public static async void StopGame(int winner, bool isVoteMap) { if (PlayerTypes.Innocent == winner) { if (User.GameInfo.PlayerType == PlayerTypes.Innocent || User.GameInfo.PlayerType == PlayerTypes.Detective) { User.AddCashMoney(5000); } UI.ShowMissionPassedMessage("~g~Innocent win", 20000); Notification.Send("~g~Innocent win"); } else if (PlayerTypes.Traitor == winner) { if (User.GameInfo.PlayerType == PlayerTypes.Traitor) { User.AddCashMoney(5000); } UI.ShowMissionPassedMessage("~r~Traitor win", 20000); Notification.Send("~r~Traitor win"); } await Delay(10000); if (isVoteMap) { MenuList.ShowVoteMapMenu(); await Delay(30000); MenuList.HideMenu(); await Delay(5000); } User.SetStatusType(StatusTypes.Lobby); }
public static async void SwitchToBriefing() { await UI.ShowLoadDisplay(); Freeze(true); Invisible(true); float spawnX = (float)await Sync.Data.Get(GetServerId(), "spawnPosX"); float spawnY = (float)await Sync.Data.Get(GetServerId(), "spawnPosY"); float spawnZ = (float)await Sync.Data.Get(GetServerId(), "spawnPosZ"); float spawnRot = (float)await Sync.Data.Get(GetServerId(), "spawnRot"); NetworkSetVoiceChannel(0); Respawn(new Vector3(spawnX, spawnY, spawnZ), spawnRot, true, false); await Delay(5000); Freeze(false); Invisible(false); MenuList.ShowWeaponShopMenu(); await UI.HideLoadDisplay(); }
public static async void StartGame(int traitor1, int traitor2, int traitor3, int traitor4, int detective1, int detective2, int gameTimer, int camType) { User.SetStatusType(StatusTypes.InGame); await Delay(500); User.GameInfo.Active = true; User.GameInfo.CamType = camType; User.GameInfo.Timer = gameTimer; User.GameInfo.Traitor1 = traitor1; User.GameInfo.Traitor2 = traitor2; User.GameInfo.Traitor3 = traitor3; User.GameInfo.Traitor4 = traitor4; User.GameInfo.Detective1 = detective1; User.GameInfo.Detective2 = detective2; var playerId = User.GetServerId(); if (playerId == User.GameInfo.Traitor1) { User.GameInfo.PlayerType = PlayerTypes.Traitor; } else if (playerId == User.GameInfo.Traitor2) { User.GameInfo.PlayerType = PlayerTypes.Traitor; } else if (playerId == User.GameInfo.Traitor3) { User.GameInfo.PlayerType = PlayerTypes.Traitor; } else if (playerId == User.GameInfo.Traitor4) { User.GameInfo.PlayerType = PlayerTypes.Traitor; } else if (playerId == User.GameInfo.Detective1) { User.GameInfo.PlayerType = PlayerTypes.Detective; } else if (playerId == User.GameInfo.Detective2) { User.GameInfo.PlayerType = PlayerTypes.Detective; } else { User.GameInfo.PlayerType = PlayerTypes.Innocent; } if (User.GameInfo.PlayerType == PlayerTypes.Traitor) { MenuList.ShowWeaponShopMenu("Special"); } Sync.Data.Set(User.GetServerId(), "playerType", User.GameInfo.PlayerType); }
public static async void SwitchToLobby() { await UI.ShowLoadDisplay(); Sync.Data.Set(-1, "StartTimer", 121); Respawn(WaitLobby, new Random().Next(360), false, false); NetworkSetVoiceChannel(999); MenuList.ShowLobbyMenu(); Freeze(true); Invisible(true); await UI.HideLoadDisplay(); }
public static async void SwitchToShop() { await UI.ShowLoadDisplay(); Sync.Data.Reset(-1, "StartTimer"); Respawn(new Vector3(406.2783f, -749.1988f, 28.3256f), new Random().Next(360), false, false); NetworkSetVoiceChannel(999); MenuList.ShowShopMenu(); Freeze(true); Invisible(true); await UI.HideLoadDisplay(); }
public static async void SwitchToMainMenu() { await UI.ShowLoadDisplay(); var rand = new Random(); int i = rand.Next(SpawnList.Length / 3); Respawn(new Vector3((float)SpawnList[i, 0], (float)SpawnList[i, 1], (float)SpawnList[i, 2] + 50), rand.Next(360), false, false); NetworkSetVoiceChannel(999); MenuList.ShowMainMenu(); Freeze(true); Invisible(true); await UI.HideLoadDisplay(); }
public static void SetStatusType(int status) { StopSpec(); MenuList.HideMenu(); _statusType = status; SetRichPresence(GetStatusTypeLabel()); Sync.Data.Set(GetServerId(), "StatusType", _statusType); switch (_statusType) { case 0: SwitchToMainMenu(); break; case 1: SwitchToShop(); break; case 2: SwitchToLobby(); break; case 3: SwitchToGame(); break; case 4: SwitchToSpec(); break; case 5: SwitchToBriefing(); break; } ResetValues(); }
public static void SwitchToGame() { SetEntityHealth(GetPlayerPed(-1), 200); Notification.Send("~g~GO! GO! GO!"); MenuList.HideMenu(); }