mirror of
https://github.com/ClassiCube/MCGalaxy.git
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172 lines
6.6 KiB
C#
172 lines
6.6 KiB
C#
/*
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Written by Jack1312
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Copyright 2011 MCGalaxy
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Dual-licensed under the Educational Community License, Version 2.0 and
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the GNU General Public License, Version 3 (the "Licenses"); you may
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not use this file except in compliance with the Licenses. You may
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obtain a copy of the Licenses at
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http://www.opensource.org/licenses/ecl2.php
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http://www.gnu.org/licenses/gpl-3.0.html
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Unless required by applicable law or agreed to in writing,
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software distributed under the Licenses are distributed on an "AS IS"
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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or implied. See the Licenses for the specific language governing
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permissions and limitations under the Licenses.
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*/
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using System;
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using System.IO;
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namespace MCGalaxy.Commands
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{
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public sealed class CmdAllowGuns : Command
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{
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public override string name { get { return "allowguns"; } }
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public override string shortcut { get { return "ag"; } }
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public override string type { get { return "mod"; } }
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public override bool museumUsable { get { return true; } }
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public override LevelPermission defaultRank { get { return LevelPermission.Operator; } }
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public CmdAllowGuns() { }
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public override void Use(Player p, string message)
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{
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if (p == null) { Player.SendMessage(p, "This command can only be used in-game!"); return; }
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if (String.IsNullOrEmpty(message))
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{
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if (p.level.guns)
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{
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p.level.guns = false;
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Player.GlobalMessage("&9Gun usage has been disabled on &c" + p.level.name + "&9!");
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Level.SaveSettings(p.level);
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foreach (Player pl in Player.players)
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if (pl.level == p.level)
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pl.aiming = false;
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}
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else
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{
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p.level.guns = true;
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Player.GlobalMessage("&9Gun usage has been enabled on &c" + p.level.name + "&9!");
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Level.SaveSettings(p.level);
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}
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return;
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}
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if (p != null)
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{
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Level foundLevel;
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if (message == "")
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{
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if (p.level.guns == true)
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{
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p.level.guns = false;
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Player.GlobalMessage("&9Gun usage has been disabled on &c" + p.level.name + "&9!");
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Level.SaveSettings(p.level);
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foreach (Player pl in Player.players)
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{
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if (pl.level.name.ToLower() == p.level.name.ToLower())
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{
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pl.aiming = false;
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p.aiming = false;
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return;
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}
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return;
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}
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return;
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}
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if (p.level.guns == false)
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{
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p.level.guns = true;
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Player.GlobalMessage("&9Gun usage has been enabled on &c" + p.level.name + "&9!");
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Level.SaveSettings(p.level);
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return;
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}
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}
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if (message != "")
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{
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foundLevel = Level.Find(message);
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if (!File.Exists("levels/" + message + ".lvl"))
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{
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Player.SendMessage(p, "&9The level, &c" + message + " &9does not exist!"); return;
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}
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if (foundLevel.guns == true)
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{
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foundLevel.guns = false;
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Player.GlobalMessage("&9Gun usage has been disabled on &c" + message + "&9!");
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Level.SaveSettings(foundLevel);
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foreach (Player pl in Player.players)
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{
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if (pl.level.name.ToLower() == message.ToLower())
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{
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pl.aiming = false;
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}
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if (p.level.name.ToLower() == message.ToLower())
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{
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p.aiming = false;
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}
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}
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return;
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}
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else
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{
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foundLevel.guns = true;
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Player.GlobalMessage("&9Gun usage has been enabled on &c" + message + "&9!");
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Level.SaveSettings(foundLevel);
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return;
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}
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}
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}
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if (p == null)
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{
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if (message == null)
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{
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Player.SendMessage(p, "You must specify a level!");
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return;
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}
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Level foundLevel;
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foundLevel = Level.Find(message);
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if (!File.Exists("levels/" + message + ".lvl"))
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{
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Player.SendMessage(p, "The level, " + message + " does not exist!"); return;
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}
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if (foundLevel.guns == true)
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{
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foundLevel.guns = false;
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Player.GlobalMessage("&9Gun usage has been disabled on &c" + message + "&9!");
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Level.SaveSettings(foundLevel);
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Player.SendMessage(p, "Gun usage has been disabled on " + message + "!");
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foreach (Player pl in Player.players)
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{
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if (pl.level.name.ToLower() == message.ToLower())
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{
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pl.aiming = false;
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return;
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}
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}
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}
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foundLevel.guns = true;
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Player.GlobalMessage("&9Gun usage has been enabled on &c" + message + "&9!");
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Level.SaveSettings(foundLevel);
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Player.SendMessage(p, "Gun usage has been enabled on " + message + "!");
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return;
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}
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}
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public override void Help(Player p)
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{
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Player.SendMessage(p, "/allowguns - Allow/disallow guns and missiles on the specified level. If no message is given, the current level is taken.");
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Player.SendMessage(p, "Note: If guns are allowed on a map, and /allowguns is used, all guns and missiles will be disabled.");
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}
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}
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} |