Added /reloaddoors Command
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@@ -2,4 +2,4 @@
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locked === 1 ? locked = true : locked = false;
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mp.game.object.doorControl(doorHash, x, y, z, locked, p5, p6, p7);
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});
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});
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@@ -2211,6 +2211,19 @@ namespace reallife_gamemode.Server.Commands
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}
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}
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[Command("reloaddoors", "~m~Benutzung: ~s~/reloaddoors")]
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public void CmdAdminReloaddoors(Client player)
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{
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if (!player.GetUser()?.IsAdmin(AdminLevel.HEADADMIN) ?? true)
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{
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ChatService.NotAuthorized(player);
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return;
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}
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DoorManager.ReloadDoors();
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player.SendChatMessage("~b~[ADMIN]~s~ Die Türen wurden erfolgreich neugeladen.");
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}
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#endregion
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#region ALevel1338
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@@ -32,6 +32,10 @@ namespace reallife_gamemode.Server.Managers
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public static void ReloadDoors()
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{
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foreach(var doorPair in _doorColShapes)
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{
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doorPair.Value.Entity<ColShape>().Delete();
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}
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_doorColShapes.Clear();
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LoadDoors();
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}
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@@ -70,7 +74,6 @@ namespace reallife_gamemode.Server.Managers
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if(_doorColShapes.ContainsValue(colShape.Handle))
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{
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int doorId = _doorColShapes.Where(d => d.Value.Value == colShape.Handle.Value).FirstOrDefault().Key;
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NAPI.Util.ConsoleOutput("entered door colshape id = " + doorId);
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using(var dbContext = new DatabaseContext())
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{
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