add airmakes faction changes (wt)
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@@ -13,8 +13,8 @@ namespace ReallifeGamemode.Server.WeaponDeal
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public class WeaponDealManager : Script
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{
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private const int WEAPON_AMOUNT_GANG = 2;
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private const int WEAPON_AMOUNT_COP = 8;
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private const int WEAPON_AMOUNT_COP_STUNGUN = 12;
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private const int WEAPON_AMOUNT_COP = 4;
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private const int WEAPON_AMOUNT_COP_STUNGUN = 4;
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public static bool checkWeaponDbyVehicle(Vehicle vehicle)
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{
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if (!vehicle.HasData("WeaponDealLoad") || vehicle.GetData<bool>("WeaponDealLoad") == false)
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@@ -201,6 +201,8 @@ namespace ReallifeGamemode.Server.WeaponDeal
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InventoryManager.AddItemToVehicleInventory(fVeh, item2.ItemId, item2.Amount);
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VehicleItem item4 = new VehicleItem() { ItemId = 7, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //CompactRifle
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InventoryManager.AddItemToVehicleInventory(fVeh, item4.ItemId, item4.Amount);
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VehicleItem item5 = new VehicleItem() { ItemId = 13, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //AssaultRifle
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InventoryManager.AddItemToVehicleInventory(fVeh, item5.ItemId, item5.Amount);
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}
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else if (factionVehicle.GetOwners().Contains(1))
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{
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@@ -231,6 +233,8 @@ namespace ReallifeGamemode.Server.WeaponDeal
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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 = WEAPON_AMOUNT_COP_STUNGUN * oMembers }; //Stungun
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InventoryManager.AddItemToVehicleInventory(fVeh, item6.ItemId, item6.Amount);
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VehicleItem item7 = new VehicleItem() { ItemId = 12, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * oMembers }; //CombatPDW
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InventoryManager.AddItemToVehicleInventory(fVeh, item7.ItemId, item7.Amount);
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}
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ChatService.BroadcastFaction("~y~[WAFFENDEAL] ~w~Der Transporter wurde erfolgreich beladen.", new List<int>() { client.GetUser().Faction.Id });
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