wanted abtauchen blinken
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@@ -27,12 +27,8 @@ namespace ReallifeGamemode.Server.Wanted
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}
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*/
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public static void ResetWantedTimeToElapse(Player client)
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public static void ResetWantedTimeToElapse(User user)
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{
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User user = client.GetUser();
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if (user.FactionId == 1 || user.FactionId == 3)
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return;
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waTimer[user.Id] = WantedEscapeTime;
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}
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@@ -45,7 +41,7 @@ namespace ReallifeGamemode.Server.Wanted
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if (user != null && user.Wanteds > 0)
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{
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if (!waTimer.ContainsKey(user.Id))
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ResetWantedTimeToElapse(player);
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ResetWantedTimeToElapse(user);
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bool isNearCop = false;
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foreach (var playerCop in NAPI.Pools.GetAllPlayers())
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@@ -70,7 +66,7 @@ namespace ReallifeGamemode.Server.Wanted
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if (waTimer[user.Id] <= 0)
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{
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ResetWantedTimeToElapse(player);
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ResetWantedTimeToElapse(user);
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player.SendChatMessage("~y~Du hast erfolgreich einen Wanted abgetaucht.");
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user.Wanteds -= 1;
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if (user.Wanteds == 0)
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@@ -82,7 +78,15 @@ namespace ReallifeGamemode.Server.Wanted
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waTimer[user.Id] = WantedEscapeTime;
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}
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else if (!isNearCop)
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{
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player.TriggerEvent("SERVER:SetWantedFlash", true);
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waTimer[user.Id] -= 2500;
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}
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else if (isNearCop)
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{
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player.TriggerEvent("SERVER:SetWantedFlash", false);
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ResetWantedTimeToElapse(user);
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}
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}
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}
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}
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