Esempio n. 1
0
        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");
            }
        }
Esempio n. 2
0
        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++;
                }
            }
        }