finish weaponDealsystem for pd and fib & and change item IDs
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@@ -49,9 +49,10 @@ namespace ReallifeGamemode.Server.WeaponDeal
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ChatService.ErrorMessage(client, "Der Transporter ist zu weit entfernt");
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return;
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}
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WeaponDealPoints.factionWeaponDeal[user.FactionId.Value] = -1;
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Vector3 vector;
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vector = WeaponDealPoints.getRndWD_Route(client.GetUser().FactionId.Value);
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vector = WeaponDealPoints.getRndWD_Route(client.GetUser().FactionId.Value);
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if (vector == new Vector3())
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return;
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fVeh.SetData<Vector3>("weaponDealPoint", vector);
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@@ -101,8 +102,15 @@ namespace ReallifeGamemode.Server.WeaponDeal
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fVeh.SetData("weaponDeal", true);
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InventoryManager.RemoveAllItemsfromVehicleInventory(fVeh);
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Faction fac = context.Factions.Where(f => f.Id == user.FactionId).FirstOrDefault();
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if (fac.Id == 1 | fac.Id == 3)
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{
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fac.WeaponDealTime = 180;
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context.SaveChanges();
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}else {
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fac.WeaponDealTime = 60;
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context.SaveChanges();
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}
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}
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else
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{
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@@ -170,14 +178,39 @@ namespace ReallifeGamemode.Server.WeaponDeal
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InventoryManager.RemoveAllItemsfromVehicleInventory(fVeh);
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int oMembers = NAPI.Pools.GetAllPlayers().Where(p => p.IsLoggedIn() && p.GetUser(context).FactionId == user.FactionId).Count();
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if (factionVehicle.GetOwners().Contains(8) || factionVehicle.GetOwners().Contains(7))
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{
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VehicleItem item = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //pistole
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if (factionVehicle.GetOwners().Contains(8) || factionVehicle.GetOwners().Contains(7)){
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VehicleItem item = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //pistol50
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InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
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VehicleItem item3 = new VehicleItem() { ItemId = 14, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Pumpe
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VehicleItem item3 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //PumpShotgun
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InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
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VehicleItem item2 = new VehicleItem() { ItemId = 16, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Schutzweste
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VehicleItem item2 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Schutzweste
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InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
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}else if(factionVehicle.GetOwners().Contains(1)) {
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VehicleItem item = new VehicleItem() { ItemId = 1, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //pistol
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InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
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VehicleItem item2 = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Pistol50
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InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
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VehicleItem item3 = new VehicleItem() { ItemId = 5, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //SMG
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InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
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VehicleItem item4 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //PumpShotgun
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InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount);
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VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Schutzweste
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InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount);
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VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Stungun
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InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount);
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}else if (factionVehicle.GetOwners().Contains(3)) {
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VehicleItem item = new VehicleItem() { ItemId = 3, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //pistol_mk2
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InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
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VehicleItem item2 = new VehicleItem() { ItemId = 4, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Combatpistol
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InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
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VehicleItem item3 = new VehicleItem() { ItemId = 6, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Carbinrifle
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InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
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VehicleItem item4 = new VehicleItem() { ItemId = 8, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Sniperrifle
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InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount);
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VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 8 * oMembers }; //Schutzweste
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InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount);
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VehicleItem item6 = new VehicleItem() { ItemId = 11, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Stungun
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InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount);
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}
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}
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}
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@@ -20,17 +20,39 @@ namespace ReallifeGamemode.Server.WeaponDeal
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new Vector3(-1889.91, 2045.6, 138.68)
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}.AsReadOnly();
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public static readonly IReadOnlyCollection<Vector3> StaatsFrakWT_Route = new List<Vector3>
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{
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new Vector3(3627.138, 3759.711, 28.515)
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}.AsReadOnly();
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public static Vector3 getRndWD_Route(int factionID)
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{
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if (!factionWeaponDeal.ContainsKey(factionID))
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return new Vector3();
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if (factionWeaponDeal[factionID] == -1)
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if(factionID == 1 | factionID == 3)
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{
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Random rnd = new Random();
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factionWeaponDeal[factionID] = rnd.Next(0, StaatsFrakWT_Route.Count - 1);
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return StaatsFrakWT_Route.ElementAt(factionWeaponDeal[factionID]);
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}
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else
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{
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Random rnd = new Random();
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factionWeaponDeal[factionID] = rnd.Next(0, WT_Route.Count - 1);
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return WT_Route.ElementAt(factionWeaponDeal[factionID]);
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}
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/* if (factionWeaponDeal[factionID] == -1)
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{
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Random rnd = new Random();
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factionWeaponDeal[factionID] = rnd.Next(0, WT_Route.Count - 1);
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}
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return WT_Route.ElementAt(factionWeaponDeal[factionID]);
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*/
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}
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}
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}
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