Changes to character\n*Fixed duty cloth changer when already duty\n*Changed basic character creation to add default values for cloth and props to database
This commit is contained in:
@@ -53,14 +53,15 @@ namespace ReallifeGamemode.Server.Events
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[RemoteEvent("saveCharacterCloth")]
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public void SaveDutyCloth(Player client, string JSlotType, string JSlotId, string JClothId)
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{
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User user;
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using (var context = new DatabaseContext())
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{
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int[] slotType = JsonConvert.DeserializeObject<int[]>(JSlotType);
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int[] slotId = JsonConvert.DeserializeObject<int[]>(JSlotId);
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int[] clothId = JsonConvert.DeserializeObject<int[]>(JClothId);
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User user = client.GetUser(context);
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user = client.GetUser(context);
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var character = user.GetCharacter(context);
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var charClothes = context.CharacterClothes.FirstOrDefault(c => c.UserId == user.Id && c.Duty);
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@@ -133,34 +134,50 @@ namespace ReallifeGamemode.Server.Events
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}
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context.SaveChanges();
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}
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LoadCharacterDefaults(client);
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if (user.GetData<bool>("duty") == false)
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{
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LoadCharacterDefaults(client);
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}
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}
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[RemoteEvent("defaultCharacterCloth")]
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public static void LoadCharacterDefaults(Player player)
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{
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User user = player.GetUser();
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using (var context = new DatabaseContext())
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if (player.GetUser().GetData<bool>("duty") == false)
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{
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List<CharacterCloth> charClothes = context.CharacterClothes.Where(c => c.UserId == user.Id && c.Duty == false).ToList();
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NAPI.Player.ClearPlayerAccessory(player, 0);
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NAPI.Player.ClearPlayerAccessory(player, 1);
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NAPI.Player.ClearPlayerAccessory(player, 2);
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NAPI.Player.ClearPlayerAccessory(player, 6);
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NAPI.Player.ClearPlayerAccessory(player, 7);
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foreach (var cloth in charClothes)
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User user = player.GetUser();
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using (var context = new DatabaseContext())
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{
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if (cloth.SlotType == 1)
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List<CharacterCloth> charClothes = context.CharacterClothes.Where(c => c.UserId == user.Id && c.Duty == false).ToList();
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NAPI.Player.ClearPlayerAccessory(player, 0);
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NAPI.Player.ClearPlayerAccessory(player, 1);
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NAPI.Player.ClearPlayerAccessory(player, 2);
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NAPI.Player.ClearPlayerAccessory(player, 6);
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NAPI.Player.ClearPlayerAccessory(player, 7);
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foreach (var cloth in charClothes)
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{
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NAPI.Player.SetPlayerAccessory(player, cloth.SlotId, cloth.ClothId, 0);
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}
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else
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{
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NAPI.Player.SetPlayerClothes(player, cloth.SlotId, cloth.ClothId, cloth.Texture);
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if (cloth.SlotType == 1)
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{
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if(cloth.ClothId != -1)
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{
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NAPI.Player.SetPlayerAccessory(player, cloth.SlotId, cloth.ClothId, 0);
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}
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}
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else
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{
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if (cloth.ClothId != -1)
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{
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NAPI.Player.SetPlayerClothes(player, cloth.SlotId, cloth.ClothId, cloth.Texture);
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}
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}
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}
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}
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}
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else
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{
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return;
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}
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}
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[RemoteEvent("SERVER:BuyCharacterClothes")]
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@@ -155,6 +155,87 @@ namespace ReallifeGamemode.Server.Managers
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var user = saveCharacter.Users.SingleOrDefault(u => u.Id == userId);
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user.CharacterId = character.Id;
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for (var x = 1; x <= 11; x++)
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{
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var s = 0;
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if (x == 10) s = -1;
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if (x == 2) continue;
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var createClothes = new Database.Entities.CharacterCloth()
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{
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UserId = userId,
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Duty = false,
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SlotType = 0,
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SlotId = x,
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ClothId = s,
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Texture = 0
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};
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saveCharacter.CharacterClothes.Add(createClothes);
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}
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for (var x = 0; x <= 7; x++)
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{
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var y = 0;
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if (x == 0 || x == 1 || x == 2 || x == 6 || x == 7)
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{
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if (gender == false)
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{
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switch (x)
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{
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case 0:
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y = 8;
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break;
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case 1:
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y = 6;
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break;
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case 2:
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y = -1;
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break;
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case 6:
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y = -1;
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break;
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case 7:
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y = -1;
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break;
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};
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}
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else
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{
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switch (x)
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{
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case 0:
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y = 57;
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break;
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case 1:
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y = 5;
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break;
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case 2:
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y = -1;
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break;
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case 6:
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y = -1;
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break;
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case 7:
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y = -1;
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break;
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};
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}
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var createClothes = new Database.Entities.CharacterCloth()
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{
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UserId = userId,
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Duty = false,
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SlotType = 1,
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SlotId = x,
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ClothId = y,
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Texture = 0
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};
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saveCharacter.CharacterClothes.Add(createClothes);
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}
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else
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{
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continue;
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}
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}
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saveCharacter.SaveChanges();
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}
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//HeadOverlay makeupHo = new HeadOverlay()
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