internal static List <Ped> SpawnCops(Vector3 spawnPoint, int number, bool isBusy, bool kill, out List <PedType> pedTypeList) { var array = GetPeds(spawnPoint); var typeList = new List <PedType>(); var list = new List <Ped>(); for (var i = 0; i < number; i++) { var cop = new Ped(new Model(array[Fiskey111Common.Rand.RandomNumber(array.Length)]), spawnPoint.Around2D(2f), 0f); Functions.SetPedAsCop(cop); Functions.SetCopAsBusy(cop, isBusy); cop.Inventory.GiveNewWeapon( new WeaponAsset( Settings.CopWeaponAssets()[ Fiskey111Common.Rand.RandomNumber(Settings.CopWeaponAssets().Length)]), 400, true); cop.MakeMissionPed(); EntityMethods.CheckIfOnVehicle(cop); typeList.Add(new PedType(cop, PedType.Type.Cop, cop.Inventory.EquippedWeaponObject)); list.Add(cop); if (kill) { cop.Kill(); } } pedTypeList = typeList; return(list); }
internal static List <Ped> SpawnPeds(Vector3 spawnPoint, string model, int number, float around1, float around2, float heading) { var list = new List <Ped>(); var ped = new Ped(); var position = World.GetNextPositionOnStreet(spawnPoint.Around2D(around1, around2)); for (var l = 0; l < number; l++) { ped = model == null ? new Ped(position) : new Ped(new Model(model), position, heading); EntityMethods.CheckIfOnVehicle(ped); ped.MakeMissionPed(); list.Add(ped); } return(list); }