Initial commit for player keys

This commit is contained in:
VegaZ
2018-09-29 00:07:36 +02:00
parent 5ea4612873
commit 9f33cfbd89
7 changed files with 91 additions and 10 deletions

37
Client/Player/keys.js Normal file
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@@ -0,0 +1,37 @@
/**
* @overview Life of German Reallife - Player Keys keys.js
* @author VegaZ
* @copyright (c) 2008 - 2018 Life of German
*/
//https://docs.microsoft.com/de-de/windows/desktop/inputdev/virtual-key-codes
var chat = false;
//ENTER
mp.keys.bind(0x0D, false, function () {
if (chat === true) {
chat = false;
}
});
//N
mp.keys.bind(0x4E, false, function () {
if (!chat) {
mp.events.callRemote("keyPress:N");
}
});
//T
mp.keys.bind(0x54, false, function () {
if (chat === false) {
chat = true;
}
});
//X
mp.keys.bind(0x58, false, function () {
if (!chat) {
mp.events.callRemote("keyPress:X");
}
});

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@@ -6,6 +6,7 @@
require('./Gui/infobox.js'); require('./Gui/infobox.js');
require('./Login/main.js'); require('./Login/main.js');
require('./Player/keys.js');
require('./Save/main.js'); require('./Save/main.js');
require('./FactionManagement/main.js'); require('./FactionManagement/main.js');

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@@ -665,7 +665,7 @@ namespace reallife_gamemode.Server.Commands
{ {
Vehicle vehicle = player.Vehicle; Vehicle vehicle = player.Vehicle;
SaveData.SaveVehicleData((VehicleHash)vehicle.Model, vehicle.Position, vehicle.Heading, vehicle.NumberPlate, SaveData.SaveVehicleData((VehicleHash)vehicle.Model, vehicle.Position, vehicle.Heading, vehicle.NumberPlate,
Convert.ToByte(vehicle.PrimaryColor), Convert.ToByte(vehicle.SecondaryColor), vehicle.Locked, vehicle.EngineStatus, Convert.ToByte(vehicle.Dimension)); Convert.ToByte(vehicle.PrimaryColor), Convert.ToByte(vehicle.SecondaryColor), vehicle.Locked, Convert.ToByte(vehicle.Dimension));
} }
else player.SendChatMessage("~m~Du sitzt in keinem Fahrzeug!"); else player.SendChatMessage("~m~Du sitzt in keinem Fahrzeug!");
break; break;

47
Server/Events/Key.cs Normal file
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@@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using System.Text;
using GTANetworkAPI;
/**
* @overview Life of German Reallife - Event Key (Key.cs)
* @author VegaZ
* @copyright (c) 2008 - 2018 Life of German
*/
namespace reallife_gamemode.Server.Events
{
public class Key : Script
{
[RemoteEvent("keyPress:N")]
public void KeyPressN(Client player)
{
if (NAPI.Player.IsPlayerInAnyVehicle(player))
{
bool engineStatus = NAPI.Vehicle.GetVehicleEngineStatus(player.Vehicle);
if (engineStatus == false)
{
player.Vehicle.EngineStatus = true;
}
else
{
player.Vehicle.EngineStatus = false;
}
}
}
[RemoteEvent("keyPress:X")]
public void KeyPressX(Client player)
{
if (NAPI.Player.IsPlayerInAnyVehicle(player))
{
if (player.Seatbelt == false)
{
player.Seatbelt = true;
}
else
{
player.Seatbelt = false;
}
}
}
}
}

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@@ -50,7 +50,7 @@ namespace reallife_gamemode.Server.Events
} }
public static void SaveVehicleData(VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading, public static void SaveVehicleData(VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading,
string vehicleNumberPlate, byte vehiclePrimaryColor, byte vehicleSecondaryColor, bool vehicleLocked, bool vehicleEngine, byte vehicleDimension) string vehicleNumberPlate, byte vehiclePrimaryColor, byte vehicleSecondaryColor, bool vehicleLocked, byte vehicleDimension)
{ {
using (var saveData = new Model.DatabaseContext()) using (var saveData = new Model.DatabaseContext())
{ {
@@ -65,7 +65,7 @@ namespace reallife_gamemode.Server.Events
PrimaryColor = vehiclePrimaryColor, PrimaryColor = vehiclePrimaryColor,
SecondaryColor = vehicleSecondaryColor, SecondaryColor = vehicleSecondaryColor,
Locked = vehicleLocked, Locked = vehicleLocked,
Engine = vehicleEngine, Engine = false,
Dimension = vehicleDimension, Dimension = vehicleDimension,
Active = true Active = true
}; };

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@@ -19,11 +19,9 @@ namespace reallife_gamemode.Server.Extensions
{ {
public static User GetUser(this Client client, DatabaseContext context = null) public static User GetUser(this Client client, DatabaseContext context = null)
{ {
<<<<<<< HEAD
using (DatabaseContext dbContext = new DatabaseContext()) using (DatabaseContext dbContext = new DatabaseContext())
=======
if(context == null) if(context == null)
>>>>>>> feature/faction-system
{ {
using (context = new DatabaseContext()) using (context = new DatabaseContext())
{ {
@@ -92,7 +90,7 @@ namespace reallife_gamemode.Server.Extensions
{ {
using (var unbanUser = new DatabaseContext()) using (var unbanUser = new DatabaseContext())
{ {
var targetUser = unbanUser.Bans.FirstOrDefault(u => u.Id == target.GetUser().BanId); var targetUser = unbanUser.Bans.FirstOrDefault(u => u.Id == target.GetUser(unbanUser).BanId);
unbanUser.Bans.Remove(targetUser); unbanUser.Bans.Remove(targetUser);
unbanUser.SaveChanges(); unbanUser.SaveChanges();
} }

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@@ -27,7 +27,6 @@ namespace reallife_gamemode.Server.Services
player.SendChatMessage("~r~[FEHLER]~s~ Der Spieler wurde nicht gefunden."); player.SendChatMessage("~r~[FEHLER]~s~ Der Spieler wurde nicht gefunden.");
} }
<<<<<<< HEAD
public static void PlayerNotLoggedIn(Client player) public static void PlayerNotLoggedIn(Client player)
{ {
player.SendChatMessage("~r~[FEHLER]~s~ Du bist nicht eingeloggt."); player.SendChatMessage("~r~[FEHLER]~s~ Du bist nicht eingeloggt.");
@@ -35,7 +34,7 @@ namespace reallife_gamemode.Server.Services
public static void ErrorMsg(Client player) public static void ErrorMsg(Client player)
{ {
player.SendChatMessage("~r~[FEHLER]~s~ Die Aktion wurde nicht ausgeführt."); player.SendChatMessage("~r~[FEHLER]~s~ Die Aktion wurde nicht ausgeführt.");
======= }
public static void BroadcastFaction(string message, List<Faction> factions) public static void BroadcastFaction(string message, List<Faction> factions)
{ {
using (var dbCon = new DatabaseContext()) using (var dbCon = new DatabaseContext())
@@ -57,7 +56,6 @@ namespace reallife_gamemode.Server.Services
public static void BroadcastFaction(string message, Faction faction) public static void BroadcastFaction(string message, Faction faction)
{ {
BroadcastFaction(message, new List<Faction> { faction }); BroadcastFaction(message, new List<Faction> { faction });
>>>>>>> feature/faction-system
} }
} }
} }