Chat-Nachrichten teilweise angepasst / Punkte am Ende von einigen ErrorMessages entfernt
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Net.Http;
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using System.Net.Http;
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@@ -1352,7 +1352,7 @@ namespace ReallifeGamemode.Server.Commands
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if (target.GetData<bool>("isDead") == true)
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if (target.GetData<bool>("isDead") == true)
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{
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{
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ChatService.ErrorMessage(player, "Dieser Spieler ist tot. Nutze /arevive.");
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ChatService.ErrorMessage(player, "Dieser Spieler ist tot. Nutze /arevive");
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return;
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return;
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}
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}
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using GTANetworkAPI;
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using GTANetworkAPI;
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using Microsoft.EntityFrameworkCore;
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using Microsoft.EntityFrameworkCore;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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@@ -100,7 +100,7 @@ namespace ReallifeGamemode.Server.Events
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if (user.Wanteds > 0)
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if (user.Wanteds > 0)
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{
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{
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ChatService.HQMessage("Der Straftäter" + user.Name + " hat sich mit " + user.Wanteds + " Wanteds eingeloggt.");
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ChatService.HQMessage("Der Straftäter " + user.Name + " hat sich mit " + user.Wanteds + " Wanteds eingeloggt.");
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}
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}
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if (user.Wanteds == 0)
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if (user.Wanteds == 0)
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@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using GTANetworkAPI;
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using GTANetworkAPI;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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@@ -145,7 +145,7 @@ namespace ReallifeGamemode.Server.Gangwar
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int id = JsonConvert.DeserializeObject<int>(jsonId);
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int id = JsonConvert.DeserializeObject<int>(jsonId);
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if (id == -1)
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if (id == -1)
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{
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{
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ChatService.ErrorMessage(client, "Du befindest dich in keinem Gebiet!");
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ChatService.ErrorMessage(client, "Du befindest dich in keinem Gebiet");
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return;
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return;
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}
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}
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using (var dbContext = new DatabaseContext())
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using (var dbContext = new DatabaseContext())
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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@@ -332,7 +332,7 @@ namespace ReallifeGamemode.Server.Gangwar
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List<Player> leaders = context.Users.Include(u => u.Faction).Where(u => onlinePlayers.Contains(u.Name) && u.Faction.Name == attacker && u.FactionLeader).Select(u => u.Player).ToList();
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List<Player> leaders = context.Users.Include(u => u.Faction).Where(u => onlinePlayers.Contains(u.Name) && u.Faction.Name == attacker && u.FactionLeader).Select(u => u.Player).ToList();
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foreach (var l in leaders)
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foreach (var l in leaders)
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{
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{
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ChatService.ErrorMessage(l, "Gangwarstart ist nicht möglich, da die beteiligten Fraktionen nicht genügend Mitglieder aufweisen.");
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ChatService.ErrorMessage(l, "Du kannst keinen Gangwar starten, weil in der gegnerischen Fraktion zu wenig Spieler online sind");
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}
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}
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return;
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return;
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using GTANetworkAPI;
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using GTANetworkAPI;
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@@ -267,7 +267,7 @@ namespace ReallifeGamemode.Server.Job
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else if (data.getTrashCount() > MAX_BAG)
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else if (data.getTrashCount() > MAX_BAG)
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{
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{
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data.setTrashCount(MAX_BAG);
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data.setTrashCount(MAX_BAG);
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ChatService.ErrorMessage((Player)player, "Der Müllwagen ist schon voll.");
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ChatService.ErrorMessage((Player)player, "Der Müllwagen ist schon voll");
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}
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}
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else
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else
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{
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{
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@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using GTANetworkAPI;
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using GTANetworkAPI;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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@@ -554,7 +554,7 @@ namespace ReallifeGamemode.Server.Managers
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var factionVehicleCount = dbContext.FactionVehicles.ToList().Where(v => v.GetOwners().Contains(user.FactionId.Value)).Count();
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var factionVehicleCount = dbContext.FactionVehicles.ToList().Where(v => v.GetOwners().Contains(user.FactionId.Value)).Count();
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if (factionVehicleCount <= 6)
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if (factionVehicleCount <= 6)
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{
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{
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ChatService.ErrorMessage(player, "Die Fraktion braucht mindestens 6 Fahrzeuge");
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ChatService.ErrorMessage(player, "Die Fraktion braucht mindestens sechs Fahrzeuge");
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return;
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return;
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}
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}
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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@@ -66,7 +66,7 @@ namespace ReallifeGamemode.Server.Managers
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if (u.JobId == null)
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if (u.JobId == null)
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{
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{
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ChatService.ErrorMessage(player, "Du hast momentan keinen Job, den du kündigen könntest.");
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ChatService.ErrorMessage(player, "Du bist bereits arbeitslos");
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return;
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return;
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}
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}
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@@ -89,20 +89,20 @@ namespace ReallifeGamemode.Server.Managers
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if (u.JobId != null)
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if (u.JobId != null)
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{
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{
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ChatService.ErrorMessage(player, "Du musst deinen alten Job kündigen, bevor du einen neuen ausüben kannst.");
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ChatService.ErrorMessage(player, "Du musst deinen alten Job kündigen, bevor du einen Neuen ausüben kannst");
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return;
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return;
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}
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}
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//Pilotjob
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//Pilotjob
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if (jobId == 3 && u.FlyingLicensePlane == false)
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if (jobId == 3 && u.FlyingLicensePlane == false)
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{
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{
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ChatService.ErrorMessage(player, "Um diesen Job annehmen zu können, musst du einen Flugschein besitzen.");
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ChatService.ErrorMessage(player, "Um diesen Job annehmen zu können, musst du einen Flugschein besitzen");
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return;
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return;
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}
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}
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if (u.DriverLicenseVehicle == false)
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if (u.DriverLicenseVehicle == false)
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{
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{
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ChatService.ErrorMessage(player, "Um diesen Job annehmen zu können, musst du einen Führerschein besitzen.");
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ChatService.ErrorMessage(player, "Um diesen Job annehmen zu können, musst du einen Führerschein besitzen");
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return;
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return;
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}
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}
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@@ -35,7 +35,7 @@ namespace ReallifeGamemode.Server.Report
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if (listReports.FindAll(e => (e.isAssigned() == false)).Count == 0)
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if (listReports.FindAll(e => (e.isAssigned() == false)).Count == 0)
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{
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{
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ChatService.ErrorMessage(client, "Im Moment gibt es keine Tickets.");
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ChatService.ErrorMessage(client, "Aktuell gibt es keine Tickets");
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return;
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return;
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}
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}
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