[+] Add Command for Admin /setweaponrack , /rmweaponrack and for Leader /setweaponrank
+ Add blip alpha channel for Players (set to 125) + Add blip color for Player with Wanted - Removed WeaponHash from DB entry FactionWeapons (Deprecated)
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@@ -2,6 +2,7 @@
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using ReallifeGamemode.Server.Entities;
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using ReallifeGamemode.Server.Extensions;
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using ReallifeGamemode.Server.Factions.Medic;
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using ReallifeGamemode.Server.Managers;
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using ReallifeGamemode.Server.Models;
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using ReallifeGamemode.Server.Services;
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using ReallifeGamemode.Server.Wanted;
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@@ -131,8 +132,48 @@ namespace ReallifeGamemode.Server.Commands
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if (p.GetUser()?.FactionLeader ?? false) ChatService.SendMessage(p, broadcastMsg);
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});
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}
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[Command("setweaponrank", "~m~Benutzung: ~s~/setweaponrank [Waffen Name] [Rank]")]
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public void CmdFactionWeaponRank(Client player, string weaponModel, int rank)
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{
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if (player.GetUser()?.FactionId == null || player.GetUser().FactionLeader == false)
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{
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ChatService.NotAuthorized(player);
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return;
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}
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if (rank > 12 || rank < 1)
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{
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ChatService.ErrorMessage(player, "Gebe einen gültigen Rang ein");
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return;
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}
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User user = player.GetUser();
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WeaponPoint nearestWeapon = PositionManager.WeaponPoints.Find(w => w.Position.DistanceTo(player.Position) <= 1.5 && w.FactionId == user.FactionId);
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if (nearestWeapon == null)
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{
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ChatService.ErrorMessage(player, "Du bist nicht in der nähe vom Waffenspind");
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return;
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}
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using (var context = new DatabaseContext())
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{
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Entities.FactionWeapon fw2 = context.FactionWeapons.FirstOrDefault(w => w.FactionId == user.FactionId && w.WeaponModel == weaponModel);
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if (fw2 != null)
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{
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fw2.Rank = rank;
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context.SaveChanges();
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ChatService.SendMessage(player, "Du hast die " + weaponModel + " als Rang " + rank + " Waffe eingestellt.");
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return;
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}
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ChatService.ErrorMessage(player, "Diese Waffe ist nicht im Waffenlager");
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return;
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}
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}
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#endregion
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#region Sanitäter Commands
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#region Sanitäter Commands
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[Command("revive", "~m~Benutzung: ~s~/revive")]
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public void CmdFactionMedicRevive(Client player)
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