//DEBUG 2D-SCREEN-KOORDINATEN
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//mp.game.graphics.drawText("~r~X: " + pos[0] + " ~g~Y: " + pos[1] + "~s~ ---~b~" + parseFloat(pos[0] / screenX).toFixed(3) + " ~y~" + parseFloat(pos[1] / screenY).toFixed(3) + " " + mouseLDown, [pos[0] / screenX, (pos[1] / screenY) - 0.02], {
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// font: 0,
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// color: [255, 255, 255, 185],
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// scale: [0.3, 0.3],
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// outline: true,
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//});
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//mp.game.graphics.drawText("~r~drag: " + dragItem + "~s~... ~b~hover:" + hoverItem + "~y~....FREESLOT: " + isMouseOverFreeSlot(pos[0], pos[1]) + "..." + isItemOverSameItem(pos[0], pos[1]), [0.5, 0.02], {
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// font: 0,
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// color: [255, 255, 255, 185],
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// scale: [0.3, 0.3],
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// outline: true,
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//});
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mp.game.graphics.set2dLayer(1);
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//INVENTARHINTERGRUND
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@@ -339,10 +324,4 @@ mp.events.add('click', (x, y, upOrDown, leftOrRight, relativeX, relativeY, world
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}
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}
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}
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});
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//items[userItems.IndexOf(item)][0] = iItem.Name;
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//items[userItems.IndexOf(item)][1] = iItem.Description;
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//items[userItems.IndexOf(item)][2] = iItem.Gewicht.ToString();
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//items[userItems.IndexOf(item)][3] = item.Amount.ToString();
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//items[userItems.IndexOf(item)][4] = item.Slot.ToString();
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});
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@@ -49,14 +49,7 @@ mp.events.add("respawnDeathPlayer", () => {
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});
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mp.events.add("updateDutyMedics", (count) => {
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if (count === true)
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{
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dutyMedics++;
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}
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else
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{
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dutyMedics--;
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}
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dutyMedics = count;
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});
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@@ -68,7 +61,13 @@ mp.events.add("render", () => {
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var medicString;
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if (dutyMedics > 0) {
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medicString = "Derzeit sind ~g~" + dutyMedics + " Medics ~s~im Dienst ~c~und versuchen dich wiederzubeleben...";
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medicString = "Derzeit ";
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if (dutyMedics === 1) {
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medicString += "ist ~g~" + dutyMedics + " Medic";
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} else {
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medicString = "sind ~g~" + dutyMedics + " Medics";
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}
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medicString += " ~s~im Dienst ~c~und versuchen dich wiederzubeleben...";
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} else {
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medicString = "Derzeit sind ~r~keine Medics ~s~im Dienst.";
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}
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@@ -76,6 +75,7 @@ mp.events.add("render", () => {
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deathSeconds = respawnTime - Math.floor(currentDate.getTime() / 1000);
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var alpha = fade + Math.floor(currentDate.getTime() / 1000 - deathDate.getTime() / 1000);
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if (deathSeconds >= 0) {
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mp.game.graphics.set2dLayer(2);
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mp.game.graphics.drawSprite("Mptattoos", "clearout", 0.625, 0.52, 0.1, 0.1, 0, 255, 255, 255, 236);
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mp.game.graphics.drawText("Respawn in: ~y~" + deathSeconds, [0.5, 0.5],
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{
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@@ -91,6 +91,7 @@ mp.events.add("render", () => {
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scale: [0.4, 0.4],
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outline: true
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});
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mp.game.graphics.set2dLayer(1);
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mp.game.graphics.drawRect(0.5, 0.5, 1, 1, 0, 0, 0, alpha);
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} else {
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@@ -69,7 +69,7 @@ mp.events.add("toggleUi", (show) => {
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//}
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mp.events.add("updateMoney", (money) => {
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playerMoney = money;
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playerMoney = money.toLocaleString("de-DE", { minimumFractionDigits: 0 });
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});
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mp.events.add("render", () => {
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