code quality, komplett beschissen und undurchdacht geschrieben der rotz
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@@ -12,6 +12,9 @@ namespace ReallifeGamemode.Server.WeaponDeal
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{
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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 = 2;
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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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@@ -184,40 +187,40 @@ namespace ReallifeGamemode.Server.WeaponDeal
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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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VehicleItem item = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //pistol50
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VehicleItem item = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //pistol50
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InventoryManager.AddItemToVehicleInventory(fVeh, item.ItemId, item.Amount);
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VehicleItem item3 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //PumpShotgun
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VehicleItem item3 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //PumpShotgun
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InventoryManager.AddItemToVehicleInventory(fVeh, item3.ItemId, item3.Amount);
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VehicleItem item2 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = 2 * oMembers }; //Schutzweste
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VehicleItem item2 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_GANG * oMembers }; //Schutzweste
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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 = 2 * oMembers }; //CompactRifle
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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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}
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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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VehicleItem item = new VehicleItem() { ItemId = 1, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item2 = new VehicleItem() { ItemId = 2, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item3 = new VehicleItem() { ItemId = 5, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item4 = new VehicleItem() { ItemId = 9, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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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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}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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VehicleItem item = new VehicleItem() { ItemId = 3, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item2 = new VehicleItem() { ItemId = 4, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item3 = new VehicleItem() { ItemId = 6, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item4 = new VehicleItem() { ItemId = 8, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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VehicleItem item5 = new VehicleItem() { ItemId = 10, VehicleId = factionVehicle.Id, Amount = WEAPON_AMOUNT_COP * 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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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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}
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