Fix inventar cooldown
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@@ -30,14 +30,14 @@ namespace ReallifeGamemode.Server.Inventory.Items
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if (!HasCooldownElapsed(user))
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if (!HasCooldownElapsed(user))
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{
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{
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DateTime time = InventoryManager.itemCooldown[user];
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DateTime time = InventoryManager.itemCooldown[user.Id];
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int timeUntillNextUse = (int)(time - DateTime.Now).TotalSeconds;
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int timeUntillNextUse = (int)(time - DateTime.Now).TotalSeconds;
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uItem.GetUser().Player.TriggerEvent("Error", $"Versuche es nach {timeUntillNextUse} Sekunden erneut.");
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uItem.GetUser().Player.TriggerEvent("Error", $"Versuche es nach {timeUntillNextUse} Sekunden erneut.");
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return false;
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return false;
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}
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}
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DateTime cooldown = DateTime.Now.AddMilliseconds(Cooldown);
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DateTime cooldown = DateTime.Now.AddMilliseconds(Cooldown);
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InventoryManager.itemCooldown.Add(user, cooldown);
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InventoryManager.itemCooldown.Add(user.Id, cooldown);
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Consume(uItem);
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Consume(uItem);
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return true;
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return true;
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@@ -48,13 +48,13 @@ namespace ReallifeGamemode.Server.Inventory.Items
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if (user.Player == null || !user.Player.IsLoggedIn())
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if (user.Player == null || !user.Player.IsLoggedIn())
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return false;
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return false;
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if (!InventoryManager.itemCooldown.ContainsKey(user))
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if (!InventoryManager.itemCooldown.ContainsKey(user.Id))
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return true;
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return true;
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int timeRemaining = (int)(InventoryManager.itemCooldown[user] - DateTime.Now).TotalSeconds;
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int timeRemaining = (int)(InventoryManager.itemCooldown[user.Id] - DateTime.Now).TotalSeconds;
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if (timeRemaining <= 0)
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if (timeRemaining <= 0)
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InventoryManager.itemCooldown.Remove(user);
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InventoryManager.itemCooldown.Remove(user.Id);
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return timeRemaining <= 0;
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return timeRemaining <= 0;
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}
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}
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@@ -34,7 +34,7 @@ namespace ReallifeGamemode.Server.Managers
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public static Dictionary<Player, List<InventoryItem>> backpackItems { get; set; } = new Dictionary<Player, List<InventoryItem>>();
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public static Dictionary<Player, List<InventoryItem>> backpackItems { get; set; } = new Dictionary<Player, List<InventoryItem>>();
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public static Dictionary<Player, List<InventoryItem>> vehicleItems { get; set; } = new Dictionary<Player, List<InventoryItem>>();
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public static Dictionary<Player, List<InventoryItem>> vehicleItems { get; set; } = new Dictionary<Player, List<InventoryItem>>();
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public static Dictionary<User, DateTime> itemCooldown = new Dictionary<User, DateTime>();
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public static Dictionary<int, DateTime> itemCooldown = new Dictionary<int, DateTime>();
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public class InventoryItem
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public class InventoryItem
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{
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{
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