예제 #1
0
        internal static bool Prefix(UseableBarricade __instance, uint simulation, bool inputSteady)
        {
            UnturnedPlayer player = UnturnedPlayer.FromPlayer(__instance.player);

            if (player.HasPermission("realestate.bypass"))
            {
                return(true);
            }

            if (GetValue <bool>(__instance, "isUsing", BindingFlags.NonPublic | BindingFlags.Instance))
            {
                if (GetValue <InteractableVehicle>(__instance, "parentVehicle", BindingFlags.NonPublic | BindingFlags.Instance) != null && RealEstate.instance.Configuration.Instance.enableBuildingOnVehicles)
                {
                    return(true);
                }

                House house = RealEstate.manager.HouseFromPosition(GetValue <Vector3>(__instance, "point", BindingFlags.NonPublic | BindingFlags.Instance));

                if (house == null && RealEstate.instance.Configuration.Instance.disableBuildingIfNotInHome)
                {
                    __instance.player.equipment.dequip();
                    UnturnedChat.Say(player, RealEstate.instance.Translate("cant_build_outside"), Color.red);
                    return(false);
                }

                if (!HouseManager.HouseCheck(house, player))
                {
                    __instance.player.equipment.dequip();
                    UnturnedChat.Say(player, RealEstate.instance.Translate("cant_place_barricades"), Color.red);
                    return(false);
                }
            }

            return(true);
        }
예제 #2
0
        internal static bool Prefix(UseableStructure __instance, uint simulation, bool inputSteady, bool ___isUsing, Vector3 ___point)
        {
            UnturnedPlayer player = UnturnedPlayer.FromPlayer(__instance.player);

            if (player.HasPermission("realestate.bypass"))
            {
                return(true);
            }

            if (!___isUsing)
            {
                return(true);
            }

            House house = RealEstate.manager.HouseFromPosition(___point);

            if (house == null && RealEstate.instance.Configuration.Instance.disableBuildingIfNotInHome)
            {
                __instance.player.equipment.dequip();
                RealEstate.instance.TellPlayer(player, RealEstate.instance.Translate("cant_build_outside"), Color.red);
                return(false);
            }

            if (HouseManager.HouseCheck(house, player))
            {
                return(true);
            }

            __instance.player.equipment.dequip();
            RealEstate.instance.TellPlayer(player, RealEstate.instance.Translate("cant_place_structures"), Color.red);
            return(false);
        }