Пример #1
0
        internal async void RunTickAsync()
        {
            try
            {
                if (Game.PlayerPed.IsSittingInELSVehicle() &&
                    (Game.PlayerPed.CurrentVehicle.GetPedOnSeat(VehicleSeat.Driver) == Game.PlayerPed ||
                     Game.PlayerPed.CurrentVehicle.GetPedOnSeat(VehicleSeat.Passenger) == Game.PlayerPed))
                {
                    if (vehicleList.MakeSureItExists(API.VehToNet(Game.PlayerPed.CurrentVehicle.Handle), vehicle: out ELSVehicle _currentVehicle))
                    {
                        _currentVehicle?.RunTick();
                        vehicleList.RunExternalTick(_currentVehicle);
                        Game.PlayerPed.CurrentVehicle.SetExistOnAllMachines(true);
                    }
                    else
                    {
                        makenetworked(Game.PlayerPed.CurrentVehicle);
                        //var pos = Game.PlayerPed.CurrentVehicle.Position;
                        //var rot = Game.PlayerPed.CurrentVehicle.Rotation;
                        //var model = Game.PlayerPed.CurrentVehicle.Model;
                        //Game.PlayerPed.CurrentVehicle.Delete();
                        //var veh = await World.CreateVehicle(model, pos, rot.Z);
                        //Game.PlayerPed.SetIntoVehicle(veh,VehicleSeat.Driver);
                        //vehicleList.Add(new ELSVehicle(Game.PlayerPed.CurrentVehicle.Handle));
                    }
                    if (Game.PlayerPed.IsInVehicle() && (Game.PlayerPed.CurrentVehicle.GetPedOnSeat(VehicleSeat.Driver) == Game.PlayerPed) &&
                        (VehicleClass.Boats != Game.PlayerPed.CurrentVehicle.ClassType || VehicleClass.Trains != Game.PlayerPed.CurrentVehicle.ClassType ||
                         VehicleClass.Planes != Game.PlayerPed.CurrentVehicle.ClassType || VehicleClass.Helicopters != Game.PlayerPed.CurrentVehicle.ClassType))
                    {
                        makenetworked(Game.PlayerPed.CurrentVehicle);
                        Indicator.RunAsync(Game.PlayerPed.CurrentVehicle);
                    }


#if DEBUG
                    if (Game.IsControlJustPressed(0, Control.Cover))
                    {
                        FullSync.FullSyncManager.SendDataBroadcast(
                            _currentVehicle.GetData(),
                            Game.Player.ServerId
                            );
                        CitizenFX.Core.UI.Screen.ShowNotification("FullSync™ ran");
                        CitizenFX.Core.Debug.WriteLine("FullSync™ ran");
                    }
                    Debug.DebugText();
#endif
                }
                else
                {
                    vehicleList.RunExternalTick();
                }
            }
            catch (Exception e)
            {
                CitizenFX.Core.Debug.WriteLine($"VehicleManager Error: {e.Message}");
            }

            //TODO Chnage how I check for the panic alarm
        }
Пример #2
0
        internal async void RunTickAsync()
        {
            try
            {
                if (Game.PlayerPed.IsSittingInELSVehicle() &&
                    (Game.PlayerPed.CurrentVehicle.GetPedOnSeat(VehicleSeat.Driver) == Game.PlayerPed ||
                     Game.PlayerPed.CurrentVehicle.GetPedOnSeat(VehicleSeat.Passenger) == Game.PlayerPed))
                {
                    if (vehicleList.ContainsKey(Game.PlayerPed.CurrentVehicle.GetNetworkId()))
                    {
                        Utils.DebugWriteLine("Vehicle is in the list running ticks");
                        ELSVehicle _currentVehicle = vehicleList[Game.PlayerPed.CurrentVehicle.GetNetworkId()];
                        _currentVehicle?.RunTick();
                        vehicleList.RunExternalTick(_currentVehicle);
                        Game.PlayerPed.CurrentVehicle.SetExistOnAllMachines(true);
                    }
                    else
                    {
                        if (!vehicleList.VehRegAttempts.ContainsKey(Game.PlayerPed.CurrentVehicle.GetNetworkId()) || Game.GameTime - vehicleList.VehRegAttempts[Game.PlayerPed.CurrentVehicle.GetNetworkId()].Item2 >= 15000 && vehicleList.VehRegAttempts[Game.PlayerPed.CurrentVehicle.GetNetworkId()].Item1 < 5)
                        {
                            if (vehicleList.MakeSureItExists(API.VehToNet(Game.PlayerPed.CurrentVehicle.Handle), vehicle: out ELSVehicle _currentVehicle))
                            {
                                _currentVehicle?.RunTick();
                                vehicleList.RunExternalTick(_currentVehicle);
                                Game.PlayerPed.CurrentVehicle.SetExistOnAllMachines(true);
                            }
                            else
                            {
                                vehicleList.RunExternalTick();
                            }
                        }
                        else
                        {
                            vehicleList.RunExternalTick();
                        }
                    }
                    if (Game.PlayerPed.IsInVehicle() && (Game.PlayerPed.CurrentVehicle.GetPedOnSeat(VehicleSeat.Driver) == Game.PlayerPed) &&
                        (VehicleClass.Boats != Game.PlayerPed.CurrentVehicle.ClassType || VehicleClass.Trains != Game.PlayerPed.CurrentVehicle.ClassType ||
                         VehicleClass.Planes != Game.PlayerPed.CurrentVehicle.ClassType || VehicleClass.Helicopters != Game.PlayerPed.CurrentVehicle.ClassType))
                    {
                        if (Game.PlayerPed.CurrentVehicle.GetNetworkId() == 0)
                        {
                            makenetworked(Game.PlayerPed.CurrentVehicle);
                        }
                        Indicator.RunAsync(Game.PlayerPed.CurrentVehicle);
                    }


#if DEBUG
                    //if (Game.IsControlJustPressed(0, Control.Cover))
                    //{
                    //    FullSync.FullSyncManager.SendDataBroadcast(
                    //        _currentVehicle.GetData(),
                    //        Game.Player.ServerId
                    //    );
                    //    CitizenFX.Core.UI.Screen.ShowNotification("FullSync™ ran");
                    //    CitizenFX.Core.Debug.WriteLine("FullSync™ ran");
                    //}
                    //Debug.DebugText();
#endif
                }
                else
                {
                    vehicleList.RunExternalTick();
                }
            }
            catch (Exception e)
            {
                CitizenFX.Core.Debug.WriteLine($"VehicleManager Error: {e.Message} \n Stacktrace: {e.StackTrace}");
            }

            //TODO Chnage how I check for the panic alarm
        }