Changed whole project structure (split client and server into separat projects)
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55
ReallifeGamemode.Server/Events/Disconnect.cs
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55
ReallifeGamemode.Server/Events/Disconnect.cs
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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.Server.Extensions;
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using reallife_gamemode.Server.Models;
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/**
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* @overview Life of German Reallife - Event Login (Login.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.Events
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{
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public class Disconnect : Script
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{
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[ServerEvent(Event.PlayerDisconnected)]
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public void OnPlayerDisconnected(Client player, DisconnectionType type, string reason)
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{
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if (!player.IsLoggedIn()) return;
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if (type == DisconnectionType.Left)
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{
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NAPI.Util.ConsoleOutput(player.Name + " left");
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}
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if (type == DisconnectionType.Kicked)
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{
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NAPI.Util.ConsoleOutput(player.Name + " kicked");
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}
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if (type == DisconnectionType.Timeout)
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{
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NAPI.Util.ConsoleOutput(player.Name + " Timeoutet");
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}
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using (var saveUser = new DatabaseContext())
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{
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var user = player.GetUser(saveUser);
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Vector3 pos = player.Position;
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if(!float.IsNaN(pos.X) && !float.IsNaN(pos.Y) && !float.IsNaN(pos.Z))
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{
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user.PositionX = pos.X;
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user.PositionY = pos.Y;
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user.PositionZ = pos.Z;
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saveUser.SaveChanges();
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}
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user.Dead = player.HasData("isDead") ? player.GetData("isDead") : false;
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}
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player.SetData("isLoggedIn", false);
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}
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}
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}
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