Change text and small bugfix Rubbellos
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@@ -24,8 +24,6 @@ namespace ReallifeGamemode.Server.Inventory.Items
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{
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{
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Player player = uItem.GetUser().Player;
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Player player = uItem.GetUser().Player;
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//Abfrage wenn item ID = rubellos dann random funktion einbauen mit möglichkeit gewinn zu erzielen
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if (uItem.ItemId != 200)
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if (uItem.ItemId != 200)
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{
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{
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return;
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return;
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@@ -36,18 +34,18 @@ namespace ReallifeGamemode.Server.Inventory.Items
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{
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{
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using (var dbContext = new DatabaseContext())
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using (var dbContext = new DatabaseContext())
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{
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{
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User payer = player.GetUser(dbContext);
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User winner = player.GetUser(dbContext);
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payer.Handmoney += 1000;
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winner.Handmoney += 1000;
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player.TriggerEvent("SERVER:SET_HANDMONEY", payer.Handmoney);
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player.TriggerEvent("SERVER:SET_HANDMONEY", winner.Handmoney);
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dbContext.SaveChanges();
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dbContext.SaveChanges();
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}
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}
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Services.ChatService.SendMessage(player, "Glückwunsch, du hast $1000 erzielt!");
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Services.ChatService.SendMessage(player, "Glückwunsch, du hast $1000 gewonnen!");
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}
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}
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else
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else
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{
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{
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Services.ChatService.SendMessage(player, "Leider kein Gewinn, viel Glück beim nächsten mal");
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Services.ChatService.SendMessage(player, "Leider kein Gewinn, viel Glück beim nächsten mal");
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}
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}
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player.SendNotification("Du hast ~g~" + " ~y~" + InventoryManager.GetItemById(uItem.ItemId).Name + " ~s~verwendet.", false);
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player.SendNotification("Du hast ~g~" + InventoryManager.GetItemById(uItem.ItemId).Name + " ~s~verwendet.", false);
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InventoryManager.RemoveUserItem(player.GetUser(), uItem, 1);
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InventoryManager.RemoveUserItem(player.GetUser(), uItem, 1);
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}
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}
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}
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}
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