public static Dictionary <string, object> GetIniValues() { Game.LogTrivial("Loading Configuration..."); Dictionary <string, object> iniValues = new Dictionary <string, object> { }; InitializationFile ini = InitializeFile(); string[] acceptedWeaponStrings = ini.ReadString("Main", "AcceptedWeapons", "WEAPON_CARBINERIFLE_MK2,WEAPON_SMG").Split(','); List <uint> acceptedWeaponHashes = new List <uint> { }; foreach (var acceptedWeapon in acceptedWeaponStrings) { try { acceptedWeaponHashes.Add(Game.GetHashKey(acceptedWeapon.Trim(' '))); } catch { Game.LogTrivial($"{acceptedWeapon} is not a valid weapon"); } } iniValues.Add("AcceptedWeapons", acceptedWeaponHashes); Vector3 offsetPosition = ini.ReadVector3("Main", "OffsetPosition", new Vector3(0.0f, -0.19f, -0.02f)); iniValues.Add("OffsetPosition", offsetPosition); Rotator Rotation = ini.ReadRotator("Main", "Rotation", new Rotator(0.0f, 165f, 0.0f)); iniValues.Add("Rotation", Rotation); bool hideWhileInVehicle = ini.ReadBoolean("Main", "HideWhileInVehicle", true); iniValues.Add("HideWhileInVehicle", hideWhileInVehicle); bool disableFlashlight = ini.ReadBoolean("Main", "DisableFlashlight", false); iniValues.Add("DisableFlashlight", disableFlashlight); string deleteWeaponKeyString = ini.ReadString("Main", "DeleteWeaponKey", "Decimal"); Keys deleteWeaponKey = (Keys)Enum.Parse(typeof(Keys), deleteWeaponKeyString); iniValues.Add("DeleteWeaponKey", deleteWeaponKey); bool enableAI = ini.ReadBoolean("AI", "EnableAI", false); iniValues.Add("EnableAI", enableAI); bool copsOnly = ini.ReadBoolean("AI", "CopsOnly", true); iniValues.Add("CopsOnly", copsOnly); string[] aiAcceptedWeaponStrings = ini.ReadString("AI", "AcceptedWeapons", "WEAPON_CARBINERIFLE_MK2,WEAPON_SMG").Split(','); List <uint> aiAcceptedWeaponHashes = new List <uint> { }; foreach (var acceptedWeapon in aiAcceptedWeaponStrings) { try { aiAcceptedWeaponHashes.Add(Game.GetHashKey(acceptedWeapon.Trim(' '))); } catch { Game.LogTrivial($"{acceptedWeapon} is not a valid weapon"); } } iniValues.Add("AIAcceptedWeapons", aiAcceptedWeaponHashes); Vector3 aiOffsetPosition = ini.ReadVector3("AI", "OffsetPosition", new Vector3(0.0f, -0.19f, -0.02f)); iniValues.Add("AIOffsetPosition", aiOffsetPosition); Rotator aiRotation = ini.ReadRotator("AI", "Rotation", new Rotator(0.0f, 165f, 0.0f)); iniValues.Add("AIRotation", aiRotation); bool aiHideWhileInVehicle = ini.ReadBoolean("AI", "HideWhileInVehicle", true); iniValues.Add("AIHideWhileInVehicle", aiHideWhileInVehicle); bool enableBestWeapon = ini.ReadBoolean("AI", "EnableBestWeapon"); iniValues.Add("EnableBestWeapon", enableBestWeapon); string config = null; foreach (string key in iniValues.Keys.ToArray <string>()) { config += $"{key}: {iniValues[key]}; "; } Game.LogTrivial($"Loaded configuration: {config}"); return(iniValues); }