Merge branch 'feature/doormanager' into develop
This commit is contained in:
5
Client/DoorManager/doormanager.js
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5
Client/DoorManager/doormanager.js
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@@ -0,0 +1,5 @@
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mp.events.add('changeDoorState', (doorHash, x, y, z, locked, p5, p6, p7) => {
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locked === 1 ? locked = true : locked = false;
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mp.game.object.doorControl(doorHash, x, y, z, locked, p5, p6, p7);
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});
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@@ -35,6 +35,11 @@ mp.keys.bind(0x49, false, function () {
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}
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});
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//L
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mp.keys.bind(0x4C, false, function () {
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mp.events.callRemote("ChangeDoorState");
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});
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//N
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mp.keys.bind(0x4E, false, function () {
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if (!chat) {
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@@ -11,19 +11,21 @@ let globalData = {
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require('./CharCreator/index.js');
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require('./Login/main.js');
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require('./FactionManagement/main.js');
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require('./Save/main.js');
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require('./DoorManager/doormanager.js');
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require('./Gui/deathscreen.js');
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require('./Gui/infobox.js');
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require('./Gui/nametags.js');
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require('./Gui/playerlist.js');
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require('./Login/main.js');
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require('./Player/keys.js');
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require('./FactionManagement/main.js');
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require('./Save/main.js');
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require('./Speedometer/index.js');
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require('./Tuning/main.js');
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require('./Speedometer/index.js');
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1
Main.cs
1
Main.cs
@@ -29,6 +29,7 @@ namespace reallife_gamemode
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NAPI.Server.SetAutoSpawnOnConnect(false);
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NAPI.Server.SetAutoRespawnAfterDeath(false);
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NAPI.Data.SetWorldData("playerCreatorDimension", 0);
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NAPI.Data.SetWorldData("policeDoors", false);
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TuningManager.AddTuningGarage(new Vector3(-341, -134, 38.5));
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@@ -59,6 +59,7 @@ namespace reallife_gamemode.Model
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//Saves
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public DbSet<Server.Saves.SavedBlip> Blips { get; set; }
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public DbSet<Server.Entities.Door> Doors { get; set; }
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public DbSet<Server.Entities.GotoPoint> GotoPoints { get; set; }
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public DbSet<Server.Saves.SavedMarker> Markers { get; set; }
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public DbSet<Server.Saves.SavedPed> Peds { get; set; }
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33
Server/Entities/Door.cs
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33
Server/Entities/Door.cs
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@@ -0,0 +1,33 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Numerics;
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using System.Text;
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/**
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* @overview Life of German Reallife - Entities Door (Door.cs)
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* @author VegaZ
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* @copyright (c) 2008 - 2018 Life of German
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*/
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namespace reallife_gamemode.Server.Entities
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{
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public class Door
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{
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[Key]
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public int Id { get; set; }
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public string Category { get; set; }
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public string Name { get; set; }
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public bool Locked { get; set; }
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public int Model { get; set; }
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public float X { get; set; }
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public float Y { get; set; }
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public float Z { get; set; }
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public float Radius { get; set; }
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[ForeignKey("FactionId")]
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public int? FactionId { get; set; }
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public Faction Faction { get; set; }
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}
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}
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52
Server/Managers/DoorManager.cs
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52
Server/Managers/DoorManager.cs
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@@ -0,0 +1,52 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using GTANetworkAPI;
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using reallife_gamemode.Model;
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using reallife_gamemode.Server.Entities;
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using reallife_gamemode.Server.Extensions;
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using reallife_gamemode.Server.Util;
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/**
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* @overview Life of German Reallife - Managers BankManager (BankManager.cs)
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* @author VegaZ
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* @copyright (c) 2008 - 2018 Life of German
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*/
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namespace reallife_gamemode.Server.Managers
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{
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public class DoorManager : Script
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{
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[RemoteEvent("ChangeDoorState")]
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public void ChangeDoorState(Client player)
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{
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List<Door> NearDoors = new List<Door>();
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var user = player.GetUser();
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using (var saveDoor = new DatabaseContext())
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{
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NearDoors = saveDoor.Doors.ToList().FindAll(d => new Vector3(d.X, d.Y, d.Z).DistanceTo(player.Position) <= d.Radius);
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foreach (Door d in NearDoors)
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{
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Door currentDoor = saveDoor.Doors.FirstOrDefault(c => c.Id == d.Id);
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if(!user.IsAdmin(AdminLevel.ADMIN) && (d.FactionId != user.FactionId || d.FactionId == null))
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{
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string lockState = "~r~Du hast kein Recht diese T\u00fcr " + (d.Locked == true ? "auf" : "ab") + "zuschlie\u00dfen!";
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player.SendNotification(lockState, false);
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continue;
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}
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currentDoor.Locked = !currentDoor.Locked;
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string notStr = d.Name + " " + (d.Locked == false ? "auf" : "ab") + "geschlossen";
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player.SendNotification(notStr, false);
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NAPI.Pools.GetAllPlayers().ForEach(p => p.TriggerEvent("changeDoorState", d.Model, d.X, d.Y, d.Z, (currentDoor.Locked ? 1 : 0), 0.0f, 0.0f, 0.0f));
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}
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saveDoor.SaveChanges();
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}
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}
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}
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}
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@@ -20,7 +20,6 @@ namespace reallife_gamemode.Server.Managers
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public static List<Vehicle> ShopVehicleList = new List<Vehicle>();
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public static List<Vehicle> UserVehicleList = new List<Vehicle>();
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[ServerEvent(Event.ResourceStart)]
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public void OnResourceStart()
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{
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