RAGE Multiplayer 1.1.0-DP Update
/freeze was obselete and removed /unfreeze was obselete and removed /spectate was obselete and removed
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@@ -23,9 +23,9 @@ namespace ReallifeGamemode.Server.Gangwar
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public int Att_Score { get; set; }
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public int Def_Score { get; set; }
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public string status { get; set; }
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public List<Client> playerInside { get; set; }
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public List<Player> playerInside { get; set; }
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public Timer timer { get; set; }
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public Client[] playerInGangwar { get; set; }
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public Player[] playerInGangwar { get; set; }
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public int timerCount;
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@@ -40,7 +40,7 @@ namespace ReallifeGamemode.Server.Gangwar
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this.Def_Score = 50;
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this.status = "normal";
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this.timer = null;
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this.playerInside = new List<Client>();
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this.playerInside = new List<Player>();
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this.timerCount = 0;
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}
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@@ -95,8 +95,8 @@ namespace ReallifeGamemode.Server.Gangwar
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/*
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try
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{
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Client[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Owner).ToArray();
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Client[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Attacker).ToArray();
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Owner).ToArray();
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.GetUser().Faction.Name == this.Attacker).ToArray();
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}catch(NullReferenceException ex)
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{
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int i = 0;
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@@ -115,7 +115,7 @@ namespace ReallifeGamemode.Server.Gangwar
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this.Def_Score -= attackers.Length - owners.Length;
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*/
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#endregion
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foreach (Client gangwarPlayer in this.playerInGangwar)
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, this.Att_Score, this.Def_Score);
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}
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@@ -131,7 +131,7 @@ namespace ReallifeGamemode.Server.Gangwar
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{
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if(this.Def_Score > this.Att_Score)
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{
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foreach (Client gangwarPlayer in this.playerInGangwar)
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0);
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}
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@@ -139,7 +139,7 @@ namespace ReallifeGamemode.Server.Gangwar
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this.Att_Score = 0;
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}else if(this.Def_Score < this.Att_Score)
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{
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foreach (Client gangwarPlayer in this.playerInGangwar)
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0);
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}
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@@ -149,7 +149,7 @@ namespace ReallifeGamemode.Server.Gangwar
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}
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else if(this.Def_Score == this.Att_Score)
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{
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foreach (Client gangwarPlayer in this.playerInGangwar)
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foreach (Player gangwarPlayer in this.playerInGangwar)
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{
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gangwarPlayer.TriggerEvent("GangwarScore", this.Attacker, this.Owner, 0, 0);
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}
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@@ -161,14 +161,14 @@ namespace ReallifeGamemode.Server.Gangwar
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}
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}
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public void enter(Client client)
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public void enter(Player client)
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{
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if (this.status == "attack")
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{
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if (client.GetUser().Faction.Name != getOwner() && client.GetUser().Faction.Name != getAttacker())
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return;
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Client gClient = playerInGangwar.Where(c => c.GetUser().Id == client.GetUser().Id).FirstOrDefault();
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if (gClient == null)
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Player gPlayer = playerInGangwar.Where(c => c.GetUser().Id == client.GetUser().Id).FirstOrDefault();
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if (gPlayer == null)
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{
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using (var dbContext = new DatabaseContext())
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{
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@@ -185,7 +185,7 @@ namespace ReallifeGamemode.Server.Gangwar
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}
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}
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public void leave(Client client)
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public void leave(Player client)
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{
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if(playerInside.Find(c => c == client) != null)
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{
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@@ -203,8 +203,8 @@ namespace ReallifeGamemode.Server.Gangwar
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{
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if (getOwner() == FactionName)
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{
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Client[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Client[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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foreach (var o in owners)
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{
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o.TriggerEvent("CLIENT:win");
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@@ -219,8 +219,8 @@ namespace ReallifeGamemode.Server.Gangwar
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else if (getOwner() != FactionName)
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{
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ChatService.BroadcastFaction("~y~[GANGWAR] ~w~Deine Fraktion konnte das Gebiet ~r~" + getName() + "~w~ nicht verteidigen.", dbContext.Factions.Where(f => f.Name == getOwner()).FirstOrDefault());
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Client[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Client[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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Player[] owners = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Owner).ToArray();
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Player[] attackers = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && c.GetUser().Faction.Name == this.Attacker).ToArray();
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foreach (var o in owners)
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{
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o.TriggerEvent("CLIENT:loose");
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@@ -247,7 +247,7 @@ namespace ReallifeGamemode.Server.Gangwar
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}
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this.playerInGangwar = null;
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Gangwar.loadTurfs();
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Gangwar.loadTurfs_ToAllClients();
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Gangwar.loadTurfs_ToAllPlayers();
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}
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public void attack(string attacker)
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@@ -263,9 +263,9 @@ namespace ReallifeGamemode.Server.Gangwar
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this.status = "attack";
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using (var context = new DatabaseContext())
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{
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List<Client> clientsInGangwar = new List<Client>();
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List<Player> clientsInGangwar = new List<Player>();
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Client[] usersInGangwar = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && (c.GetUser().Faction.Name == getOwner() || c.GetUser().Faction.Name == getAttacker())).ToArray();
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Player[] usersInGangwar = NAPI.Pools.GetAllPlayers().Where(c => c.IsLoggedIn() && (c.GetUser().Faction.Name == getOwner() || c.GetUser().Faction.Name == getAttacker())).ToArray();
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foreach (var u in usersInGangwar)
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{
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u.TriggerEvent("CLIENT:setAttackBlip", true, TurfID);
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