Add DbContext, Models
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16
Server/Commands/Admin.cs
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16
Server/Commands/Admin.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using GTANetworkAPI;
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namespace reallife_gamemode.Server.Command
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{
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public class Admin : Script
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{
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[Command("o")]
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public void sendOChat(Client player, string message)
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{
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NAPI.Chat.SendChatMessageToAll("~r~" + player.Name + " sagt:~w~ " + message);
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}
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}
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}
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16
Server/Entities/Character.cs
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16
Server/Entities/Character.cs
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using System.Text;
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namespace reallife_gamemode.Server.Entities
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{
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public class Character
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{
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[Key]
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public int Id { get; set; }
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public int UserId { get; set; }
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public string Name { get; set; }
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public byte Gender { get; set; }
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}
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}
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26
Server/Entities/User.cs
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26
Server/Entities/User.cs
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Text;
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namespace reallife_gamemode.Server.Entities
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{
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public class User
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{
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[Key]
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[DatabaseGenerated(DatabaseGeneratedOption.Identity)]
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public int Id { get; set; }
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[StringLength(32)]
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public string Name { get; set; }
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[StringLength(32)]
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public string SocialClubName { get; set; }
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[StringLength(64)]
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public string Password { get; set; }
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public int LogUserId { get; set; }
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public DateTime RegistrationDate { get; set; }
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[EmailAddress]
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[StringLength(64)]
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public string Email { get; set; }
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}
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}
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20
Server/Events/Spawn.cs
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20
Server/Events/Spawn.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using GTANetworkAPI;
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using GTANetworkMethods;
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using reallife_gamemode.Model;
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namespace reallife_gamemode.Server.Event
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{
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public class Spawn : Script
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{
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[ServerEvent(GTANetworkAPI.Event.PlayerSpawn)]
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public void OnPlayerSpawn(Client player)
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{
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NAPI.Chat.SendChatMessageToPlayer(player, "~b~Du wurdest gespawnt.");
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}
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}
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}
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