/// <summary> /// Allows the host of the plugin requests backup when or when not in a mission. /// </summary> private void NetworkGame_RequestBackupHandler() { // The codes below are taken from the latest pull of LCPDFR API on GitHub (or latest download from LCPDFR website). // If you are the developer feel free to have fun with this handler (or add one other handler and mod it your way). bool isNetworkingBackupSystemActive = SettingsIni.GetValueBool("EnableNetworkingBackupSys", "GlobalSettings", false); // Send RequestBackup message in network game. if (Functions.IsKeyDown(SettingsIni.GetValueKey("RequestBackupInNetworkKeybind", "GlobalSettings", Keys.Back)) & isNetworkingBackupSystemActive == true) { if (Networking.IsInSession && Networking.IsConnected) { if (Networking.IsHost) { Vector3 position = LPlayer.LocalPlayer.Ped.Position; // Tell client we need backup. DynamicData dynamicData = new DynamicData(Networking.GetServerInstance()); dynamicData.Write(position); Networking.GetServerInstance().Send(this.ToString(), NetworkMessages.RequestBackup, dynamicData); Log.Info("Server: Message sent to Client", this); } } } }