Heal Decision / JobManager dadurch angepasst
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@@ -347,7 +347,7 @@ namespace ReallifeGamemode.Server.Commands
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}
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[Command("heal", "~m~Benutzung: ~s~/heal [Spieler] (Preis)")] //TODO Eventuell noch mit Geldbetrag wie bei SA:MP
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public void CmdFactionMedicHealive(Player player, string receiver, int price = 100)
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public void CmdFactionMedicHealive(Player player, string receiver, int price = 10)
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{
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Player target = PlayerService.GetPlayerByNameOrId(receiver);
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if (player.GetUser()?.FactionId != 2)
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@@ -391,28 +391,9 @@ namespace ReallifeGamemode.Server.Commands
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return;
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}
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using var dbContext = new DatabaseContext();
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User targetUser = target.GetUser(dbContext);
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if (targetUser.Handmoney >= price)
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{
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targetUser.Handmoney -= price;
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}
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else
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{
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int bankMoney = price - targetUser.Handmoney;
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targetUser.Handmoney = 0;
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targetUser.BankAccount.Balance -= bankMoney;
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}
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dbContext.Factions.Include(f => f.BankAccount).Where(f => f.Id == 2).First().BankAccount.Balance += price;
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dbContext.SaveChanges();
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target.Health = 100;
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target.SendNotification($"Du wurdest von ~g~{player.Name} ~s~ für ~g~{price.ToMoneyString()} geheilt.", false);
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player.SendNotification($"Du hast ~g~{target.Name} ~s~ für {price.ToMoneyString()} geheilt.", false);
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player.TriggerEvent("delHealTask");
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ChatService.SendMessage(target,"~g~" + player.GetUser().Name + " ~s~möchte dich für ~g~$" + price + " ~s~heilen. Drücke ~g~J~s~ zum Erlauben oder ~r~N ~s~zum Verbieten");
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target.SetData<bool>("healDecision", true);
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Medic.HealDecisions.Add(new Medic.HealDecision {dMedic = player, dTarget = target, dPrice = price});
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}
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#endregion Sanitäter Commands
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