Example #1
0
        public static void DispatchReset(string handle)
        {
            Player p = GetPlayerByHandle(handle);

            if (GetCivilian(p.Handle) != null)
            {
#if DEBUG
                SendMessage(p, "", new [] { 0, 0, 0 }, "Removing Civilian Profile...");
#endif
                Civs.Remove(GetCivilian(p.Handle)); // removing instance of civilian
            }
            if (GetCivilianVeh(p.Handle) != null)
            {
#if DEBUG
                SendMessage(p, "", new[] { 0, 0, 0 }, "Removing Civilian Vehicle Profile...");
#endif
                CivVehs.Remove(GetCivilianVeh(p.Handle)); // removing instance of vehicle
            }
            if (GetOfficer(p.Handle) != null)
            {
#if DEBUG
                SendMessage(p, "", new[] { 0, 0, 0 }, "Removing Officer Profile...");
#endif
                Officers.Remove(GetOfficer(p.Handle)); // removing instance of officer
            }

            SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "All profiles reset"); // displaying the reset message
        }
Example #2
0
        public static void ToggleVehicleStolen(string handle)
        {
            Player p = GetPlayerByHandle(handle);

            // checking if player has a name
            if (GetCivilian(handle) == null)
            {
                SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your name before you can set your vehicle stolen");
                return;
            }

            // checking if vehicle exists
            if (GetCivilianVeh(handle) != null)
            {
                int index = CivVehs.IndexOf(GetCivilianVeh(handle));        // finding index of vehicle
                CivVehs[index].StolenStatus = !CivVehs[index].StolenStatus; // toggle stolen

                if (CivVehs[index].StolenStatus)                            // checking if it is stolen
                {
                    Civilian civ = Civilian.CreateRandomCivilian();         // creating a new random civ
                    CivVehs[index].Owner = civ;                             // setting the vehicle owner to the civ
                    Civs.Add(civ);                                          // adding the civ to the database
                }
                else
                {
                    Civilian civ = CivVehs[index].Owner;        // finding the existing civ
                    Civs.Remove(civ);                           // removing the civ from the database
                    CivVehs[index].Owner = GetCivilian(handle); // setting the owner to the person
                }


                SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, $"Stolen status set to {CivVehs[index].StolenStatus}");
            }
            else
            {
                SendMessage(p, "DispatchSystem", new[] { 0, 0, 0 }, "You must set your vehicle before you can set your vehicle stolen");
            }
        }