Exemple #1
0
        private void API_onClientEventTrigger(Client sender, string eventName, params object[] arguments)
        {
            Character character = sender.GetCharacter();

            switch (eventName)
            {
            case "myvehicles_locatecar":
                vehicle_manager.Vehicle lcVeh =
                    VehicleManager.Vehicles.Single(
                        x => x.NetHandle.Value == Convert.ToInt32(arguments[0]) && x.OwnerId == character.Id);
                Vector3 loc = API.GetEntityPosition(lcVeh.NetHandle);
                API.TriggerClientEvent(sender, "myvehicles_setCheckpointToCar", loc.X, loc.Y, loc.Z);
                API.SendChatMessageToPlayer(sender, "A checkpoint has been set to the vehicle.");
                break;

            case "myvehicles_abandoncar":
                vehicle_manager.Vehicle acVeh =
                    VehicleManager.Vehicles.Single(
                        x => x.Id == Convert.ToInt32(arguments[0]) && x.OwnerId == character.Id);
                VehicleManager.despawn_vehicle(acVeh);
                VehicleManager.delete_vehicle(acVeh);
                acVeh.Delete();
                API.SendChatMessageToPlayer(sender,
                                            $"You have sucessfully abandoned your ~r~{VehicleOwnership.returnCorrDisplayName(acVeh.VehModel)}~w~");
                break;

            case "myvehicles_sellcar":
                vehicle_manager.Vehicle scVeh =
                    VehicleManager.Vehicles.Single(
                        x => x.Id == Convert.ToInt32(arguments[0]) && x.OwnerId == character.Id);
                var tid    = (string)arguments[1];
                var target = PlayerManager.ParseClient(tid);
                if (target == null)
                {
                    API.SendChatMessageToPlayer(sender, "That player isn't online or doesn't exist.");
                    return;
                }
                var targetChar    = target.GetCharacter();
                var targetAccount = target.GetAccount();

                var price = 0;
                if (!int.TryParse((string)arguments[2], out price))
                {
                    API.SendChatMessageToPlayer(sender, "Invalid price entered.");
                    return;
                }
                if (price < 0)
                {
                    API.SendChatMessageToPlayer(sender, "Price cannot be negative.");
                    return;
                }

                if (targetChar.OwnedVehicles.Count >= VehicleManager.GetMaxOwnedVehicles(targetChar.Client))
                {
                    API.SendChatMessageToPlayer(sender, "This player cannot own any more vehicles.");
                    return;
                }

                API.SendChatMessageToPlayer(sender,
                                            $"Are you sure you would like to sell the ~r~{VehicleOwnership.returnCorrDisplayName(scVeh.VehModel)}~w~ for ~r~${price}~w~ to the player ~r~{targetChar.rp_name()}~w~?");
                API.SendChatMessageToPlayer(sender, "Use /confirmsellvehicle to sell.");
                API.SetEntityData(sender, "sellcar_selling", new dynamic[] { scVeh, targetChar, price });
                break;

            case "groupvehicles_locatecar":
                vehicle_manager.Vehicle gVeh =
                    VehicleManager.Vehicles.Single(
                        x => x.NetHandle.Value == Convert.ToInt32(arguments[0]) && x.GroupId == character.GroupId);
                Vector3 location = API.GetEntityPosition(gVeh.NetHandle);
                API.TriggerClientEvent(sender, "myvehicles_setCheckpointToCar", location.X, location.Y, location.Z);
                API.SendChatMessageToPlayer(sender, "A checkpoint has been set to the vehicle.");
                break;
            }
        }
Exemple #2
0
        public void OnVehicleMenuTrigger(Client player, params object[] arguments)
        {
            var vehicleHandle = (NetHandle)arguments[0];
            var option        = (string)arguments[1];

            Character   character = player.GetCharacter();
            GameVehicle vehicle   = API.Shared.GetEntityData(vehicleHandle, "Vehicle");

            var playerSeat = API.Shared.GetPlayerVehicleSeat(player);

            //Check that player vehicle is the same as the menu vehicle...
            if (API.Shared.GetPlayerVehicle(player) != vehicleHandle)
            {
                DebugManager.DebugMessage("[VehicleMenu] " + character.CharacterName + "(" + player.SocialClubName + ", " + player.Handle + ") used VehicleMenu option in a different vehicle handle.");
                return;
            }

            var vehAccess  = VehicleManager.DoesPlayerHaveVehicleAccess(player, vehicle);
            var parkAccess = VehicleManager.DoesPlayerHaveVehicleParkLockAccess(player, vehicle);

            if ((option.Equals("park") || option.Equals("lock")) && !parkAccess)
            {
                API.Shared.SendChatMessageToPlayer(player, "~r~ You do not have access to this vehicle.");
                return;
            }

            if ((option.Equals("engine") || option.Equals("park")) && playerSeat != -1)
            {
                API.Shared.SendChatMessageToPlayer(player, "~r~ You can only access these options in the driver seat.");
                return;
            }

            switch (option)
            {
            case "engine":
                if (vehAccess)
                {
                    VehicleManager.engine_cmd(player);
                }
                else
                {
                    VehicleManager.hotwire_cmd(player);
                }
                break;

            case "lock":
                var lockState = API.Shared.GetVehicleLocked(vehicleHandle);

                if (lockState)
                {
                    API.Shared.SetVehicleLocked(vehicleHandle, false);
                    ChatManager.RoleplayMessage(character, "unlocks the doors of the vehicle.", ChatManager.RoleplayMe);
                }
                else
                {
                    API.Shared.SetVehicleLocked(vehicleHandle, true);
                    ChatManager.RoleplayMessage(character, "locks the doors of the vehicle.", ChatManager.RoleplayMe);
                }


                break;

            case "park":

                var pos       = NAPI.Entity.GetEntityPosition(vehicleHandle);
                var rot       = API.GetEntityRotation(vehicleHandle);
                var dimension = API.GetEntityDimension(vehicleHandle);

                vehicle.SpawnPos       = pos;
                vehicle.SpawnRot       = rot;
                vehicle.SpawnDimension = (int)dimension;

                vehicle.Save();

                API.Shared.SendChatMessageToPlayer(player, "Car spawn location saved to current location.");
                break;

            case "door":
                var doorIndex = (int)arguments[2];

                var doorName = "";
                switch (doorIndex)
                {
                case 0:
                    doorName = "front left door";
                    break;

                case 1:
                    doorName = "front right door";
                    break;

                case 2:
                    doorName = "back left door";
                    break;

                case 3:
                    doorName = "back right door";
                    break;

                case 4:
                    doorName = "hood";
                    break;

                case 5:
                    doorName = "trunk";
                    break;
                }

                var doorState = API.GetVehicleDoorState(vehicleHandle, doorIndex);

                if (doorState)
                {
                    API.SetVehicleDoorState(vehicleHandle, doorIndex, false);
                    ChatManager.RoleplayMessage(character, "closed the " + doorName + " of the vehicle.", ChatManager.RoleplayMe);
                }
                else
                {
                    API.SetVehicleDoorState(vehicleHandle, doorIndex, true);
                    ChatManager.RoleplayMessage(character, "opened the " + doorName + " of the vehicle.", ChatManager.RoleplayMe);
                }

                break;
            }
        }
Exemple #3
0
        public void confirmbuyvehicle_cmd(Client player)
        {
            Character character = player.GetCharacter();
            Account   account   = player.GetAccount();
            var       data      = API.GetEntityData(player, "sellcar_buying");

            if (data != null)
            {
                Character buyingFrom = data[0];
                Vehicle   veh        = data[1];
                int       price      = data[2];
                //Make sure near him.
                var buyingPos = buyingFrom.Client.position;
                if (player.position.DistanceTo(buyingPos) <= 5f)
                {
                    //make sure still have slots.
                    if (character.OwnedVehicles.Count < VehicleManager.GetMaxOwnedVehicles(character.Client))
                    {
                        //make sure have money.
                        if (Money.GetCharacterMoney(character) >= price)
                        {
                            //Do actual process.
                            InventoryManager.GiveInventoryItem(buyingFrom, new Money(), price);
                            InventoryManager.DeleteInventoryItem(character, typeof(Money), price);
                            veh.OwnerId   = character.Id;
                            veh.OwnerName = character.CharacterName;
                            veh.Save();

                            //DONE, now spawn if hes vip.
                            if (!veh.IsSpawned)
                            {
                                //He won't be able to buy it anyways if he wasn't VIP... so I THINK he can now have it spawned, right ? :/
                                if (VehicleManager.spawn_vehicle(veh) != 1)
                                {
                                    API.ConsoleOutput(
                                        $"There was an error spawning vehicle #{veh.Id} of {character.CharacterName}.");
                                }
                            }

                            //Tell.
                            API.SendChatMessageToPlayer(player, "You have sucessfully bought the car.");
                            API.SendChatMessageToPlayer(buyingFrom.Client, "You have successfully sold the car.");
                            API.SetEntityData(player, "sellcar_buying", null);
                        }
                        else
                        {
                            API.SendChatMessageToPlayer(player, "You don't have enough money.");
                            API.SendChatMessageToPlayer(buyingFrom.Client, "The buyer doesn't have enough money.");
                            API.SetEntityData(player, "sellcar_buying", null);
                        }
                    }
                    else
                    {
                        API.SendChatMessageToPlayer(player, "You can't own anymore vehicles.");
                        API.SendChatMessageToPlayer(buyingFrom.Client, "The buyer can't own anymore vehicles.");
                        API.SetEntityData(player, "sellcar_buying", null);
                    }
                }
                else
                {
                    API.SendChatMessageToPlayer(player, "You must be near the buyer.");
                    API.SendChatMessageToPlayer(buyingFrom.Client, "The buyer must be near you.");
                    API.SetEntityData(player, "sellcar_buying", null);
                }
            }
            else
            {
                API.SendChatMessageToPlayer(player, "You aren't buying any car.");
            }
        }