// Initialization
        public Main()
        {
            Mod.VerifyFileStructure();
            Mod.LoadConfig();
            Mod.CreateBlips();
            InventoryManagement.LoadInventories();

            Tick    += OnTick;
            Aborted += Mod.OnAbort;
            KeyDown += OnKeyDown;

            UI.Notify("~y~Watch Dogs Vehicle Looting ~w~successfully loaded!");
        }
Exemple #2
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        public static void LootVehicle(Vehicle veh)
        {
            Random    r         = new Random();
            Inventory inventory = InventoryManagement.GetInventory((PedHash)Game.Player.Character.Model.GetHashCode());

            // Determine the loot item
            string   itemName = "";
            ItemType type     = RandomEnumValue <ItemType>();

            if (type == ItemType.pawnItem)
            {
                Item item = items[r.Next(items.Count)];
                itemName = item.name + " ($" + item.value + ")";
                inventory.pawnItems.Add(item);
                inventory.totalValue += item.value;
                InventoryManagement.SaveInventory(inventory);
            }
            else if (type == ItemType.food)
            {
                Food foodItem = food[r.Next(food.Count)];
                itemName = foodItem.name;
                if (foodItem.healsPlayer)
                {
                    Game.Player.Character.Health = Game.Player.Character.MaxHealth;
                }
            }
            else if (type == ItemType.weapon)
            {
                Classes.Items.Weapon weapon = weapons[r.Next(weapons.Count)];
                if (Game.Player.Character.Weapons.HasWeapon(weapon.weaponHash))
                {
                    LootVehicle(veh);
                    return;
                }
                itemName = weapon.weaponName;
                Weapon(weapon.weaponHash);
            }
            else if (type == ItemType.money)
            {
                int amount = r.Next(config.settings.money.minMoney, config.settings.money.maxMoney);
                itemName           = $"${amount}";
                Game.Player.Money += amount;
            }

            UI.Notify($"Vehicle Looted: {itemName}");
        }
        private void OnTick(object sender, EventArgs e)
        {
            // Draw 3d markers at each pawn shop if necessary
            if (Mod.config.settings.pawnShop3dMarkers)
            {
                foreach (PawnShop shop in Mod.config.pawnShops)
                {
                    if (World.GetDistance(Game.Player.Character.Position, new Vector3(shop.markerX, shop.markerY, shop.markerZ)) <= 150)
                    {
                        World.DrawMarker(MarkerType.VerticalCylinder, new Vector3(shop.markerX, shop.markerY, shop.markerZ - shop.markerZ / shop.markerZ), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.5f), Color.Yellow);
                    }
                }
            }


            // If the player is driving a vehicle, try to loot it
            if (Game.Player.Character.IsInVehicle() && Game.Player.Character.SeatIndex == VehicleSeat.Driver)
            {
                if (!lootedVehicles.Contains(Game.Player.Character.CurrentVehicle) && !Mod.blockedModels.Contains(Game.Player.Character.CurrentVehicle.Model))
                {
                    Wait(2500);
                    if (new Random().Next(1, 100) <= 75)
                    {
                        Mod.LootVehicle(Game.Player.Character.CurrentVehicle);
                    }
                    lootedVehicles.Add(Game.Player.Character.CurrentVehicle);
                }
            }
            // Otherwise, display the pawnshop sell message if necessary
            else
            {
                Inventory inventory = InventoryManagement.GetInventory((PedHash)Game.Player.Character.Model.GetHashCode());
                foreach (PawnShop shop in Mod.config.pawnShops)
                {
                    if (World.GetDistance(Game.Player.Character.Position, new Vector3(shop.markerX, shop.markerY, shop.markerZ)) <= 1.25f && inventory.pawnItems.Count >= 1)
                    {
                        UI.ShowSubtitle($"Press ~y~E ~w~to sell your loot to the pawn shop (${inventory.totalValue})", 1);
                    }
                }
            }
        }
        private void OnKeyDown(object sender, KeyEventArgs e)
        {
            // Developer commands
            if (Mod.config.settings.devMode)
            {
                if (e.KeyCode == Keys.L && e.Shift)
                {
                    Mod.CreatePawnShop(Game.Player.Character.Position);
                }
            }

            // If the pawnshop use key is pressed
            if (e.KeyCode == Keys.E && !Game.Player.Character.IsInVehicle())
            {
                foreach (PawnShop shop in Mod.config.pawnShops)
                {
                    // If the player is at a pawn shop
                    Vector3   markerPos = new Vector3(shop.markerX, shop.markerY, shop.markerZ);
                    Inventory inventory = InventoryManagement.GetInventory((PedHash)Game.Player.Character.Model.GetHashCode());
                    if (World.GetDistance(Game.Player.Character.Position, markerPos) <= 1.25f && inventory.pawnItems.Count >= 1)
                    {
                        // Sell every item
                        Game.FadeScreenOut(1000);
                        Game.Player.Character.FreezePosition = true;
                        Wait(1000);
                        int itemCount = inventory.pawnItems.Count;
                        int itemValue = inventory.totalValue;
                        inventory.pawnItems.Clear();
                        inventory.totalValue = 0;
                        InventoryManagement.SaveInventory(inventory);
                        World.CurrentDayTime = new TimeSpan(World.CurrentDayTime.Hours + new Random().Next(1, itemCount), new Random().Next(1, 59), new Random().Next(1, 59));
                        Wait(500);
                        Game.Player.Character.FreezePosition = false;
                        Game.FadeScreenIn(1000);

                        bool caughtByCops = false;
                        if (new Random().Next(0, 100) >= 50)
                        {
                            caughtByCops = true;
                        }
                        UI.Notify(caughtByCops.ToString());
                        if (!caughtByCops) // If the item is actually sold
                        {
                            Game.Player.Money = Game.Player.Money + itemValue;
                            if (itemCount > 1)
                            {
                                UI.Notify($"You just sold {itemCount} items for ${itemValue}!");
                            }
                            else if (itemCount == 1)
                            {
                                UI.Notify($"You just sold {itemCount} item for ${itemValue}!");
                            }
                        }
                        else // If the cops are called
                        {
                            UI.Notify("The pawn shop has alerted the cops about your items being stolen!");
                            Game.Player.WantedLevel = 2;
                        }
                    }
                }
            }
        }