wt nachrichten angepasst
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@@ -122,35 +122,18 @@ namespace ReallifeGamemode.Server.WeaponDeal
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msg = "Die Waffenlieferung steht zur Abholung bereit";
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}
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ChatService.BroadcastFaction($"~y~[WAFFENDEAL]~s~ {msg}.", user.Faction);
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ChatService.BroadcastFaction($"~y~[WT]~s~ {msg}.", user.Faction);
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ChatService.SendMessage(client, "~y~[WAFFENDEAL]~s~ Steige in den ~y~Transporter ~s~ein und fahre zum Übergabepunkt.");
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ChatService.SendMessage(client, "~y~[WT]~s~ Steig in den ~y~Transporter ~s~ein und fahre zum Übergabepunkt.");
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fVeh.SetData("weaponDeal", true);
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InventoryManager.RemoveAllItemsfromVehicleInventory(fVeh);
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Faction fac = context.Factions.Where(f => f.Id == user.FactionId).FirstOrDefault();
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if (fac.Id == 1 | fac.Id == 3)
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{
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fac.WeaponDealTime = 180;
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fac.WeaponDealTime = (fac.Id == 1 | fac.Id == 3) ? 180 : 60;
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context.SaveChanges();
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}
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else
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{
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fac.WeaponDealTime = 60;
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context.SaveChanges();
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}
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}
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}
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/*
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public static void WeaponDealTimer()
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{
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System.Timers.Timer timer = new System.Timers.Timer(60000);
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timer.Start();
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timer.Elapsed += Timer_Elapsed;
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}
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*/
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public static void Timer_Elapsed()
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{
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using (var context = new DatabaseContext())
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@@ -254,8 +237,8 @@ namespace ReallifeGamemode.Server.WeaponDeal
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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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client.SendChatMessage("~y~[WAFFENDEAL] ~w~Fahre nun zu deiner Base zurück.");
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ChatService.BroadcastFaction("~y~[WT] ~w~Der Transporter wurde erfolgreich beladen.", new List<int>() { client.GetUser().Faction.Id });
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client.SendChatMessage("~y~[WT] ~w~Fahre nun zu deiner Base zurück.");
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BasePoints basePoints = new BasePoints();
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basePoints.getbase(user.FactionId, client);
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}
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