diff --git a/ReallifeGamemode.Server/Inventory/Items/Notfallkit.cs b/ReallifeGamemode.Server/Inventory/Items/Notfallkit.cs index 4a5bfe40..896ee597 100644 --- a/ReallifeGamemode.Server/Inventory/Items/Notfallkit.cs +++ b/ReallifeGamemode.Server/Inventory/Items/Notfallkit.cs @@ -46,18 +46,16 @@ namespace ReallifeGamemode.Server.Inventory.Items return false; } - if((VehicleHash)veh.Model == WeaponDealManager.WEAPON_DEAL_GANG_VEHICLE_HASH || (VehicleHash)veh.Model == WeaponDealManager.WEAPON_DEAL_STAATSFRAK_VEHICLE_HASH) + if ((VehicleHash)veh.Model == WeaponDealManager.WEAPON_DEAL_GANG_VEHICLE_HASH || (VehicleHash)veh.Model == WeaponDealManager.WEAPON_DEAL_STAATSFRAK_VEHICLE_HASH) { player.SendNotification("Du kannst den Waffentransporter nicht reparieren!"); - return false; + return false; } using (var dbContext = new DatabaseContext()) { Vector3 position = veh.Position; - player.SendNotification("Du hast ~g~" + InventoryManager.GetItemById(uItem.ItemId).Name + " ~s~verwendet", false); - InventoryManager.RemoveUserItem(player.GetUser(), uItem, 1); - InventoryManager.RemoveUserItem(player.GetUser(), uItem, 1); + player.SendNotification("Du hast ~g~" + Name + " ~s~verwendet", false); ServerVehicle serverVehicle = veh.GetServerVehicle(dbContext); serverVehicle.Spawn(veh).Position = position; Vehicle newVeh = serverVehicle.Spawn(veh);