merge hotfix in develop

This commit is contained in:
hydrant
2021-05-17 01:28:34 +02:00
5 changed files with 46 additions and 24 deletions

View File

@@ -3384,7 +3384,7 @@ namespace ReallifeGamemode.Server.Commands
using (var dbContext = new DatabaseContext())
{
logger.LogInformation("Admin {0} added {2} dollars to the bank account of {1}", player.Name, target.Name, amount);
logger.LogInformation("Admin {0} added {1} dollars to the bank account of {2}", player.Name, amount, target.Name);
target.GetUser(dbContext).BankAccount.Balance += amount;
dbContext.SaveChanges();
}

View File

@@ -29,7 +29,7 @@ namespace ReallifeGamemode.Server.Finance
{
int bankAccount = client.GetUser().BankAccount.Balance;
float financialHelp = -(float)Math.Pow(1.0001, -(bankAccount + client.GetUser().Handmoney)) * -1000;
float financialInterest = 1 - (float)Math.Pow(1.00006, -wage) * 1;
float financialInterest = 1 - (float)Math.Pow(1.000041, -wage) * 1;
if (financialInterest >= 0.7)
financialInterest = 0.7f;

View File

@@ -24,8 +24,8 @@ namespace ReallifeGamemode.Server.Job
public const string INTERMEDIATE = "Fortgeschrittener";
public const string PROFESSIONAL = "Profi";
public const int WAGE_BEGINNER = 350;
public const int WAGE_INTERMEDIATE = 950;
public const int WAGE_BEGINNER = 600;
public const int WAGE_INTERMEDIATE = 1300;
public const uint VEHICLE_BEGINNER = (uint)VehicleHash.Cuban800;
public const uint VEHICLE_INTERMEDIATE = (uint)VehicleHash.Velum2;

View File

@@ -20,9 +20,15 @@ namespace ReallifeGamemode.Server.WeaponDeal
public static readonly VehicleHash WEAPON_DEAL_GANG_VEHICLE_HASH = VehicleHash.Gburrito2;
public static readonly VehicleHash WEAPON_DEAL_STAATSFRAK_VEHICLE_HASH = VehicleHash.Policet;
private const int WEAPON_AMOUNT_GANG = 2;
private const int WEAPON_AMOUNT_COP = 4;
private const int WEAPON_AMOUNT_COP_STUNGUN = 4;
private const int WEAPON_AMOUNT_GANG = 1;
private const int WEAPON_AMOUNT_GANG_PISTOL50 = 3;
private const int WEAPON_AMOUNT_GANG_ARMOR = 2;
private const int WEAPON_AMOUNT_COP = 3;
private const int WEAPON_AMOUNT_COP_ARMOR = 4;
private const int WEAPON_AMOUNT_COP_PISTOLS = 5;
private const int WEAPON_AMOUNT_COP_SNIPER = 1;
public static bool checkWeaponDbyVehicle(Vehicle vehicle)
{
if ((vehicle.HasData("WeaponDealLoad") && vehicle.GetData<bool>("WeaponDealLoad") == true) ||
@@ -129,11 +135,27 @@ namespace ReallifeGamemode.Server.WeaponDeal
InventoryManager.RemoveAllItemsfromVehicleInventory(fVeh);
Faction fac = context.Factions.Where(f => f.Id == user.FactionId).FirstOrDefault();
fac.WeaponDealTime = (fac.Id == 1 | fac.Id == 3) ? 180 : 60;
if (WEAPON_DEAL_STAATSFRAK_IDS.Contains(fac.Id))
{
fac.WeaponDealTime = 180;
}
else
{
fac.WeaponDealTime = 60;
}
context.SaveChanges();
}
}
/*
public static void WeaponDealTimer()
{
System.Timers.Timer timer = new System.Timers.Timer(60000);
timer.Start();
timer.Elapsed += Timer_Elapsed;
}
*/
public static void Timer_Elapsed()
{
using (var context = new DatabaseContext())
@@ -191,11 +213,11 @@ namespace ReallifeGamemode.Server.WeaponDeal
if (owners.Any(o => WEAPON_DEAL_GANG_IDS.Contains(o))) // Gang WT
{
VehicleItem item = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //pistol50
VehicleItem item = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG_PISTOL50 * oMembers }; //pistol50
InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
VehicleItem item3 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //PumpShotgun
InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
VehicleItem item2 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //Schutzweste
VehicleItem item2 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG_ARMOR * oMembers }; //Schutzweste
InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
VehicleItem item4 = new VehicleItem() { ItemId = 7, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //CompactRifle
InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount);
@@ -204,34 +226,34 @@ namespace ReallifeGamemode.Server.WeaponDeal
}
else if (owners.Contains(1)) // LSPD
{
VehicleItem item = new VehicleItem() { ItemId = 1, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //pistol
VehicleItem item = new VehicleItem() { ItemId = 1, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_PISTOLS * oMembers }; //pistol
InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
VehicleItem item2 = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Pistol50
VehicleItem item2 = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_PISTOLS * oMembers }; //Pistol50
InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
VehicleItem item3 = new VehicleItem() { ItemId = 5, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //SMG
InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
VehicleItem item4 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //PumpShotgun
InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount);
VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Schutzweste
VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_ARMOR * oMembers }; //Schutzweste
InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount);
VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_STUNGUN * oMembers }; //Stungun
VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Stungun
InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount);
VehicleItem item7 = new VehicleItem() { ItemId = 14, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_STUNGUN * oMembers }; // AssaultSmg
VehicleItem item7 = new VehicleItem() { ItemId = 14, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; // AssaultSmg
InventoryManager.AddItemToVehicleInventory(fVeh, item7.ItemId, item7.Amount);
}
else if (owners.Contains(3)) // FIB
{
VehicleItem item = new VehicleItem() { ItemId = 3, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //pistol_mk2
VehicleItem item = new VehicleItem() { ItemId = 3, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_PISTOLS * oMembers }; //pistol_mk2
InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
VehicleItem item2 = new VehicleItem() { ItemId = 4, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Combatpistol
VehicleItem item2 = new VehicleItem() { ItemId = 4, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_PISTOLS * oMembers }; //Combatpistol
InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
VehicleItem item3 = new VehicleItem() { ItemId = 6, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Carbinrifle
InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
VehicleItem item4 = new VehicleItem() { ItemId = 8, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Sniperrifle
VehicleItem item4 = new VehicleItem() { ItemId = 8, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_SNIPER * oMembers }; //Sniperrifle
InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount);
VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Schutzweste
VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_ARMOR * oMembers }; //Schutzweste
InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount);
VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP_STUNGUN * oMembers }; //Stungun
VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //Stungun
InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount);
VehicleItem item7 = new VehicleItem() { ItemId = 12, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //CombatPDW
InventoryManager.AddItemToVehicleInventory(fVeh, item7.ItemId, item7.Amount);