remove vehicle health sync

This commit is contained in:
hydrant
2019-06-24 22:20:02 +02:00
parent 431f4fc4da
commit 2121a11207

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@@ -72,8 +72,8 @@ namespace ReallifeGamemode.Server.Util
public bool Engine { get; set; } = false; public bool Engine { get; set; } = false;
//(Not synced) //(Not synced)
public float BodyHealth { get; set; } = 1000.0f; //public float BodyHealth { get; set; } = 1000.0f;
public float EngineHealth { get; set; } = 1000.0f; //public float EngineHealth { get; set; } = 1000.0f;
//Doors 0-7 (0 = closed, 1 = open, 2 = broken) (This uses enums so don't worry about it) //Doors 0-7 (0 = closed, 1 = open, 2 = broken) (This uses enums so don't worry about it)
public int[] Door { get; set; } = new int[8] { 0, 0, 0, 0, 0, 0, 0, 0 }; public int[] Door { get; set; } = new int[8] { 0, 0, 0, 0, 0, 0, 0, 0 };
@@ -397,21 +397,21 @@ namespace ReallifeGamemode.Server.Util
player.TriggerEvent("Vehicle_setLockStatus", data.Locked); player.TriggerEvent("Vehicle_setLockStatus", data.Locked);
} }
[ServerEvent(Event.VehicleDamage)] //[ServerEvent(Event.VehicleDamage)]
public void VehDamage(Vehicle veh, float bodyHealthLoss, float engineHealthLoss) //public void VehDamage(Vehicle veh, float bodyHealthLoss, float engineHealthLoss)
{ //{
VehicleSyncData data = GetVehicleSyncData(veh); // VehicleSyncData data = GetVehicleSyncData(veh);
if (data == default(VehicleSyncData)) // if (data == default(VehicleSyncData))
data = new VehicleSyncData(); // data = new VehicleSyncData();
data.BodyHealth -= bodyHealthLoss; // data.BodyHealth -= bodyHealthLoss;
data.EngineHealth -= engineHealthLoss; // data.EngineHealth -= engineHealthLoss;
UpdateVehicleSyncData(veh, data); // UpdateVehicleSyncData(veh, data);
if (NAPI.Vehicle.GetVehicleDriver(veh) != default(Client)) //Doesn't work? // if (NAPI.Vehicle.GetVehicleDriver(veh) != default(Client)) //Doesn't work?
NAPI.ClientEvent.TriggerClientEvent(NAPI.Vehicle.GetVehicleDriver(veh), "VehStream_PlayerExitVehicleAttempt", veh); // NAPI.ClientEvent.TriggerClientEvent(NAPI.Vehicle.GetVehicleDriver(veh), "VehStream_PlayerExitVehicleAttempt", veh);
} //}
[ServerEvent(Event.VehicleDoorBreak)] [ServerEvent(Event.VehicleDoorBreak)]
public void VehDoorBreak(Vehicle veh, int index) public void VehDoorBreak(Vehicle veh, int index)