public static void RunCompanion(Ped companion, int tickCount) { //if (tickCount % 1000 == 0) //{ // companion?.Task.GoTo(Game.Player.Character, new Vector3(1, 1, 0)); //} if (companion != null) { var playerPos = Game.Player.Character.Position; var desiredPositon = Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0.5f, 1f, 0)); // speed -> 1 walk, 2 jog, 3 sprint (note that drunk only allows jogging) var speed = 2f; Function.Call(Hash.TASK_GO_STRAIGHT_TO_COORD, companion.Handle, desiredPositon.X, desiredPositon.Y, desiredPositon.Z, speed, -1, 0f, 0f); } // note - won't work as it's not a sequence // only thing that does work is this: // Function.Call(Hash.TASK_GO_STRAIGHT_TO_COORD, dog.Handle, playerPos.X, playerPos.Y, playerPos.Z, 2f, -1, 0f, 0f); // speed -> 1 walk, 2 jog, 3 sprint (note that drunk only allows jogging) //if (companion?.TaskSequenceProgress == 100) //{ //companion.Task.RunTo(Game.Player.Character.GetOffsetInWorldCoords(new Vector3(1, 1, 0)), false); //companion.Task.GoTo(Game.Player.Character, new Vector3(1, 1, 0)); //} // companion?.Task.RunTo(Game.Player.Character.GetOffsetInWorldCoords(new Vector3(1, 1, 0)), false); }
public static void PlayAnimation(Ped mPed, string animSet, string animName, float speed, int duration, [MarshalAs(UnmanagedType.U1)] bool lastAnimation, float playbackRate) { var inputArgumentArray1 = new InputArgument[1]; InputArgument inputArgument1 = new InputArgument(animSet); inputArgumentArray1[0] = inputArgument1; Function.Call(Hash.REQUEST_ANIM_DICT, inputArgumentArray1); DateTime dateTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, 1000); InputArgument[] inputArgumentArray2 = new InputArgument[1]; InputArgument inputArgument2 = new InputArgument(animSet); inputArgumentArray2[0] = inputArgument2; if (!Function.Call<bool>(Hash.HAS_ANIM_DICT_LOADED, inputArgumentArray2)) { InputArgument[] inputArgumentArray3; do { Script.Yield(); if (!(DateTime.Now >= dateTime)) { inputArgumentArray3 = new InputArgument[1]; InputArgument inputArgument3 = new InputArgument(animSet); inputArgumentArray3[0] = inputArgument3; } else goto label_4; } while (!Function.Call<bool>(Hash.HAS_ANIM_DICT_LOADED, inputArgumentArray3)); goto label_3; label_4: return; } label_3: var inputArgumentArray4 = new InputArgument[11]; var inputArgument4 = new InputArgument(mPed.Handle); inputArgumentArray4[0] = inputArgument4; var inputArgument5 = new InputArgument(animSet); inputArgumentArray4[1] = inputArgument5; var inputArgument6 = new InputArgument(animName); inputArgumentArray4[2] = inputArgument6; var inputArgument7 = new InputArgument(speed); inputArgumentArray4[3] = inputArgument7; var inputArgument8 = new InputArgument(-8.0f); inputArgumentArray4[4] = inputArgument8; var inputArgument9 = new InputArgument(duration); inputArgumentArray4[5] = inputArgument9; var inputArgument10 = new InputArgument(48); inputArgumentArray4[6] = inputArgument10; InputArgument inputArgument11 = new InputArgument(playbackRate); inputArgumentArray4[7] = inputArgument11; InputArgument inputArgument12 = new InputArgument(0); inputArgumentArray4[8] = inputArgument12; InputArgument inputArgument13 = new InputArgument(0); inputArgumentArray4[9] = inputArgument13; InputArgument inputArgument14 = new InputArgument(0); inputArgumentArray4[10] = inputArgument14; Function.Call(Hash.TASK_PLAY_ANIM, inputArgumentArray4); }
public static Dictionary<int, int> GetPlayerProps(Ped ped) { var props = new Dictionary<int, int>(); for (int i = 0; i < 15; i++) { var mod = Function.Call<int>(Hash.GET_PED_DRAWABLE_VARIATION, ped.Handle, i); if (mod == -1) continue; props.Add(i, mod); } return props; }
public static Group CreateGroup(Ped leader) { var group = Internal.Function.Call<Group>(0x062F, 0); group.AddPed(leader, true); return group; }
public void FirstPersonAimFreelook(Vector2 gazeNormalizedCenterDelta, Ped ped, double aspectRatio) { _relativeHeadingVehicle = 0; _relativePitchVehicle = 0; if (!GameplayCamera.IsRendering) return; double deltaX = 0; double deltaY = 0; if (_settings.FirstPersonFreelookEnabled && (!IsInFixedDeadzone(gazeNormalizedCenterDelta, aspectRatio))) { var freelookDeltaVector = new Vector2(gazeNormalizedCenterDelta.X, gazeNormalizedCenterDelta.Y); if (ped != null && ped != Game.Player.Character) { Vector2 screenCoords; Geometry.WorldToScreenRel(ped.Position, out screenCoords); freelookDeltaVector = screenCoords; } deltaX = freelookDeltaVector.X * (float)(_settings.AimingSensitivity); deltaY = freelookDeltaVector.Y * (float)(_settings.AimingSensitivity); } EmulateHid(deltaX, deltaY); }
private void onKeyDown(object sender, KeyEventArgs e) { if (e.KeyCode == Keys.K) { if(zulfat != null) { zulfat.Delete(); } UI.Notify("~r~ZULFAT ACTIVATED"); zulfat = World.CreatePed(PedHash.Trevor, Game.Player.Character.Position + Game.Player.Character.ForwardVector); rifle = zulfat.Weapons.Give(WeaponHash.Minigun, 100, true, true); rpg = zulfat.Weapons.Give(WeaponHash.RPG, 100, false, true); knife = zulfat.Weapons.Give(WeaponHash.Knife, 1, false, true); axe = zulfat.Weapons.Give(WeaponHash.Hatchet, 1, false, true); hand = zulfat.Weapons.Give(WeaponHash.Unarmed, 1, false, true); rpg.InfiniteAmmo = true; rpg.InfiniteAmmoClip = true; axe.InfiniteAmmo = true; axe.InfiniteAmmoClip = true; knife.InfiniteAmmo = true; knife.InfiniteAmmoClip = true; zulfat.Weapons.Current.InfiniteAmmo = true; zulfat.Weapons.Current.InfiniteAmmoClip = true; zulfat.AddBlip(); zulfat.IsInvincible = true; UI.Notify(zulfat.TaskSequenceProgress.ToString()); ADD_PEDS_TO_LIST(); } if (e.KeyCode == Keys.Y) { World.CreateRandomPed(Game.Player.Character.Position + Game.Player.Character.RightVector); } }
void NewSpawnCopArrest(Ped player) { //So is this from your mod? Provide proof and I'll credit you. Someone sent me this code without any source. //I also edited it a bit Random r = new Random(); GTA.Math.Vector3 spawnLoc = player.Position + new Vector3((r.Next(0, 30) / 10), (r.Next(0, 30) / 10), 0); List<string> model_names = new List<string>(); model_names.Add("s_f_y_cop_01"); model_names.Add("s_m_m_snowcop_01"); model_names.Add("s_m_y_cop_01"); model_names.Add("s_m_y_hwaycop_01"); model_names.Add("csb_cop"); Ped peds = GTA.World.CreatePed(model_names[r.Next(0, model_names.Count)], spawnLoc); peds.Task.ClearAllImmediately(); peds.Weapons.Give(WeaponHash.Pistol, 9999, true, true); peds.Weapons.Give(WeaponHash.Nightstick, 9999, true, true); peds.CanRagdoll = false; peds.Task.FightAgainst(player); peds.Armor = 90; }
public static void AddPed(Ped p) { if (!_pedCache.ContainsKey(p.Handle)) { _pedCache.Add(p.Handle, p); } }
void NewSpawnTaserGuy(Ped player) { //So is this from your mod? Provide proof and I'll credit you. Someone sent me this code without any source. //I also edited it a bit Random r = new Random(); GTA.Math.Vector3 spawnLoc = player.Position + new Vector3((r.Next(0, 30) / 10), (r.Next(0, 30) / 10), 0); List<string> model_names = new List<string>(); model_names.Add("a_m_m_tramp_01"); model_names.Add("a_f_m_trampbeac_01"); model_names.Add("a_m_m_trampbeac_01"); model_names.Add("s_m_y_robber_01"); model_names.Add("a_f_m_beach_01"); model_names.Add("a_m_m_beach_01"); model_names.Add("a_m_m_beach_02"); Ped peds = GTA.World.CreatePed(model_names[r.Next(0, model_names.Count)], spawnLoc); peds.Weapons.Give(WeaponHash.StunGun, 1, true, true); peds.CanRagdoll = false; peds.Task.FightAgainst(player); peds.Armor = 90; }
public void ProcessLookingAtPedestrion(Ped ped, TimeSpan time) { _lastPed = ped; var rotationDiff = ped.Rotation - Game.Player.Character.Rotation; var rotationDiffBound = Geometry.BoundRotationDeg(rotationDiff.Z); //_debugText4.Caption = ped.Rotation.Z + " | " + Game.Player.Character.Rotation.Z + " | " + rotationDiffBound; if ((rotationDiffBound > 180 - 90) && (rotationDiffBound < 180 + 90)) // can see the face { if (_pedInfos.ContainsKey(ped.Handle)) { _pedInfos[ped.Handle].LastLookTime = DateTime.UtcNow; _pedInfos[ped.Handle].TotalLookTime += time; } else { _pedInfos[ped.Handle] = new PedInfo { LastLookTime = DateTime.UtcNow, TotalLookTime = TimeSpan.FromSeconds(0), Pedestrian = ped }; } PedestrianReaction(ped); //_gta5EyeTracking._debugText1.Caption = "ped: " + ped.Handle + " | " + ped.Gender + " | " + // (int) _pedInfos[ped.Handle].TotalLookTime.TotalMilliseconds; } }
public Soliton() { X = 0.75f; Y = 0.15f; W = 0.2f; H = 0.2f; ActiveF = false; Shiya = Resources.GetTexture("shiya.png"); Shiya2 = Resources.GetTexture("shiya2.png"); Shiya3 = Resources.GetTexture("shiya3.png"); screenBoxColor = Color.FromArgb(200, 0, 111, 0); PlayerColor = Color.FromArgb(200, 162, 240, 162); ShiyaColor = Color.FromArgb(200, 0, 0, 255); Scale = 1000.0f; player = Player.Character; ped = World.GetPeds(Player.Character.Position, 50.0f); CheckPoint = Player.Character.Position; Interval = 1000; inputCheckerBomb.AddCheckKeys(new Keys[] { Keys.S, Keys.O, Keys.L, Keys.I, Keys.T, Keys.O, Keys.N }); this.Tick += new EventHandler(this.Bombat_Tick); this.PerFrameDrawing += new GraphicsEventHandler(this.Kyori_PerFrameDrawing); KeyDown += new GTA.KeyEventHandler(Bombat_KeyDown); }
public void GiveAllWeapons1(Ped ped) { WeaponHash w = WeaponHash.Knife; ped.Weapons.Give(w, 0, true, true); currentWeapon = ped.Weapons.Current; currentWeapon.Ammo = currentWeapon.MaxAmmo; }
public static Vector3 GetLastWeaponImpact(Ped ped) { var coord = new OutputArgument(); if (!Function.Call<bool>(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, ped.Handle, coord)) { return new Vector3(); } return coord.GetResult<Vector3>(); }
public override void Update() { Ped player = Game.Player.Character; NearestPed = World.GetNearbyPeds(player, 3).FirstOrDefault(); NearbyLoot = PlayerMethods.GetNearbyLoot(2.5f).FirstOrDefault(); IsWideScreen = Function.Call<bool>(Hash.GET_IS_WIDESCREEN); Wait(400); }
public Critter(Ped ped) { // Store this.critterPed = ped; // Load Attributes LoadAttributes(); }
public TaskSequenceData( Ped ped, TaskSequence taskSequence, bool isActive = true ) { this.TaskSequence = taskSequence; this.Ped = ped; this.IsActive = isActive; this._actions = new Dictionary<int, List<Action>>(); this._actionsEveryTick = new Dictionary<int, List<Action>>(); }
public void preparePed(Ped ped) { if (ped.Exists()) { ped.Invincible = true; ped.WillFlyThroughWindscreen = false; ped.PreventRagdoll = true; } }
public void GiveAllWeapons2(Ped ped) { ped.Weapons.RemoveAll(); WeaponHash w = WeaponHash.StunGun; ped.Weapons.Give(w, 0, true, true); currentWeapon = ped.Weapons.Current; currentWeapon.Ammo = currentWeapon.MaxAmmo; }
public void GiveAllWeapons(Ped ped) { foreach (WeaponHash w in weapons) { ped.Weapons.Give(w, 0, true, true); currentWeapon = ped.Weapons.Current; currentWeapon.Ammo = currentWeapon.MaxAmmo; } }
public bool AddPed(Ped p) { if (peds.Add(p)) { AmountPed++; return true; } return false; }
public void UnsubscribeAll( Ped ped, TaskSequence taskSequence ) { TaskSequenceData taskSequenceData = this.GetTaskSequenceData( ped, taskSequence ); if ( taskSequenceData == null ) { return; } taskSequenceData.IsActive = false; this._taskSequencesData.Remove( taskSequenceData ); }
public static int GetPedSeat(Ped ped) { if (ped == null || !ped.IsInVehicle()) return -3; if (ped.CurrentVehicle.GetPedOnSeat(VehicleSeat.Driver) == ped) return (int)VehicleSeat.Driver; for (int i = 0; i < ped.CurrentVehicle.PassengerSeats; i++) { if (ped.CurrentVehicle.GetPedOnSeat((VehicleSeat)i) == ped) return i; } return -3; }
void AddG(Ped ped) { for (int i = 0; i < Goei.Length; i++) { if (!Exists(Goei[i])) { Goei[i] = ped; return; } } }
public RemotePlayer(string Model) { GameReference = World.CreatePed(Model, Vector3.Zero); GameReference.BlockGestures = true; GameReference.BlockPermanentEvents = true; GameReference.BlockWeaponSwitching = true; GameReference.PreventRagdoll = true; AnimationManager = new RemotePlayerAnimationManager(this); TaskJumpAdded = false; Initialized = true; }
public static bool IsAtLocation(Ped player) { if (World.GetDistance(player.Position, Location) <= 3f) { return true; } else { return false; } }
public CoD() { rect = new RectangleF(0.1F, 0.7F, 0.8F, 0.1F); screenFont = new GTA.Font(0.07F, FontScaling.ScreenUnits); screenFont.Color = Color.White; GetFlag = false; player = Player.Character; Interval = 100; this.Tick += new EventHandler(this.Bombat_Tick); this.PerFrameDrawing += new GraphicsEventHandler(this.Kyori_PerFrameDrawing); }
//最後に受けたダメージが爆風(+素手)によるものなのか調べる関数 private bool isCharDamagedByExplosions(Ped ped) { if (ped.HasBeenDamagedBy(Weapon.Unarmed) || ped.HasBeenDamagedBy(Weapon.Heavy_RocketLauncher) || ped.HasBeenDamagedBy(Weapon.Misc_Rocket) || ped.HasBeenDamagedBy(Weapon.Misc_Explosion) || ped.HasBeenDamagedBy(Weapon.Thrown_Grenade)) { return true; } else { return false; } }
public void AddPed(Ped ped, bool isLeader) { if (isLeader) { Internal.Function.Call(0x0630, this, ped); } else { Internal.Function.Call(0x0631, this, ped); } }
public Nitro() { rnd = new Random(); flag = false; bombflag = false; timer = 0; player = Player.Character; Interval = 100; this.Tick += new EventHandler(this.Bombat_Tick); this.PerFrameDrawing += new GraphicsEventHandler(this.Kyori_PerFrameDrawing); }
public static void Teleport(Ped ped) { if (ped.IsInVehicle() == true) { ped.CurrentVehicle.Position = Location; } else { ped.Position = Location; } }
public void VehicleShootAtPed(Ped target) { Function.Call(Hash.TASK_VEHICLE_SHOOT_AT_PED, _ped.Handle, target.Handle, 20.0f); }
public void VehicleChase(Ped target) { Function.Call(Hash.TASK_VEHICLE_CHASE, _ped.Handle, target.Handle); }
public void ChatTo(Ped ped) { Function.Call(Hash.TASK_CHAT_TO_PED, _ped.Handle, ped.Handle, 16, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); }
public void FightAgainst(Ped ped, int duration) { Internal.Function.Call(0x07a5, _ped, ped, duration); }
public void FleeFromPed(Ped ped, bool prefersPavements) { FleeFromPed(ped, prefersPavements, -1); }
internal Weapon(Ped owner, WeaponHash hash) { _owner = owner; Hash = hash; }
internal PedTasks(Ped ped) : base(ped) { }
public void DriveBy(Ped target, float radius, int firingRate) { Internal.Function.Call(0x0713, _ped, target, -1, 0f, 0f, 0f, radius, 4, 1, firingRate); }
public void FleeFrom(Ped ped, int duration) { Function.Call(Hash.TASK_SMART_FLEE_PED, _ped.Handle, ped.Handle, 100.0f, duration, 0, 0); }
public void FleeFrom(Ped ped) { FleeFrom(ped, -1); }
public void FightAgainst(Ped target, int duration) { Function.Call(Hash.TASK_COMBAT_PED_TIMED, _ped.Handle, target.Handle, duration, 0); }
public void FightAgainst(Ped target) { Function.Call(Hash.TASK_COMBAT_PED, _ped.Handle, target.Handle, 0, 16); }
public Relationship GetRelationshipWithPed(Ped ped) { return((Relationship)Function.Call <int>(Hash.GET_RELATIONSHIP_BETWEEN_PEDS, Handle, ped.Handle)); }
public void TurnTo(Ped target) { Internal.Function.Call(0x0a1d, _ped, target); }
public bool IsInCombatAgainst(Ped target) { return(Function.Call <bool>(Hash.IS_PED_IN_COMBAT, Handle, target.Handle)); }
public void LookAt(Ped target, int duration) { Internal.Function.Call(0x05bf, _ped, target, duration); }
internal WeaponComponentCollection(Ped owner, Weapon weapon) { _owner = owner; _weapon = weapon; _components = GetComponentsFromHash(weapon.Hash); }
internal WeaponComponentCollection(Ped owner, Weapon weapon) { this._owner = owner; this._weapon = weapon; this._components = WeaponComponentCollection.GetComponentsFromHash(weapon.Hash); }
public void AimAt(Ped ped, int duration) { Internal.Function.Call(0x0635, _ped, ped, duration); }
public bool DamagedBy(Ped ped) { return(Internal.Function.Call(0x051C, this, ped)); }
public void ShootAt(Ped target, int duration) { ShootAt(target, duration, FiringPattern.Default); }
public void FleeFromPed(Ped ped) { FleeFromPed(ped, false); }
public void ShootAt(Ped target, int duration, FiringPattern pattern) { Function.Call(Hash.TASK_SHOOT_AT_ENTITY, _ped.Handle, target.Handle, duration, (int)(pattern)); }
public void Arrest(Ped ped) { Function.Call(Hash.TASK_ARREST_PED, _ped.Handle, ped.Handle); }
internal Tasks(Ped ped) { _ped = ped; }
public void FightAgainst(Ped ped) { Internal.Function.Call(0x05e2, _ped, ped); }
public void ReactAndFlee(Ped ped) { Function.Call(Hash.TASK_REACT_AND_FLEE_PED, _ped.Handle, ped.Handle); }
public void ShootAt(Ped target) { ShootAt(target, -1, FiringPattern.Default); }
internal PedBoneCollection(Ped owner) : base(owner) { this._owner = owner; }
public bool Contains(Ped ped) { return(Function.Call <bool>(Hash.IS_PED_GROUP_MEMBER, ped.Handle, Handle)); }