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@@ -20,6 +20,7 @@ using reallife_gamemode.Server.Saves;
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using reallife_gamemode.Server.Business;
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using System.Text.RegularExpressions;
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using reallife_gamemode.Server.Classes;
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using reallife_gamemode.Server.Factions.Medic;
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/**
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* @overview Life of German Reallife - Admin Commands (Admin.cs)
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@@ -1006,6 +1007,9 @@ namespace reallife_gamemode.Server.Commands
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target.SetData("isDead", false);
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NAPI.Player.SpawnPlayer(target, target.Position);
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target.Health = 100;
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MedicTask task = Medic.ReviveTasks.FirstOrDefault(t => t.Victim == target.Name);
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Medic.RemoveTaskFromList(task);
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}
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[Command("setarmor", "~m~Benutzung: ~s~/setarmor [Spieler] (Armor)")]
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@@ -1268,6 +1272,9 @@ namespace reallife_gamemode.Server.Commands
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NAPI.Player.SpawnPlayer(managedClient, managedClient.Position);
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managedClient.Health = 100;
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//MedicTask task = Medic.ReviveTasks.FirstOrDefault(t => t.Victim == managedClient.Name);
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//Medic.RemoveTaskFromList(task);
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}
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player.SendChatMessage("~b~Du hast " + playerRevided + " Spieler wiederbelebt.");
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@@ -3,6 +3,7 @@ using Newtonsoft.Json;
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using reallife_gamemode.Model;
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using reallife_gamemode.Server.Entities;
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using reallife_gamemode.Server.Extensions;
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using reallife_gamemode.Server.Factions.Medic;
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using reallife_gamemode.Server.Services;
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using reallife_gamemode.Server.Util;
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using System;
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@@ -236,13 +237,16 @@ namespace reallife_gamemode.Server.Commands
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player.SendChatMessage("~r~[FEHLER]~s~ Du kannst dich nicht selbst wiederbeleben!");
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return;
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}
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player.PlayAnimation("amb@medic@standing@kneel@enter", "enter", 0);
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player.PlayAnimation("amb@medic@standing@kneel@enter", "enter", 0);
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deadPlayer.TriggerEvent("onPlayerRevived");
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deadPlayer.SendNotification("Du wurdest von ~r~" + player.Name + "~s~ wiederbelebt.");
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deadPlayer.SetData("isDead", false);
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NAPI.Player.SpawnPlayer(deadPlayer, deadPlayer.Position);
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deadPlayer.Health = 50;
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MedicTask task = Medic.ReviveTasks.FirstOrDefault(t => t.Victim == deadPlayer.Name);
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Medic.RemoveTaskFromList(task);
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}
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[Command("heal", "~m~Benutzung: ~s~/heal [Spieler]")] //TODO Eventuell noch mit Geldbetrag wie bei SA:MP
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