void OnTick(object sender, EventArgs e) { if (_toggleCruise && Checks.IsTuningDubsta()) { UI.Notify("Cruise:~g~ On..."); } if (_onTheHandbrake) { UI.ShowSubtitle("~g~Waypoint position is reached\n" + "~r~~h~!~h~~y~ The car is on the handbrake ~r~~h~!\n" + "~h~~w~Turn off the 'Drive to' to remove from the parking brake", 1000); } if (_toggleDriveTo && Checks.IsTuningDubsta()) { UI.Notify("Drive to:~g~ On..."); } if (!Game.IsWaypointActive && _isParking) { Game.Player.Character.Task.ClearAll(); _vehicle.HandbrakeOn = true; _onTheHandbrake = true; _isParking = false; //_toggleDriveTo = false; UI.Notify("Arrived"); } }
void OnTick(object sender, EventArgs e) { if (repairToggle) { Ped ped = Game.Player.Character; Vehicle vehicle = ped.CurrentVehicle; if (ped.IsInVehicle() && Checks.IsTuningDubsta()) { UI.Notify("Repair:~g~ On..."); if (vehicle.IsDamaged && !messageOn) { UI.Notify("Repair Message:\n~r~Vehicle damage repairing..."); timeCount = 0; messageOn = true; } //UI.ShowSubtitle(timeCount.ToString()); if (timeCount == timeCountReset && vehicle.IsDamaged) { vehicle.Repair(); UI.Notify("Repair Message:\n~g~Vehicle repaired"); timeCount = 0; messageOn = false; } if (timeCount == timeCountReset) { timeCount = 0; } timeCount++; } } }