From 102a7de99787f0446894b933e04826b76e479329 Mon Sep 17 00:00:00 2001 From: VegaZ Date: Fri, 2 Nov 2018 23:07:40 +0100 Subject: [PATCH] Add Radius for Doors and Gates --- Server/Entities/Door.cs | 1 + Server/Managers/DoorManager.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Server/Entities/Door.cs b/Server/Entities/Door.cs index 30046952..87dd5a66 100644 --- a/Server/Entities/Door.cs +++ b/Server/Entities/Door.cs @@ -24,6 +24,7 @@ namespace reallife_gamemode.Server.Entities public float X { get; set; } public float Y { get; set; } public float Z { get; set; } + public float Radius { get; set; } [ForeignKey("FactionId")] public int? FactionId { get; set; } diff --git a/Server/Managers/DoorManager.cs b/Server/Managers/DoorManager.cs index bee1cac8..a4954731 100644 --- a/Server/Managers/DoorManager.cs +++ b/Server/Managers/DoorManager.cs @@ -25,7 +25,7 @@ namespace reallife_gamemode.Server.Managers using (var saveDoor = new DatabaseContext()) { - NearDoors = saveDoor.Doors.ToList().FindAll(d => new Vector3(d.X, d.Y, d.Z).DistanceTo(player.Position) <= 2); + NearDoors = saveDoor.Doors.ToList().FindAll(d => new Vector3(d.X, d.Y, d.Z).DistanceTo(player.Position) <= d.Radius); foreach (Door d in NearDoors) { Door currentDoor = saveDoor.Doors.FirstOrDefault(c => c.Id == d.Id);