Save Livery for Faction Vehicles

This commit is contained in:
hydrant
2019-07-22 22:05:07 +02:00
parent 28025ebb60
commit 0a5dbb12d6
3 changed files with 11 additions and 8 deletions

View File

@@ -1702,7 +1702,7 @@ namespace ReallifeGamemode.Server.Commands
Vehicle vehicle = player.Vehicle; Vehicle vehicle = player.Vehicle;
int playerSeat = player.VehicleSeat; int playerSeat = player.VehicleSeat;
vehicle = SaveManager.SaveFactionVehicleData(vehicle, (VehicleHash)vehicle.Model, vehicle.Position, vehicle.Heading, vehicle.NumberPlate, vehicle = SaveManager.SaveFactionVehicleData(vehicle, (VehicleHash)vehicle.Model, vehicle.Position, vehicle.Heading, vehicle.NumberPlate,
vehicle.PrimaryColor, vehicle.SecondaryColor, vehicle.Locked, vehicle.EngineStatus, player.GetUser().FactionId.Value); vehicle.PrimaryColor, vehicle.SecondaryColor, vehicle.Locked, vehicle.EngineStatus, player.GetUser().FactionId.Value, vehicle.Livery);
player.SendNotification("Fraktionsfahrzeug ~g~" + vehicle.DisplayName + "~s~ gespeichert.", true); player.SendNotification("Fraktionsfahrzeug ~g~" + vehicle.DisplayName + "~s~ gespeichert.", true);
player.SetIntoVehicle(vehicle, playerSeat); player.SetIntoVehicle(vehicle, playerSeat);
} }
@@ -2615,7 +2615,7 @@ namespace ReallifeGamemode.Server.Commands
} }
[Command("setweaponrack", "~m~Benutzung: ~s~/setweaponrack [Fraktion ID] [Waffen Model] [SlotID (1-4)]")] [Command("setweaponrack", "~m~Benutzung: ~s~/setweaponrack [Fraktion ID] [Waffen Model] [SlotID (1-4)]")]
public void CmdAdminSetWeaponrack(Client player, int factionID,string weaponModel,int slotId) public void CmdAdminSetWeaponrack(Client player, int factionID, string weaponModel, int slotId)
{ {
if (!player.GetUser()?.IsAdmin(AdminLevel.HEADADMIN) ?? true) if (!player.GetUser()?.IsAdmin(AdminLevel.HEADADMIN) ?? true)
{ {

View File

@@ -26,6 +26,7 @@ namespace ReallifeGamemode.Server.Entities
public bool Active { get; set; } public bool Active { get; set; }
public float DistanceDriven { get; set; } public float DistanceDriven { get; set; }
public float TankAmount { get; set; } public float TankAmount { get; set; }
public int Livery { get; set; }
[NotMapped] [NotMapped]
public Vector3 Position => new Vector3(PositionX, PositionY, PositionZ); public Vector3 Position => new Vector3(PositionX, PositionY, PositionZ);
@@ -43,6 +44,7 @@ namespace ReallifeGamemode.Server.Entities
int c2 = this.SecondaryColor; int c2 = this.SecondaryColor;
string np = this.NumberPlate; string np = this.NumberPlate;
Vehicle veh = NAPI.Vehicle.CreateVehicle(Model, position, heading, c1, c2, "", 255, false, false); Vehicle veh = NAPI.Vehicle.CreateVehicle(Model, position, heading, c1, c2, "", 255, false, false);
veh.Livery = Livery;
VehicleStreaming.SetEngineState(veh, false); VehicleStreaming.SetEngineState(veh, false);
VehicleStreaming.SetLockStatus(veh, this.Locked); VehicleStreaming.SetLockStatus(veh, this.Locked);
VehicleManager.AddVehicle(this, veh); VehicleManager.AddVehicle(this, veh);

View File

@@ -105,7 +105,7 @@ namespace ReallifeGamemode.Server.Managers
} }
public static Vehicle SaveFactionVehicleData(Vehicle veh, VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading, public static Vehicle SaveFactionVehicleData(Vehicle veh, VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading,
string vehicleNumberPlate, int vehiclePrimaryColor, int vehicleSecondaryColor, bool vehicleLocked, bool vehicleEngine, int factionId) string vehicleNumberPlate, int vehiclePrimaryColor, int vehicleSecondaryColor, bool vehicleLocked, bool vehicleEngine, int factionId, int livery)
{ {
using (var saveData = new DatabaseContext()) using (var saveData = new DatabaseContext())
{ {
@@ -121,7 +121,8 @@ namespace ReallifeGamemode.Server.Managers
PrimaryColor = vehiclePrimaryColor, PrimaryColor = vehiclePrimaryColor,
SecondaryColor = vehicleSecondaryColor, SecondaryColor = vehicleSecondaryColor,
Locked = vehicleLocked, Locked = vehicleLocked,
Active = true Active = true,
Livery = livery
}; };
saveData.FactionVehicles.Add(dataSet); saveData.FactionVehicles.Add(dataSet);
saveData.SaveChanges(); saveData.SaveChanges();