Exemple #1
0
 public void OnDutyChange(bool state)
 {
     if (state && JobHandler.GetPlayerJob() == JobType.Police)
     {
         Game.PlayerPed.Armor = 100;
     }
 }
 public bool CanOpenDoor(Session.Session playerSession, LockedDoorModel door)
 {
     if (string.IsNullOrEmpty(door.RequiredJobPermissions))
     {
         return(door.RequiredJobType.HasFlag(JobHandler.GetPlayerJob(playerSession)));
         //return JobHandler.GetPlayerJob(playerSession).HasFlag(door.RequiredJobType);
     }
     else
     {
         return(Permissions.Permissions.HasPermissions(playerSession, door.RequiredJobPermissions));
     }
 }
        private void OnDutyRequest(Command cmd)
        {
            var playerSession = Server.Instance.Instances.Session.GetPlayer(cmd.Player);

            var currentDutyStatus = JobHandler.OnDuty(playerSession);

            if (allowedDutyJobs.Contains(JobHandler.GetPlayerJob(playerSession)))
            {
                playerSession.SetGlobalData("Character.OnDuty", !currentDutyStatus);
                playerSession.TriggerEvent("Player.OnDutyStatusChange", !currentDutyStatus);
                Sessions.TriggerSessionEvent("OnDutyChangeState", playerSession);

                //Log.Info($"{!currentDutyStatus}");
                Log.ToClient("[Duty]", $"{(!currentDutyStatus ? "On" : "Off" )} duty", ConstantColours.Job, cmd.Player);
            }
        }
 public void RefreshLoadout(Session.Session playerSession)
 {
     if (JobHandler.OnDutyAs(playerSession, JobType.EMS | JobType.Police))
     {
         var dutyLoadout = DutyLoadouts[$"{JobHandler.GetPlayerJob(playerSession)}Regular"];
         playerSession.TriggerEvent("Weapons.RemoveAllWeapons");
         foreach (var weapon in dutyLoadout.LoadoutWeapons)
         {
             playerSession.TriggerEvent("Weapons.GiveWeapon", weapon, weapon == "PetrolCan" ? 4500 : 500);
         }
         playerSession.TriggerEvent("Player.OnDutyStatusChange", true);
     }
     else
     {
         playerSession.TriggerEvent("Skin.RefreshSkin");
         playerSession.TriggerEvent("Weapons.LoadWeapons");
     }
 }