/// <summary> /// Spawns a random <see cref="Vehicle"/>, wraps it and adds it to a specific <see cref="WList{TEntity}"/>. /// </summary> /// <param name="list">The wrapped list.</param> /// <param name="position">The position.</param> /// <param name="heading">The heading of the vehicle.</param> /// <returns></returns> public static WVehicle CreateRandomVehicle(this WList <WVehicle> list, Vector3 position, float heading = 0f) { if (list == null) { throw new ArgumentNullException(nameof(list)); } if (position == null) { throw new ArgumentNullException(nameof(position)); } var vehicle = new WVehicle(list.CallbackManager, World.CreateRandomVehicle(position, heading)); list.Add(vehicle); return(vehicle); }
public void OnKeyDown(object sender, KeyEventArgs keyEventArgs) { Vehicles.OnKeyDown(sender, keyEventArgs); switch (keyEventArgs.KeyCode) { case Keys.F10: { // Create a vehicle using the Vehicles instance we declared earlier. WVehicle vehicle = Vehicles.CreateVehicle(VehicleHash.Adder, Game.PlayerPed.Position.Around(2f)); // Subscribe to a property called "Health" inside "vehicle.Entity". vehicle.Subscribe(vehicle.Entity, "Health", OnHealthChanged); break; } } }