Merge remote-tracking branch 'origin/develop' into develop
This commit is contained in:
@@ -1547,6 +1547,7 @@ namespace ReallifeGamemode.Server.Commands
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}
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ServerVehicle veh = VehicleManager.GetServerVehicleFromVehicle(targetVeh);
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if (veh != null)
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{
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ChatService.ErrorMessage(player, "Dieses Fahrzeug wird von einem Server-System benutzt: ~m~" + veh.GetType().Name);
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@@ -9,11 +9,26 @@ using ReallifeGamemode.Server.Managers;
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using ReallifeGamemode.Server.Services;
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using ReallifeGamemode.Server.Types;
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using ReallifeGamemode.Server.Util;
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using ReallifeGamemode.Services;
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namespace ReallifeGamemode.Server.Commands
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{
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internal class UserCommands : Script
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{
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[Command("id", "~m~Benutzung: ~s~/id")]
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public void CmdUserId(Player player, String targetname)
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{
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Player target = PlayerService.GetPlayerByNameOrId(targetname);
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if (target == null)
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{
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player.SendChatMessage("~c~Spieler ist nicht online.");
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} else
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{
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player.SendChatMessage("~c~ID: (" + target.Id + ") " + target.Name);
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}
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}
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[Command("dice", "~m~Benutzung: ~s~/dice")]
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public void CmdUserDice(Player player)
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{
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@@ -19,6 +19,12 @@ namespace ReallifeGamemode.Server.Job
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public override string Name => "Busfahrer";
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private const int MARKER_DELAY = 4000;
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private const int MARKER_ID = 1;
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private const int MARKER_SIZE = 7;
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private const int MARKER_DIST = 6;
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private const string MARKER_EVENT = "busDriverJob";
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public override bool NeedVehicleToStart => false;
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private readonly IReadOnlyCollection<Vector3> Skill1Route1 = new List<Vector3>//Bus_Skill_1_Route_1
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@@ -257,28 +263,28 @@ namespace ReallifeGamemode.Server.Job
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{
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case 1:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route1, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route1, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 1");
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player.SetData("Route", "Skill1Route1");
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break;
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}
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case 2:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route2, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route2, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 2");
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player.SetData("Route", "Skill1Route2");
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break;
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}
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case 3:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route3, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route3, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 3");
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player.SetData("Route", "Skill1Route3");
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break;
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}
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case 4:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route4, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill1Route4, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 4");
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player.SetData("Route", "Skill1Route4");
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break;
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@@ -301,28 +307,28 @@ namespace ReallifeGamemode.Server.Job
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{
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case 1:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route1, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route1, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 1");
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player.SetData("Route", "Skill2Route1");
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break;
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}
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case 2:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route2, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route2, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 2");
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player.SetData("Route", "Skill2Route2");
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break;
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}
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case 3:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route3, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route3, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 3");
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player.SetData("Route", "Skill2Route3");
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break;
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}
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case 4:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route4, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill2Route4, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 4");
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player.SetData("Route", "Skill2Route3");
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break;
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@@ -339,28 +345,28 @@ namespace ReallifeGamemode.Server.Job
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{
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case 1:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route1, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route1, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 1");
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player.SetData("Route", "Skill3Route1");
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break;
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}
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case 2:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route2, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route2, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 2");
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player.SetData("Route", "Skill3Route2");
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break;
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}
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case 3:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route3, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route3, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 3");
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player.SetData("Route", "Skill3Route3");
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break;
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}
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case 4:
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{
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route4, 4000, 1, 7, 3, true, "busDriverJob");
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CheckPointHandle.StartCheckPointRoute(player, Skill3Route4, MARKER_DELAY, MARKER_ID, MARKER_SIZE, MARKER_DIST, true, MARKER_EVENT);
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player.SendChatMessage("~y~Job: ~w~Route wurde gesetzt: ~g~Route 4");
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player.SetData("Route", "Skill3Route4");
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break;
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@@ -119,7 +119,12 @@ namespace ReallifeGamemode.Server.Job
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lastPositions[v.Handle] = v.Position;
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double distance = lastPosition.DistanceTo(v.Position) / 1000.0;
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if (player.GetUser()?.IsAdmin(AdminLevel.PLAYER) ?? true)
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{
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if (distance > 0.5) { ChatService.BroadcastAdmin($"Möglicher Cheater - {player.Name}", AdminLevel.MAPPING); continue; }
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}
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if (!player.GetData<bool>("hasPassager")) continue;
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foreach (Player occupant in v.Occupants)
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{
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@@ -67,6 +67,7 @@ namespace ReallifeGamemode.Server.Wanted
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if (waTimer[user.Id] <= 0)
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{
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ResetWantedTimeToElapse(player);
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player.SendChatMessage("~y~Du hast erfolgtreich einen Wanted abgetaucht.");
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using (var dbContext = new DatabaseContext())
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{
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player.GetUser(dbContext).Wanteds -= 1;
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