private async Task Process() { Vehicle v = Game.PlayerPed?.CurrentVehicle; if (v != null) { Game.DisableControlThisFrame(0, _cruiseKey); if ((Game.IsDisabledControlJustReleased(0, _cruiseKey) || Game.IsControlJustReleased(0, _cruiseKey)) && v.CurrentGear != 0 && !_vehClassesWithoutCruiseControl.Contains(v.ClassType)) // current gear of 0 is reverse. { _cruising = !_cruising; if (_cruising) { CruiseAtSpeed(v.Speed); _rpm = v.CurrentRPM; } } } else if (_cruising) { _cruising = false; } else { // Not in a veh, check periodically. await Delay(100); } }
/* Every Tick this one is called */ public async Task OnTick() { await Task.FromResult(0); this.menus.ProcessMenus(); // Since FiveM does not use an interaction menu we can just // override it here. if (Game.IsControlJustReleased(0, Control.InteractionMenu)) { this.menus.ToggleInteractionMenu(); } }
public async Task OnTick() { //Disabling police if (Game.Player.WantedLevel > 0) { Game.Player.WantedLevel = 0; } //Showing help notifications after pressing "M" if (Game.IsControlJustReleased(0, Control.InteractionMenu)) { //Draw notification with instructions Screen.ShowNotification(instructions); } //Display the target information after pressing "TAB" if (Game.IsControlJustReleased(0, Control.SelectWeapon)) { //Get target and disable the ability to get target again for 5.1 seconds if (canGetTarget) { DrawMugShot(); canGetTarget = false; DisableGetTarget(); } else { Screen.ShowNotification("Wait for notifications to disappear before displaying the target again."); } } //If target has died - change the target to null if (assasinationTarget != null) { if (assasinationTarget.IsDead) { assasinationTarget = null; assasinationTargetName = " "; //Notify the player about target change DeathNotif(); } } //Draw walls marking the game area //They are drawn around a small plaza in town //You need to create proper spawnpoints in map.lua on server's map DrawLine(new Vector3(75.3503f, -1010.71f, 31f), new Vector3(152.691f, -776.014f, 31f), new Vector4(255, 0, 0, 255)); DrawLine(new Vector3(320.22f, -827.823f, 31f), new Vector3(152.691f, -776.014f, 31f), new Vector4(255, 0, 0, 255)); DrawLine(new Vector3(320.22f, -827.823f, 31f), new Vector3(232.6191f, -1080.6f, 31f), new Vector4(255, 0, 0, 255)); DrawLine(new Vector3(75.3503f, -1010.71f, 31f), new Vector3(232.6191f, -1080.6f, 31f), new Vector4(255, 0, 0, 255)); }
/* * * List<VehicleClass> vehClassesWithoutCruiseControl = new List<VehicleClass> * { * VehicleClass.Cycles, * VehicleClass.Motorcycles, * VehicleClass.Planes, * VehicleClass.Helicopters, * VehicleClass.Boats, * VehicleClass.Trains * }; * */ private async Task Process() { if (Game.PlayerPed.CurrentVehicle != null) { // In a veh. Vehicle v = Game.PlayerPed.CurrentVehicle; Game.DisableControlThisFrame(0, _cruiseKey); if ((Game.IsDisabledControlJustReleased(0, _cruiseKey) || Game.IsControlJustReleased(0, _cruiseKey)) && Game.CurrentInputMode == InputMode.MouseAndKeyboard && v.CurrentGear != 0) //vehClassesWithoutCruiseControl.IndexOf(_vehClass) != -1 { // Cruise key just released using mouse&keyboard, NOT gamepad. _cruising = !_cruising; // toggle cruising mode. if (_cruising) { CruiseAtSpeed(v.Speed); } } } else { // Not in a veh, check periodically. await Delay(1000); } }