Changed whole project structure (split client and server into separat projects)
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77
ReallifeGamemode.Server/Extensions/ClientExtension.cs
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77
ReallifeGamemode.Server/Extensions/ClientExtension.cs
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using GTANetworkAPI;
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using reallife_gamemode.Server.Entities;
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using reallife_gamemode.Server.Models;
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using System;
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using System.Linq;
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/**
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* @overview Life of German Reallife - Client Extension (ClientExtension.cs)
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* @author hydrant
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* @copyright (c) 2008 - 2018 Life of German
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*/
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namespace reallife_gamemode.Server.Extensions
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{
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public static class ClientExtension
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{
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/// <summary>
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/// Gibt das User-Objekt eines Client's zurück.
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/// Gibt nichts zurück, wenn der Client nicht eingeloggt ist
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/// </summary>
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/// <param name="client">Der Client, dessen User man bekommen möchte</param>
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/// <param name="context">Ein eventuell vorhandener Datenbank-Context, falls man Änderungen in der Datenbank vornehmen will</param>
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/// <returns></returns>
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public static User GetUser(this Client client, DatabaseContext context = null)
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{
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if (!client.IsLoggedIn()) return null;
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if(context == null)
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{
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using (context = new DatabaseContext())
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{
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return context.Users.FirstOrDefault(u => u.Name == client.Name);
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}
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}
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else
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{
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return context.Users.FirstOrDefault(u => u.Name == client.Name);
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}
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}
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public static Character GetCharacter(this User user, DatabaseContext context = null)
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{
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if (context == null)
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{
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using (context = new DatabaseContext())
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{
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return context.Characters.FirstOrDefault(u => u.UserId == user.Id);
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}
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}
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else
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{
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return context.Characters.FirstOrDefault(u => u.UserId == user.Id);
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}
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}
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/// <summary>
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/// Gibt zurück, ob ein Client eingeloggt ist
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/// </summary>
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/// <param name="player">Der Client, dessen Login-Status man bekommen möchte</param>
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/// <returns></returns>
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public static bool IsLoggedIn(this Client player)
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{
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return player.HasData("isLoggedIn") ? player.GetData("isLoggedIn") : false;
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}
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public static Vector3 GetPositionFromPlayer(Client player, float distance, int offset = 0)
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{
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var pos = player.Position;
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var a = player.Heading + offset;
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var rad = a * Math.PI / 180;
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var newpos = new Vector3(pos.X + (distance * Math.Sin(-rad)),
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pos.Y + (distance * Math.Cos(-rad)),
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pos.Z);
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return newpos;
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}
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}
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}
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