forked from Simnation/Main
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2 changed files with 213 additions and 70 deletions
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@ -17,6 +17,11 @@ local playerStats = {
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gamesPlayed = 0
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}
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-- Debug-Funktion für Konsole
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local function debugPrint(message)
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print("^2[TDM DEBUG]^7 " .. message)
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end
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-- Events
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RegisterNetEvent('tdm:updateGamesList', function(games)
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activeGames = games
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@ -53,6 +58,8 @@ RegisterNetEvent('tdm:joinGame', function(gameId, team, fieldId)
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description = 'Du bist dem Spiel beigetreten! Team: ' .. team,
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type = 'success'
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})
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debugPrint("Spiel beigetreten: " .. gameId .. ", Team: " .. team .. ", Feld: " .. fieldId)
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end)
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RegisterNetEvent('tdm:leaveGame', function()
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@ -104,6 +111,8 @@ RegisterNetEvent('tdm:leaveGame', function()
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description = 'Du hast das Spiel verlassen!',
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type = 'error'
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})
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debugPrint("Spiel verlassen")
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end)
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RegisterNetEvent('tdm:joinRequest', function(gameId, playerName, playerId)
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@ -142,67 +151,79 @@ RegisterNetEvent('tdm:joinRequestResult', function(approved, gameName)
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end)
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RegisterNetEvent('tdm:playerHit', function()
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if not inTDM or isHit then return end
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if not inTDM then
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print("^3[TDM WARNING]^7 Hit-Event empfangen, aber nicht im TDM!")
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return
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end
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if isHit then
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print("^3[TDM WARNING]^7 Hit-Event empfangen, aber bereits getroffen!")
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return
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end
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isHit = true
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local ped = PlayerPedId()
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-- Animation für kurze Zeit
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RequestAnimDict("random@mugging3")
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while not HasAnimDictLoaded("random@mugging3") do
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Wait(1)
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end
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TaskPlayAnim(ped, "random@mugging3", "handsup_standing_base", 8.0, -8.0, -1, 50, 0, false, false, false)
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-- Benachrichtigung
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du wurdest getroffen! Respawn in 3 Sekunden...',
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type = 'error'
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})
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-- Nach 3 Sekunden automatisch respawnen
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CreateThread(function()
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Wait(3000)
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-- Vereinfachter Respawn ohne Animation
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SetTimeout(3000, function()
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if not inTDM then return end
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if inTDM and isHit and currentTeam and currentField then
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-- Respawn zum Team Spawn
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local fieldConfig = Config.gameFields[currentField]
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local spawnPoints = fieldConfig.teamSpawns[currentTeam]
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local randomSpawn = spawnPoints[math.random(#spawnPoints)]
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-- Debug-Nachricht
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debugPrint("Respawn wird ausgeführt...")
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-- Bildschirm ausblenden für sauberen Teleport
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DoScreenFadeOut(500)
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Wait(500)
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-- Animation stoppen
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ClearPedTasks(ped)
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-- Teleport zum Spawn
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SetEntityCoords(ped, randomSpawn.x, randomSpawn.y, randomSpawn.z)
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-- Spieler ist wieder aktiv
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isHit = false
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-- Zone Blip Flash stoppen
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if teamZoneBlips[currentTeam] and DoesBlipExist(teamZoneBlips[currentTeam]) then
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SetBlipFlashes(teamZoneBlips[currentTeam], false)
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end
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-- Bildschirm wieder einblenden
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Wait(100)
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DoScreenFadeIn(500)
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du bist wieder im Spiel!',
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type = 'success'
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})
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-- Respawn zum Team Spawn
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local fieldConfig = Config.gameFields[currentField]
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if not fieldConfig then
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print("^1[TDM ERROR]^7 Feldkonfiguration nicht gefunden!")
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return
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end
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local spawnPoints = fieldConfig.teamSpawns[currentTeam]
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if not spawnPoints or #spawnPoints == 0 then
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print("^1[TDM ERROR]^7 Keine Spawn-Punkte gefunden!")
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return
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end
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local randomSpawn = spawnPoints[math.random(#spawnPoints)]
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-- Teleport zum Spawn mit Fade
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DoScreenFadeOut(500)
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Wait(600)
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-- Alle Animationen stoppen
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ClearPedTasksImmediately(ped)
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-- Teleport
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SetEntityCoords(ped, randomSpawn.x, randomSpawn.y, randomSpawn.z)
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-- Spieler ist wieder aktiv
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isHit = false
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Wait(100)
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DoScreenFadeIn(500)
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lib.notify({
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title = 'TeamDeathmatch',
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description = 'Du bist wieder im Spiel!',
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type = 'success'
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})
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end)
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end)
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RegisterNetEvent('tdm:updateScore', function(team1Score, team2Score, gameStats)
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-- Debug-Ausgabe
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debugPrint("Score Update empfangen: Team1=" .. team1Score .. ", Team2=" .. team2Score)
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if gameStats then
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debugPrint("GameStats: Hits=" .. (gameStats.hits or "nil") .. ", Deaths=" .. (gameStats.deaths or "nil"))
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end
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-- Verwende gameStats falls verfügbar, sonst lokale Stats
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local myHits = gameStats and gameStats.hits or playerStats.hits
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local myDeaths = gameStats and gameStats.deaths or playerStats.deaths
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@ -234,14 +255,22 @@ RegisterNetEvent('tdm:hitRegistered', function()
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showHitMarker()
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-- Score sofort aktualisieren
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TriggerServerEvent('tdm:requestScoreUpdate', currentGameId)
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if currentGameId then
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TriggerServerEvent('tdm:requestScoreUpdate', currentGameId)
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end
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debugPrint("Treffer registriert! Neue Hits: " .. playerStats.hits)
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end)
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RegisterNetEvent('tdm:deathRegistered', function()
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playerStats.deaths = playerStats.deaths + 1
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-- Score sofort aktualisieren
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TriggerServerEvent('tdm:requestScoreUpdate', currentGameId)
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if currentGameId then
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TriggerServerEvent('tdm:requestScoreUpdate', currentGameId)
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end
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debugPrint("Tod registriert! Neue Deaths: " .. playerStats.deaths)
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end)
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RegisterNetEvent('tdm:gameEnded', function(winnerTeam, team1Score, team2Score)
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@ -276,6 +305,8 @@ RegisterNetEvent('tdm:gameEnded', function(winnerTeam, team1Score, team2Score)
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Wait(5000)
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TriggerServerEvent('tdm:leaveGame')
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debugPrint("Spiel beendet! Gewinner: " .. (winnerTeam or "Unentschieden"))
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end)
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-- Funktionen
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@ -291,7 +322,12 @@ function setTeamMask(team)
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local genderMask = maskData[playerGender]
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if genderMask then
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SetPedComponentVariation(ped, genderMask.component, genderMask.drawable, genderMask.texture, 0)
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debugPrint("Maske gesetzt: " .. team .. " (" .. playerGender .. ")")
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else
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debugPrint("Keine Maske für " .. team .. " (" .. playerGender .. ") gefunden!")
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end
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else
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debugPrint("Keine Masken-Daten für Team " .. team .. " gefunden!")
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end
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end
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@ -304,6 +340,7 @@ function createTeamZoneBlip(team, fieldConfig)
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SetBlipAlpha(blip, 128)
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teamZoneBlips[team] = blip
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debugPrint("Team Zone Blip erstellt für " .. team)
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end
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function removeTeamZoneBlips()
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@ -313,6 +350,7 @@ function removeTeamZoneBlips()
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end
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end
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teamZoneBlips = {}
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debugPrint("Team Zone Blips entfernt")
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end
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function highlightTeamZone(team)
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@ -459,6 +497,7 @@ function openJoinGameMenu(fieldId)
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})
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return
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end
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TriggerServerEvent('tdm:requestGamesList')
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Wait(200)
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@ -573,25 +612,14 @@ CreateThread(function()
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local ped = PlayerPedId()
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if HasEntityBeenDamagedByAnyPed(ped) then
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local damager = NetworkGetEntityKillerOfPlayer(PlayerId())
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local damager = GetPedSourceOfDeath(ped)
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local damagerPlayer = nil
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-- Versuche den Angreifer zu identifizieren
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if damager > 0 then
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damagerPlayer = NetworkGetPlayerIndexFromPed(damager)
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if damagerPlayer then
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damagerPlayer = GetPlayerServerId(damagerPlayer)
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end
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end
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-- Alternativ über alle Spieler suchen
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if not damagerPlayer then
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for _, player in ipairs(GetActivePlayers()) do
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local playerPed = GetPlayerPed(player)
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if playerPed == GetPedSourceOfDeath(ped) then
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damagerPlayer = GetPlayerServerId(player)
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break
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end
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for _, player in ipairs(GetActivePlayers()) do
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if GetPlayerPed(player) == damager then
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damagerPlayer = GetPlayerServerId(player)
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break
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end
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end
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@ -600,6 +628,8 @@ CreateThread(function()
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-- Lokale Stats sofort updaten
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playerStats.deaths = playerStats.deaths + 1
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debugPrint("Getroffen von: " .. (damagerPlayer or "Unbekannt"))
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TriggerEvent('tdm:playerHit')
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TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam, damagerPlayer)
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end
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@ -616,6 +646,8 @@ CreateThread(function()
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local ped = PlayerPedId()
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if IsEntityDead(ped) then
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debugPrint("Spieler ist tot!")
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TriggerServerEvent('tdm:playerDied', currentGameId)
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lib.notify({
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@ -678,6 +710,8 @@ CreateThread(function()
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},
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distance = 2.5
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})
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debugPrint("NPC und Blip für Feld " .. fieldId .. " erstellt")
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else
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print("^3[TDM WARNING]^7 Feld " .. fieldId .. " hat keine vollständige Lobby-Konfiguration!")
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end
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@ -725,6 +759,10 @@ RegisterCommand('debugtdm', function()
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print("currentField: " .. tostring(currentField))
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print("currentLobbyField: " .. tostring(currentLobbyField))
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print("currentTeam: " .. tostring(currentTeam))
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print("currentGameId: " .. tostring(currentGameId))
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print("isHit: " .. tostring(isHit))
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print("Hits: " .. playerStats.hits)
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print("Deaths: " .. playerStats.deaths)
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print("^2[TDM DEBUG]^7 Verfügbare Felder:")
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for fieldId, fieldData in pairs(Config.gameFields) do
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@ -786,15 +824,18 @@ RegisterCommand('forcetdmrespawn', function()
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local randomSpawn = spawnPoints[math.random(#spawnPoints)]
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DoScreenFadeOut(500)
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Wait(500)
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Wait(600)
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ClearPedTasks(ped)
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ClearPedTasksImmediately(ped)
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SetEntityCoords(ped, randomSpawn.x, randomSpawn.y, randomSpawn.z)
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isHit = false
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Wait(100)
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DoScreenFadeIn(500)
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lib.notify({
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title = 'Debug',
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description = 'Manueller Respawn durchgeführt
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lib.notify({
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title = 'Debug',
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description = 'Manueller Respawn durchgeführt!',
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@ -809,3 +850,63 @@ RegisterCommand('forcetdmrespawn', function()
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end
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end, false)
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-- Debug-Funktion für Stats
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RegisterCommand('showstats', function()
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if inTDM then
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print("^2[TDM DEBUG]^7 Lokale Stats:")
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print("Hits: " .. playerStats.hits)
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print("Deaths: " .. playerStats.deaths)
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if currentGameId then
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TriggerServerEvent('tdm:debugPlayerStats', currentGameId)
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end
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lib.notify({
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title = 'Debug',
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description = 'Lokale Stats - Hits: ' .. playerStats.hits .. ', Deaths: ' .. playerStats.deaths,
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type = 'info'
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})
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else
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lib.notify({
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title = 'Debug',
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description = 'Du bist nicht in einem TDM-Spiel!',
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type = 'error'
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})
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end
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end, false)
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-- Debug-Funktion für manuellen Hit
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RegisterCommand('testhit', function()
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if inTDM then
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TriggerEvent('tdm:playerHit')
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lib.notify({
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title = 'Debug',
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description = 'Test-Hit ausgelöst!',
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type = 'info'
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})
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else
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lib.notify({
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title = 'Debug',
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description = 'Du bist nicht in einem TDM-Spiel!',
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type = 'error'
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})
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end
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end, false)
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-- Debug-Funktion für manuellen Treffer
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RegisterCommand('testtreff', function()
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if inTDM then
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TriggerEvent('tdm:hitRegistered')
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lib.notify({
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title = 'Debug',
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description = 'Test-Treffer registriert!',
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type = 'info'
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})
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else
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lib.notify({
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title = 'Debug',
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description = 'Du bist nicht in einem TDM-Spiel!',
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type = 'error'
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})
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end
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end, false)
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@ -4,6 +4,11 @@ local QBCore = exports['qb-core']:GetCoreObject()
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local activeGames = {}
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local gameIdCounter = 1
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-- Debug-Funktion für Konsole
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local function debugPrint(message)
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print("^2[TDM SERVER]^7 " .. message)
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end
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-- Events
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RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, password)
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local src = source
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@ -45,6 +50,7 @@ RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, passwor
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TriggerClientEvent('QBCore:Notify', src, 'Dein ' .. typeText .. ' Spiel "' .. gameName .. '" wurde erstellt!', 'success')
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updateGamesListForAll()
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debugPrint("Spiel erstellt: " .. gameId .. " von " .. Player.PlayerData.name)
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end)
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RegisterNetEvent('tdm:requestGamesList', function()
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@ -136,7 +142,10 @@ end)
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RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId)
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local victim = source
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if not activeGames[gameId] then return end
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if not activeGames[gameId] then
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debugPrint("Hit registriert, aber Spiel " .. gameId .. " existiert nicht!")
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return
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end
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local game = activeGames[gameId]
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@ -159,6 +168,9 @@ RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId)
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if attackerId then
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game.playerStats[attackerId].hits = (game.playerStats[attackerId].hits or 0) + 1
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TriggerClientEvent('tdm:hitRegistered', attackerId)
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debugPrint("Treffer von " .. attackerId .. " gegen " .. victim)
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else
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debugPrint("Treffer gegen " .. victim .. " von unbekanntem Angreifer")
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end
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-- Team Score erhöhen
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@ -193,6 +205,18 @@ RegisterNetEvent('tdm:requestScoreUpdate', function(gameId)
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end
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end)
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RegisterNetEvent('tdm:debugPlayerStats', function(gameId)
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local src = source
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if activeGames[gameId] and activeGames[gameId].playerStats and activeGames[gameId].playerStats[src] then
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local stats = activeGames[gameId].playerStats[src]
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TriggerClientEvent('QBCore:Notify', src, 'Server Stats - Hits: ' .. (stats.hits or 0) .. ', Deaths: ' .. (stats.deaths or 0), 'info')
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debugPrint("Stats für Spieler " .. src .. ": Hits=" .. (stats.hits or 0) .. ", Deaths=" .. (stats.deaths or 0))
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else
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TriggerClientEvent('QBCore:Notify', src, 'Keine Stats gefunden!', 'error')
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debugPrint("Keine Stats für Spieler " .. src .. " in Spiel " .. gameId)
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end
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end)
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-- Funktionen
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function joinPlayerToGame(playerId, gameId)
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local game = activeGames[gameId]
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@ -222,6 +246,8 @@ function joinPlayerToGame(playerId, gameId)
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TriggerClientEvent('tdm:joinGame', playerId, gameId, team, game.fieldId)
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updateScoreForGame(gameId)
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updateGamesListForAll()
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debugPrint("Spieler " .. playerId .. " ist Spiel " .. gameId .. " beigetreten (Team: " .. team .. ")")
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end
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function removePlayerFromGame(playerId, gameId)
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@ -232,6 +258,7 @@ function removePlayerFromGame(playerId, gameId)
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for i, id in ipairs(game.team1) do
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if id == playerId then
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table.remove(game.team1, i)
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debugPrint("Spieler " .. playerId .. " aus Team 1 entfernt")
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break
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end
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end
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@ -239,6 +266,7 @@ function removePlayerFromGame(playerId, gameId)
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for i, id in ipairs(game.team2) do
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if id == playerId then
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table.remove(game.team2, i)
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debugPrint("Spieler " .. playerId .. " aus Team 2 entfernt")
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break
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end
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end
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@ -279,7 +307,9 @@ function endGame(gameId, winnerTeam, reason)
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end)
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if reason then
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print('[TDM] Spiel ' .. gameId .. ' beendet: ' .. reason)
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debugPrint("Spiel " .. gameId .. " beendet: " .. reason)
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else
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debugPrint("Spiel " .. gameId .. " beendet. Gewinner: " .. (winnerTeam or "Unentschieden"))
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -291,9 +321,16 @@ function startGameTimer(gameId)
|
|||
local maxTime = game.maxTime
|
||||
local startTime = os.time()
|
||||
|
||||
debugPrint("Timer für Spiel " .. gameId .. " gestartet. Maximale Zeit: " .. maxTime .. " Sekunden")
|
||||
|
||||
while game and game.status == 'active' and (os.time() - startTime) < maxTime do
|
||||
Wait(1000)
|
||||
game = activeGames[gameId] -- Refresh game data
|
||||
|
||||
-- Alle 30 Sekunden Debug-Info
|
||||
if (os.time() - startTime) % 30 == 0 then
|
||||
debugPrint("Spiel " .. gameId .. " läuft seit " .. (os.time() - startTime) .. " Sekunden")
|
||||
end
|
||||
end
|
||||
|
||||
-- Zeit abgelaufen
|
||||
|
@ -316,6 +353,7 @@ function checkGameEnd(gameId)
|
|||
elseif totalPlayers == 0 then
|
||||
activeGames[gameId] = nil
|
||||
updateGamesListForAll()
|
||||
debugPrint("Spiel " .. gameId .. " gelöscht (keine Spieler)")
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -323,6 +361,8 @@ function updateScoreForGame(gameId)
|
|||
local game = activeGames[gameId]
|
||||
if not game then return end
|
||||
|
||||
debugPrint("Score Update für Spiel " .. gameId .. ": Team1=" .. game.score.team1 .. ", Team2=" .. game.score.team2)
|
||||
|
||||
for _, playerId in ipairs(game.team1) do
|
||||
local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0}
|
||||
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2, {
|
||||
|
@ -354,6 +394,8 @@ AddEventHandler('playerDropped', function()
|
|||
for gameId, game in pairs(activeGames) do
|
||||
removePlayerFromGame(src, gameId)
|
||||
end
|
||||
|
||||
debugPrint("Spieler " .. src .. " hat den Server verlassen - aus allen Spielen entfernt")
|
||||
end)
|
||||
|
||||
-- Server Start - Games Liste leeren
|
||||
|
@ -361,7 +403,7 @@ AddEventHandler('onResourceStart', function(resourceName)
|
|||
if GetCurrentResourceName() == resourceName then
|
||||
activeGames = {}
|
||||
gameIdCounter = 1
|
||||
print('[TDM] TeamDeathmatch System gestartet!')
|
||||
debugPrint("TeamDeathmatch System gestartet!")
|
||||
end
|
||||
end)
|
||||
|
||||
|
@ -383,6 +425,6 @@ AddEventHandler('onResourceStop', function(resourceName)
|
|||
end
|
||||
|
||||
activeGames = {}
|
||||
print('[TDM] TeamDeathmatch System gestoppt!')
|
||||
debugPrint("TeamDeathmatch System gestoppt!")
|
||||
end
|
||||
end)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue