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Program.cs
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using SampSharp.Core;
using SampSharp.GameMode;
using SampSharp.GameMode.World;
using SampSharp.Core.Logging;
using System;
using SampSharp.GameMode.Definitions;
using SampSharp.GameMode.Display;
using System.Security.Cryptography;
using System.Text;
using SampSharp.GameMode.Events;
using SampSharp.GameMode.SAMP;
using System.Web;
namespace SAPC
{
public class Program
{
private static void Main()
{
new GameModeBuilder()
.Use<GameMode>()
.UseLogLevel(CoreLogLevel.Info)
.UseEncoding("C:/sa-mp/serwer/env/codepages/cp1250.txt")
.Run();
}
}
public partial class GameMode : BaseMode
{
protected override void OnInitialized(EventArgs e)
{
MySql.Init();
ServerInfo serverInfoInstance = new ServerInfo();
serverInfoInstance.Init();
new GameModeTimer().Init();
base.OnInitialized(e);
}
protected override void OnPlayerRequestClass(BasePlayer sender, RequestClassEventArgs e)
{
base.OnPlayerRequestClass(sender, e);
Player player = sender as Player;
player.Interior = 3;
player.SetSpawnInfo(0, 285, new Vector3(-103.9699, -21.4087, 1000.7188), 356.8667f);
player.Team = 0;
player.Spawn();
player.ServerHealth = 100.0f;
}
protected override void OnPlayerConnected(BasePlayer sender, EventArgs e)
{
base.OnPlayerConnected(sender, e);
sender.Color = Defines.NickColor.black;
Player player = sender as Player;
player.ToggleSpectating(true); // after setting to "false" will spawn player. We'll do it after we login succefully.
player.ClearChat();
player.LoadData();
if(player.IsRegistered)
{
player.ShowLoginDialog();
}
else
{
InputDialog registerDialog = new InputDialog($"Hello, {sender.Name}!",
"Your account can be registered.\n" +
"Please insert password below to create new account.", true,
"Create", "Quit");
registerDialog.Show(player);
registerDialog.Response+=(registerDialogObject, registerDialogArg)=>
{
if(registerDialogArg.DialogButton == DialogButton.Right)
player.Kick();
else
{
if(registerDialogArg.InputText.Length > 32 || registerDialogArg.InputText.Length < 8)
{
registerDialog.Show(player);
player.SendClientMessage($"{Color.Red}Password must be within 8-32 characters.");
}
else
{
char[] allowedCharacters = new char[]{
'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', 'a', 's', 'd',
'f', 'g', 'h', 'j', 'k', 'l', 'z', 'x','c', 'v', 'b', 'n', 'm',
'1', '2', '3', '4', '5', '6', '7', '8', '9', '0'};
bool IsAllowedCharacter(char character)
{
for (int j = 0; j < allowedCharacters.Length; j++)
{
if (character == allowedCharacters[j])
{
return true;
}
}
return false;
}
for(int i=0; i< registerDialogArg.InputText.Length; i++)
{
if(IsAllowedCharacter(registerDialogArg.InputText[i])==false)
{
player.SendClientMessage($"{Color.Red}Your password can contain only characters A-Z and 0-9.");
registerDialog.Show(player);
return;
}
}
byte[] passwordBytes = Encoding.UTF8.GetBytes(registerDialogArg.InputText);
SHA256 sh256 = SHA256.Create();
byte[] hashBytes = sh256.ComputeHash(passwordBytes);
string hashedPassword = BitConverter.ToString(hashBytes).Replace("-", String.Empty);
player.Register(hashedPassword);
player.ShowLoginDialog();
player.SendClientMessage($"{Color.Yellow}Account registered! Now login with your password.");
}
}
};
}
}
protected override void OnPlayerDisconnected(BasePlayer sender, DisconnectEventArgs e)
{
base.OnPlayerDisconnected(sender, e);
Player player = sender as Player;
if(player.Logged)
{
player.UpdateDatabaseData();
player.Nick.Dispose();
}
}
protected override void OnPlayerTakeDamage(BasePlayer sender, DamageEventArgs e)
{
base.OnPlayerTakeDamage(sender, e);
Player player = sender as Player;
if(player.Logged)
{
float damage = 0f;
if(e.Weapon == Weapon.AK47)
damage = 10.0f;
else if (e.Weapon == Weapon.Bat)
damage = 20.0f;
else if (e.Weapon == Weapon.Colt45)
damage = 10.0f;
else if (e.Weapon == Weapon.Deagle)
damage = 49.0f;
else if (e.Weapon == Weapon.Dildo)
damage = 25.0f;
else if (e.Weapon == Weapon.Explosion)
damage = 50.0f;
else if (e.Weapon == Weapon.HelicopterBlades)
damage = 100.0f;
else if (e.Weapon == Weapon.MP5)
damage = 5.0f;
else if (e.Weapon == Weapon.M4)
damage = 10.0f;
if(e.OtherPlayer != null)
{
if (player.ServerHealth - damage <= 0)
{
Player otherPlayer = e.OtherPlayer as Player;
player.IsDying = true;
if (player.PlayingDeathMatch)
{
player.ApplyAnimation("ped", "KO_shot_face", 4.1f, false, true, true, true, 0, true);
new Timer(5000, false).Tick+=DeathMatchRespawn;
player.GameText($"~r~~h~~h~{otherPlayer.Name} has killed you", 3000, 4);
void DeathMatchRespawn(object sender, EventArgs args)
{
if(player.IsDisposed == false)
player.JoinDeathMatch();
}
}
else if(player.InPursuit)
{
}
}
else
{
if(player.IsDying == false)
player.ServerHealth-=damage;
}
}
else
{
player.ServerHealth -= damage;
}
}
}
protected override void OnPlayerDied(BasePlayer sender, DeathEventArgs e)
{
base.OnPlayerDied(sender, e);
Player player = sender as Player;
player.LeaveDeathMatch();
player.Spawn();
}
}
}