Adapted Save- and LoadManager to new Vehicle System
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@@ -1,7 +1,9 @@
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using GTANetworkAPI;
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using reallife_gamemode.Model;
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using reallife_gamemode.Server.Entities;
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using reallife_gamemode.Server.Extensions;
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using reallife_gamemode.Server.Managers;
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using reallife_gamemode.Server.Saves;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -30,9 +32,9 @@ namespace reallife_gamemode.Server.Events
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NAPI.Blip.CreateBlip(uint.Parse(blipSprite), new Vector3(x,y,z), scale, color, name, alpha, drawDistance, shortRange, short.Parse(blipRotation), dimension);
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using (var saveData = new Model.DatabaseContext())
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using (var saveData = new DatabaseContext())
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{
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var dataSet = new Server.Saves.SavedBlip
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var dataSet = new SavedBlip
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{
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Sprite = sprite,
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PositionX = x,
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@@ -53,12 +55,12 @@ namespace reallife_gamemode.Server.Events
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}
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}
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public static void SaveVehicleData(VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading,
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string vehicleNumberPlate, byte vehiclePrimaryColor, byte vehicleSecondaryColor, bool vehicleLocked, bool vehicleEngine, byte vehicleDimension)
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public static Vehicle SaveVehicleData(Vehicle veh, VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading,
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string vehicleNumberPlate, int vehiclePrimaryColor, int vehicleSecondaryColor, bool vehicleLocked)
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{
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using (var saveData = new Model.DatabaseContext())
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using (var saveData = new DatabaseContext())
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{
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var dataSet = new Server.Saves.SavedVehicle
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var dataSet = new SavedVehicle
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{
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Model = vehicleModel,
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PositionX = vehiclePosition.X,
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@@ -71,16 +73,19 @@ namespace reallife_gamemode.Server.Events
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Locked = vehicleLocked,
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Active = true
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};
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saveData.ServerVehicles.Add(dataSet);
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saveData.Vehicles.Add(dataSet);
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saveData.SaveChanges();
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return dataSet.Spawn(veh);
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}
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}
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public static void SaveFactionVehicleData(VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading,
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string vehicleNumberPlate, byte vehiclePrimaryColor, byte vehicleSecondaryColor, bool vehicleLocked, bool vehicleEngine, byte vehicleDimension, int? factionId)
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public static Vehicle SaveFactionVehicleData(Vehicle veh, VehicleHash vehicleModel, Vector3 vehiclePosition, float vehicleHeading,
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string vehicleNumberPlate, int vehiclePrimaryColor, int vehicleSecondaryColor, bool vehicleLocked, bool vehicleEngine, int? factionId)
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{
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using (var saveData = new Model.DatabaseContext())
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using (var saveData = new DatabaseContext())
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{
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var dataSet = new Entities.FactionVehicle
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Console.WriteLine("Adding Faction Vehicle Secondary Color: " + vehicleSecondaryColor);
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var dataSet = new FactionVehicle
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{
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Model = vehicleModel,
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FactionId = factionId,
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@@ -94,16 +99,18 @@ namespace reallife_gamemode.Server.Events
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Locked = vehicleLocked,
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Active = true
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};
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saveData.ServerVehicles.Add(dataSet);
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saveData.FactionVehicles.Add(dataSet);
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saveData.SaveChanges();
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return dataSet.Spawn(veh);
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}
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}
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public static void SaveShopVehicleData(VehicleHash vehicleModel, string vehicleModelName, Vector3 vehiclePosition, float vehicleHeading,
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string vehicleNumberPlate, byte vehiclePrimaryColor, byte vehicleSecondaryColor, byte vehicleDimension, int? factionId)
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public static Vehicle SaveShopVehicleData(Vehicle veh, VehicleHash vehicleModel, string vehicleModelName, Vector3 vehiclePosition, float vehicleHeading,
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string vehicleNumberPlate, int vehiclePrimaryColor, int vehicleSecondaryColor)
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{
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using (var saveData = new Model.DatabaseContext())
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using (var saveData = new DatabaseContext())
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{
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var dataSet = new Entities.ShopVehicle
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var dataSet = new ShopVehicle
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{
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Model = vehicleModel,
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PositionX = vehiclePosition.X,
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@@ -115,8 +122,10 @@ namespace reallife_gamemode.Server.Events
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SecondaryColor = vehicleSecondaryColor,
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Active = true
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};
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saveData.ServerVehicles.Add(dataSet);
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saveData.ShopVehicles.Add(dataSet);
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saveData.SaveChanges();
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return dataSet.Spawn(veh);
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}
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}
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