Fix missing database migration
This commit is contained in:
71
ReallifeGamemode.Client/Player/criminalrelease.ts
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71
ReallifeGamemode.Client/Player/criminalrelease.ts
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@@ -0,0 +1,71 @@
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import * as NativeUI from 'NativeUI';
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const Menu = NativeUI.Menu;
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const UIMenuItem = NativeUI.UIMenuItem;
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const UIMenuListItem = NativeUI.UIMenuListItem;
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const UIMenuCheckboxItem = NativeUI.UIMenuCheckboxItem;
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const BadgeStyle = NativeUI.BadgeStyle;
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const Point = NativeUI.Point;
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const ItemsCollection = NativeUI.ItemsCollection;
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const Color = NativeUI.Color;
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let screenRes = mp.game.graphics.getScreenResolution(0, 0);
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let saveItem = new UIMenuItem("Entlassen", "Setze den Gefangenen auf freiem Fuß");
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saveItem.BackColor = new Color(13, 71, 161);
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saveItem.HighlightedBackColor = new Color(25, 118, 210);
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let cancelItem = new UIMenuItem("Abbrechen", "");
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cancelItem.BackColor = new Color(213, 0, 0);
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cancelItem.HighlightedBackColor = new Color(229, 57, 53);
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export default function jailList(globalData: GlobalData) {
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var jailMenu: NativeUI.Menu;
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var prisoners;
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var prisoner = "";
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//Weapon Menu
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mp.events.add('showJailMenu', (prisonersArr) => {
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if (!globalData.InMenu) {
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globalData.InMenu = true;
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prisoners = prisonersArr;
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jailMenu = new Menu("Gefängnis PC", "", new Point(50, 50), null, null);
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jailMenu.AddItem(new UIMenuListItem("Gefangener", "", new ItemsCollection(prisoners)));
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jailMenu.AddItem(saveItem);
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jailMenu.AddItem(cancelItem);
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jailMenu.Visible = true;
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jailMenu.ListChange.on((item, index) => {
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switch (item.Text) {
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case "Gefangener":
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prisoner = String(item.SelectedItem.DisplayText);
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break;
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}
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});
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jailMenu.ItemSelect.on((item) => {
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if (item.Text === "Entlassen") {
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mp.events.callRemote("setPrisonerFree", prisoner);
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jailMenu.Close();
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globalData.InMenu = false;
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} else if (item.Text === "Abbrechen") {
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jailMenu.Close();
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globalData.InMenu = false;
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}
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});
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jailMenu.MenuClose.on(() => {
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globalData.InMenu = false;
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});
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}
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});
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}
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111
ReallifeGamemode.Client/Player/weaponlist.ts
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111
ReallifeGamemode.Client/Player/weaponlist.ts
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@@ -0,0 +1,111 @@
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import * as NativeUI from 'NativeUI';
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const Menu = NativeUI.Menu;
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const UIMenuItem = NativeUI.UIMenuItem;
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const UIMenuListItem = NativeUI.UIMenuListItem;
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const UIMenuCheckboxItem = NativeUI.UIMenuCheckboxItem;
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const BadgeStyle = NativeUI.BadgeStyle;
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const Point = NativeUI.Point;
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const ItemsCollection = NativeUI.ItemsCollection;
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const Color = NativeUI.Color;
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let screenRes = mp.game.graphics.getScreenResolution(0, 0);
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let saveItem = new UIMenuItem("Waffen Nehmen", "");
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saveItem.BackColor = new Color(13, 71, 161);
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saveItem.HighlightedBackColor = new Color(25, 118, 210);
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let cancelItem = new UIMenuItem("Abbrechen", "");
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cancelItem.BackColor = new Color(213, 0, 0);
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cancelItem.HighlightedBackColor = new Color(229, 57, 53);
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export default function weaponList(globalData: GlobalData) {
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var weaponMenu: NativeUI.Menu;
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var primaries;
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var secondaries;
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var melees;
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var specialsWep;
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var primary = "";
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var secondary = "";
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var melee = "";
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var specialWep = "";
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//Weapon Menu
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mp.events.add('showWeaponMenu', (primariesArr, secondariesArr, meleesArr, specialsArr) => {
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if (!globalData.InMenu) {
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globalData.InMenu = true;
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primaries = primariesArr;
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secondaries = secondariesArr;
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melees = meleesArr;
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specialsWep = specialsArr;
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weaponMenu = new Menu("Waffenschrank", "Stelle deine Waffen Ausrüstung zusammen", new Point(50, 50), null, null);
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weaponMenu.AddItem(new UIMenuListItem("Primäre", "", new ItemsCollection(primaries)));
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weaponMenu.AddItem(new UIMenuListItem("Sekundäre", "", new ItemsCollection(secondaries)));
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weaponMenu.AddItem(new UIMenuListItem("Nahkampf", "", new ItemsCollection(melees)));
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weaponMenu.AddItem(new UIMenuListItem("Spezial", "", new ItemsCollection(specialsWep)));
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weaponMenu.AddItem(saveItem);
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weaponMenu.AddItem(cancelItem);
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weaponMenu.Visible = true;
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weaponMenu.ListChange.on((item, index) => {
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switch (item.Text) {
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case "Primäre":
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if (item.SelectedItem.DisplayText === "Keine") {
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primary = "";
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} else {
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primary = String(item.SelectedItem.DisplayText);
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mp.events.callRemote("updateWeaponSelection", primary, 1);
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}
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break;
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case "Sekundäre":
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if (item.SelectedItem.DisplayText === "Keine") {
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secondary = "";
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} else {
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secondary = String(item.SelectedItem.DisplayText);
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mp.events.callRemote("updateWeaponSelection", secondary, 2);
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}
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break;
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case "Nahkampf":
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if (item.SelectedItem.DisplayText === "Keine") {
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melee = "";
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} else {
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melee = String(item.SelectedItem.DisplayText);
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mp.events.callRemote("updateWeaponSelection", melee, 3);
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}
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break;
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case "Spezial":
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if (item.SelectedItem.DisplayText === "Keine") {
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specialWep = "";
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} else {
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specialWep = String(item.SelectedItem.DisplayText);
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mp.events.callRemote("updateWeaponSelection", specialWep, 4);
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}
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break;
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}
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});
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weaponMenu.ItemSelect.on((item) => {
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if (item.Text === "Waffen Nehmen") {
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mp.events.callRemote("saveWeaponSelection", primary, secondary, melee, specialWep);
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weaponMenu.Close();
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globalData.InMenu = false;
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} else if (item.Text === "Abbrechen") {
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weaponMenu.Close();
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globalData.InMenu = false;
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}
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});
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weaponMenu.MenuClose.on(() => {
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globalData.InMenu = false;
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});
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}
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});
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}
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@@ -106,6 +106,12 @@ Login(globalData);
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import dutyCloth from './Player/dutycloth';
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dutyCloth(globalData);
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import weaponList from './Player/weaponlist';
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weaponList(globalData);
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import jailList from './Player/criminalrelease';
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jailList(globalData);
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import keys from './Player/keys';
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keys(globalData);
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@@ -140,4 +146,4 @@ import smoothThrottle from './vehiclesync/smoothtrottle';
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smoothThrottle();
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import vehicleIndicators from './vehiclesync/vehicleindicators';
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vehicleIndicators();
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vehicleIndicators();
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@@ -13,7 +13,7 @@
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},
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"include": [
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"**/*",
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"node_modules/NativeUI/index.ts"
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"node_modules/NativeUI/index.ts", "../ReallifeGamemode.Server/Entities/FactionWeapon.cs"
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],
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"files": [
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"node_modules/NativeUI/index.ts"
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