Fix Medic v3
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@@ -19,7 +19,7 @@ export default function deathScreen() {
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var deathDate: Date;
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var taskTimeout = false;
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const maxDeathTime = 30;
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const medicJobTime = maxDeathTime * 2;
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const medicJobTime = maxDeathTime * -1;
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mp.game.gameplay.setFadeOutAfterDeath(false);
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@@ -111,11 +111,11 @@ export default function deathScreen() {
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mp.game.graphics.drawRect(0.5, 0.5, 1, 1, 0, 0, 0, alpha);
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} else {
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mp.events.call("respawnDeathPlayer");
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mp.events.call("respawnDeathPlayer");
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}
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} else {
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if (deathSeconds > medicJobTime && taskTimeout == false) {
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mp.events.callRemote("medicTaskTimeout");
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if (deathSeconds < medicJobTime && taskTimeout == false) {
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mp.events.callRemote("medicTaskTimeout");
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}
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}
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});
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@@ -97,20 +97,20 @@ namespace ReallifeGamemode.Server.Factions.Medic
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{
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case 0:
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ReviveTasks[index].MedicName = victimName;
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ReviveTasks[index].MedicName = player.Name;
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ChatService.BroadcastFaction("~y~[MEDIC] ~w~" + player.Name + " hat den Reviveauftrag von " + victimName + " angenommen.", new List<int>() { 2 });
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target.SendNotification("~w~Sanitäter~g~ " + player.Name + "~w~ eilt zur Rettung.");
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break;
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case 1:
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HealTasks[index].MedicName = victimName;
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HealTasks[index].MedicName = player.Name;
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ChatService.BroadcastFaction("~y~[MEDIC] ~w~" + player.Name + " hat den Healauftrag von " + victimName + " angenommen.", new List<int>() { 2 });
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target.SendNotification("~w~Sanitäter~g~ " + player.Name + "~w~ hat deinen Auftrag angenommen.");
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break;
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case 2:
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FireTasks[index].MedicName = victimName;
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FireTasks[index].MedicName = player.Name;
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break;
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}
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}
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