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https://github.com/ClassiCube/MCGalaxy.git
synced 2025-09-09 07:09:41 -04:00
Also do something similiar for QueueLevel economy item
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commit
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@ -32,21 +32,9 @@ namespace MCGalaxy.Commands.Fun {
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string value = args[1];
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if (args[0].CaselessEq("zombie")) {
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Player who = PlayerInfo.FindMatches(p, value);
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if (who == null) return;
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p.Message(value + " was queued.");
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ZSGame.Instance.QueuedZombie = who.name;
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if (ZSGame.Instance.Map != null)
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ZSGame.Instance.Map.Message(who.ColoredName + " &Swas queued as the next zombie.");
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ZSGame.Instance.SetQueuedZombie(p, value);
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} else if (args[0].CaselessEq("level")) {
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string map = Matcher.FindMaps(p, value);
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if (map == null) return;
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p.Message(map + " was queued.");
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ZSGame.Instance.Picker.QueuedMap = map.ToLower();
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if (ZSGame.Instance.Map != null)
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ZSGame.Instance.Map.Message(map + " was queued as the next map.");
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ZSGame.Instance.SetQueuedLevel(p, value);
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} else {
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Help(p);
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}
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@ -89,13 +89,6 @@ namespace MCGalaxy.Eco {
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}
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}
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protected static void UseCommand(Player p, string cmd, string args) {
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CommandData data = default(CommandData);
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data.Rank = LevelPermission.Nobody;
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data.Context = CommandContext.Purchase;
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Command.Find(cmd).Use(p, args, data);
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}
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protected static bool CheckPrice(Player p, int price, string item) {
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if (p.money < price) {
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p.Message("&WYou don't have enough &3{1} &Wto buy {0}.", item, Server.Config.Currency);
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@ -66,12 +66,10 @@ namespace MCGalaxy.Eco {
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}
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if (args.Length == 0) { OnStoreCommand(p); return; }
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string map = Matcher.FindMaps(p, args);
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if (map == null) return;
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if (!CheckPrice(p)) return;
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UseCommand(p, "Queue", "level " + map);
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Economy.MakePurchase(p, Price, "%3QueueLevel: " + map);
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if (!ZSGame.Instance.SetQueuedLevel(p, args)) return;
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Economy.MakePurchase(p, Price, "%3QueueLevel: " + args);
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}
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protected internal override void OnStoreCommand(Player p) {
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@ -298,5 +298,28 @@ namespace MCGalaxy.Games {
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string state = ", you are " + (Get(p).Infected ? "&cdead" : "&aalive");
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return money + state;
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}
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public bool SetQueuedZombie(Player p, string name) {
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Player target = PlayerInfo.FindMatches(p, name);
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if (target == null) return false;
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p.Message("{0} was queued.", p.FormatNick(target));
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QueuedZombie = target.name;
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if (Map != null) Map.Message(target.ColoredName + " &Swas queued as the next zombie.");
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return true;
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}
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public bool SetQueuedLevel(Player p, string name) {
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string map = Matcher.FindMaps(p, name);
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if (map == null) return false;
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p.Message(map + " was queued.");
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Picker.QueuedMap = map.ToLower();
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if (Map != null) Map.Message(map + " was queued as the next map.");
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return true;
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}
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}
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}
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