/// Bad results
        public static (int resultStatus, bool didHit, Vector3 hitPosition, Vector3 surfaceNormal) GetShapeTestResult(int rayHandle)
        {
            var didHitOutputArgument        = new OutputArgument();
            var endPositionOutputArgument   = new OutputArgument();
            var surfaceNormalOutputArgument = new OutputArgument();
            var entityHitOutputArgument     = new OutputArgument();
            var resultStatus = Function.Call <int>(
                Hash.GET_SHAPE_TEST_RESULT,
                rayHandle,
                didHitOutputArgument,
                endPositionOutputArgument,
                surfaceNormalOutputArgument,
                entityHitOutputArgument
                );

            var didHit = didHitOutputArgument.GetResult <bool>();

            if (didHit)
            {
                return(
                    resultStatus,
                    true,
                    endPositionOutputArgument.GetResult <Vector3>(),
                    surfaceNormalOutputArgument.GetResult <Vector3>()
                    );
            }
            return(
                resultStatus,
                false,
                new Vector3(),
                new Vector3()
                );
        }
示例#2
0
    public static void GetGroundZfor3DCoord(Vector3 coord, out Vector3 result)
    {
        OutputArgument zcoord = new OutputArgument();

        Function.Call <bool>(Hash.GET_GROUND_Z_FOR_3D_COORD, coord.X, coord.Y, coord.Z, zcoord);
        result = new Vector3(coord.X, coord.Y, zcoord.GetResult <float>());
    }
示例#3
0
		public static Vector3 GetNextPositionOnStreet(Vector3 position, bool unoccupied = false)
		{
			var outPos = new OutputArgument();

			if (unoccupied)
			{
				for (int i = 1; i < 40; i++)
				{
					Function.Call(Hash.GET_NTH_CLOSEST_VEHICLE_NODE, position.X, position.Y, position.Z, i, outPos, 1, 0x40400000, 0);

					position = outPos.GetResult<Vector3>();

					if (!Function.Call<bool>(Hash.IS_POINT_OBSCURED_BY_A_MISSION_ENTITY, position.X, position.Y, position.Z, 5.0f, 5.0f, 5.0f, 0))
					{
						return position;
					}
				}
			}
			else if (Function.Call<bool>(Hash.GET_NTH_CLOSEST_VEHICLE_NODE, position.X, position.Y, position.Z, 1, outPos, 1, 0x40400000, 0))
			{
				return outPos.GetResult<Vector3>();		
			}

			return Vector3.Zero;
		}
示例#4
0
        /// <summary>
        /// Checks if the cursor is at the specified location.
        /// </summary>
        /// <param name="x">The absolute X position.</param>
        /// <param name="y">The absolute Y position.</param>
        /// <param name="width">The absolute Width from X.</param>
        /// <param name="height">The absolute Height from Y.</param>
        /// <returns>True if the mouse is in the specified location, False otherwise.</returns>
        public static bool IsCursorInBounds(float x, float y, float width, float height)
        {
            // Get the location where the cursor is
#if FIVEM
            float cursorX = API.GetControlNormal(0, (int)Control.CursorX);
            float cursorY = API.GetControlNormal(0, (int)Control.CursorY);
#else
            float cursorX = Function.Call <float>(Hash.GET_CONTROL_NORMAL, 0, (int)Control.CursorX);
            float cursorY = Function.Call <float>(Hash.GET_CONTROL_NORMAL, 0, (int)Control.CursorY);
#endif
            // Convert the values received to relative
            ToRelative(x, y, out float startX, out float startY);
            ToRelative(width, height, out float realWidth, out float realHeight);
            // And get the correct positions of them
            float realX = 0, realY = 0;
#if FIVEM
            API.GetScriptGfxPosition(startX, startY, ref realX, ref realY);
#else
            OutputArgument argX = new OutputArgument();
            OutputArgument argY = new OutputArgument();
            Function.Call((Hash)0x6DD8F5AA635EB4B2, startX, startY, argX, argY);
            realX = argX.GetResult <float>();
            realY = argY.GetResult <float>();
#endif
            // Check if the values are in the correct positions
            bool isX = cursorX >= realX && cursorX <= realX + realWidth;
            bool isY = cursorY > realY && cursorY < realY + realHeight;
            // And return the result of the checks
            return(isX && isY);
        }
示例#5
0
        private static string GetIntersectingStreetName(Vector3 position)
        {
            var areaHash = new OutputArgument();

            Function.Call(Hash.GET_STREET_NAME_AT_COORD, position.X, position.Y, position.Z, new OutputArgument(), areaHash);
            return(API.GetStreetNameFromHashKey(areaHash.GetResult <uint>()));
        }
示例#6
0
        /// <summary>
        ///     Get's the shape test result of this ray.
        /// </summary>
        /// <returns></returns>
        public ShapeTestResult GetResult()
        {
            if (Handle == 0)
            {
                return(default(ShapeTestResult));
            }

            ShapeTestResult ss;

            var hit           = new OutputArgument();
            var endCoords     = new OutputArgument();
            var surfaceNormal = new OutputArgument();
            var entityHit     = new OutputArgument();

            var handle = Function.Call <int>(Hash._0x3D87450E15D98694, Handle, hit, endCoords,
                                             surfaceNormal, entityHit);

            var entity     = entityHit.GetResult <Entity>();
            var entityType = entity?.GetEntityType() ?? EntityType.None;

            ss = new ShapeTestResult(handle, hit.GetResult <bool>(), endCoords.GetResult <Vector3>(),
                                     surfaceNormal.GetResult <Vector3>(), entity, entityType);

            return(ss);
        }
示例#7
0
        /// <summary>
        /// Converts the specified position into one that is aware of <see cref="SetElementAlignment(GFXAlignment, GFXAlignment)"/>.
        /// </summary>
        /// <param name="x">The 1080p based X position.</param>
        /// <param name="y">The 1080p based Y position.</param>
        /// <returns>A new 1080p based position that is aware of the the Alignment.</returns>
        public static PointF GetRealPosition(float x, float y)
        {
            // Convert the resolution to relative
            ToRelative(x, y, out float relativeX, out float relativeY);
            // Request the real location of the position
            float realX = 0, realY = 0;

#if FIVEM
            API.GetScriptGfxPosition(relativeX, relativeY, ref realX, ref realY);
#elif RPH
            using (NativePointer argX = new NativePointer())
                using (NativePointer argY = new NativePointer())
                {
                    NativeFunction.CallByHash <int>(0x6DD8F5AA635EB4B2, relativeX, relativeY, argX, argY);
                    realX = argX.GetValue <float>();
                    realY = argY.GetValue <float>();
                }
#elif (SHVDN2 || SHVDN3)
            OutputArgument argX = new OutputArgument();
            OutputArgument argY = new OutputArgument();
            Function.Call((Hash)0x6DD8F5AA635EB4B2, relativeX, relativeY, argX, argY); // _GET_SCRIPT_GFX_POSITION
            realX = argX.GetResult <float>();
            realY = argY.GetResult <float>();
#endif
            // And return it converted to absolute
            ToAbsolute(realX, realY, out float absoluteX, out float absoluteY);
            return(new PointF(absoluteX, absoluteY));
        }
示例#8
0
        public IEnumerator <T> GetEnumerator()
        {
            var foundEntity = new OutputArgument();

            int handle = Function.Call <int>(FindFirst, foundEntity);

            if (handle == -1)
            {
                yield break;
            }

            int entityHandle;
            var hasMore = true;

            while (hasMore)
            {
                entityHandle = foundEntity.GetResult <int>();

                if (entityHandle == -1)
                {
                    continue;
                }

                if (CastSilently(entityHandle, out T entity))
                {
                    yield return(entity);
                }

                hasMore = Function.Call <bool>(FindNext, handle, foundEntity);
            }

            Function.Call(EndFind, handle);
        }
示例#9
0
        public static Tuple<Vector3, float> GetClosestVehicleNode(Vector3 position)
        {
            Vector3 result;
            OutputArgument arg, arg1, arg2;
            arg = arg1 = arg2 = new OutputArgument();

            for (int index = 0; index < 28; ++index)
            {

                Function.Call<bool>(Hash.GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING, position.X, position.Y, position.Z, index, arg, arg1, arg2, 9, 3.0, 2.5);
                result = arg.GetResult<Vector3>();
                var heading = arg1.GetResult<float>();
                if (!Function.Call<bool>(Hash.IS_POINT_OBSCURED_BY_A_MISSION_ENTITY, result.X, result.Y, result.Z, 5f, 5f, 5f, 0))
                {
                    return new Tuple<Vector3, float>(result, heading);
                }
            }

            for (int index = 0; index < 28; ++index)
            {
                Function.Call(Hash.GET_NTH_CLOSEST_VEHICLE_NODE, position.X, position.Y, position.Z, index, arg, 1, 1077936128, 0);
                result = arg.GetResult<Vector3>();
                if (!Function.Call<bool>(Hash.IS_POINT_OBSCURED_BY_A_MISSION_ENTITY, result.X, result.Y, result.Z, 5f, 5f, 5f, 0))
                {
                    return new Tuple<Vector3, float>(result, 0f);
                }
            }

            return new Tuple<Vector3, float>(position, 0f);
        }
示例#10
0
        /// <summary>
        /// Because HitPosition and SurfaceNormal are currently broken in platform function
        /// </summary>
        /// <returns></returns>
        public static _RaycastResult CrosshairRaycast(Entity ignore, float distance = 1000f)
        {
            try
            {
                // Uncomment these to potentially save on raycasts (don't think they're ridiculously costly, but there's a # limit per tick)
                //if(CrosshairRaycastThisTick != null && distance == 1000f) return (_RaycastResult) CrosshairRaycastThisTick;

                Vector3        start         = CitizenFX.Core.GameplayCamera.Position;
                Vector3        end           = CitizenFX.Core.GameplayCamera.Position + distance * GameplayCamForwardVector();
                int            raycastHandle = Function.Call <int>(Hash._START_SHAPE_TEST_RAY, start.X, start.Y, start.Z, end.X, end.Y, end.Z, IntersectOptions.Everything, ignore.Handle, 0);
                OutputArgument DitHit        = new OutputArgument();
                OutputArgument HitPosition   = new OutputArgument();
                OutputArgument SurfaceNormal = new OutputArgument();
                OutputArgument HitEntity     = new OutputArgument();
                Function.Call <int>(Hash.GET_SHAPE_TEST_RESULT, raycastHandle, DitHit, HitPosition, SurfaceNormal, HitEntity);

                var result = new _RaycastResult(DitHit.GetResult <bool>(), HitPosition.GetResult <Vector3>(), SurfaceNormal.GetResult <Vector3>(), HitEntity.GetResult <int>(), raycastHandle);

                //if(distance == 1000f) CrosshairRaycastThisTick = result;
                return(result);
            }
            catch (Exception ex)
            {
                Log.Error(ex);
            }
            return(default(_RaycastResult));
        }
示例#11
0
		public static RelationshipGroup AddRelationshipGroup(string name)
		{
			var resultArg = new OutputArgument();
			Function.Call(Hash.ADD_RELATIONSHIP_GROUP, name, resultArg);

			return new RelationshipGroup(resultArg.GetResult<int>());
		}
        void SetWeaponNoReload()
        {
            if (PlayerExists() && weaponNoReload)
            {
                var playerPed = Game.Player.Character.Handle;
                var o         = new OutputArgument();
                if (Function.Call <bool>(Hash.GET_CURRENT_PED_WEAPON, playerPed, o, 1))
                {
                    var cur = o.GetResult <uint>();
                    if (Function.Call <bool>(Hash.IS_WEAPON_VALID, cur))
                    {
                        o = new OutputArgument();
                        if (Function.Call <bool>(Hash.GET_MAX_AMMO, playerPed, cur, o))
                        {
                            int maxAmmo = o.GetResult <int>();
                            Function.Call(Hash.SET_PED_AMMO, playerPed, cur, maxAmmo);

                            maxAmmo = Function.Call <int>(Hash.GET_MAX_AMMO_IN_CLIP, playerPed, cur, 1);
                            if (maxAmmo > 0)
                            {
                                Function.Call(Hash.SET_AMMO_IN_CLIP, playerPed, cur, maxAmmo);
                            }
                        }
                    }
                }
            }
        }
示例#13
0
        public static Tuple <Vector3, float> GetClosestVehicleNode(Vector3 position)
        {
            Vector3        result;
            OutputArgument arg, arg1, arg2;

            arg = arg1 = arg2 = new OutputArgument();

            for (int index = 0; index < 28; ++index)
            {
                Function.Call <bool>(Hash.GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING, position.X, position.Y, position.Z, index, arg, arg1, arg2, 9, 3.0, 2.5);
                result = arg.GetResult <Vector3>();
                var heading = arg1.GetResult <float>();
                if (!Function.Call <bool>(Hash.IS_POINT_OBSCURED_BY_A_MISSION_ENTITY, result.X, result.Y, result.Z, 5f, 5f, 5f, 0))
                {
                    return(new Tuple <Vector3, float>(result, heading));
                }
            }

            for (int index = 0; index < 28; ++index)
            {
                Function.Call(Hash.GET_NTH_CLOSEST_VEHICLE_NODE, position.X, position.Y, position.Z, index, arg, 1, 1077936128, 0);
                result = arg.GetResult <Vector3>();
                if (!Function.Call <bool>(Hash.IS_POINT_OBSCURED_BY_A_MISSION_ENTITY, result.X, result.Y, result.Z, 5f, 5f, 5f, 0))
                {
                    return(new Tuple <Vector3, float>(result, 0f));
                }
            }

            return(new Tuple <Vector3, float>(position, 0f));
        }
示例#14
0
 private static bool ParkPersonalVehicleNearby(bool inProgress)
 {
     Logger.Log("ParkPersonalVehicleNearby()");
     if (inProgress)
     {
         Vector3        playerPos    = Game.Player.Character.Position;
         Vector3        streetNode   = World.GetNextPositionOnStreet(Game.Player.Character.Position);
         Vector3        sidewalkNode = World.GetNextPositionOnSidewalk(Game.Player.Character.Position);
         OutputArgument outArgA      = new OutputArgument();
         OutputArgument outArgB      = new OutputArgument();
         if (Function.Call <bool>(Hash.GET_CLOSEST_VEHICLE_NODE_WITH_HEADING, sidewalkNode.X, sidewalkNode.Y, sidewalkNode.Z, outArgA, outArgB, 1, 3, 0))
         {
             Vector3 pos     = outArgA.GetResult <Vector3>();
             float   heading = outArgB.GetResult <float>();
             Function.Call(Hash.TASK_VEHICLE_PARK, 0, _personalVehicle, sidewalkNode.X, sidewalkNode.Y, sidewalkNode.Z, heading, 0, 30.0f, true);
             return(true);
         }
         else
         {
             Logger.Log("GET_CLOSEST_VEHICLE_NODE_WITH_HEADING failed, can't park!");
             _personalDriver.Delete();
             _personalDriver = null;
             _personalVehicle.PreviouslyOwnedByPlayer = true;
             return(false);
         }
     }
     else
     {
         _personalDriver.Delete();
         _personalDriver = null;
         Logger.Log("UpdateHandler(): Finished parking, deleting driver.");
         return(false);
     }
 }
示例#15
0
		public static string GetStreetName(Vector3 position)
		{
			var streetHash = new OutputArgument();
			var crossingHash = new OutputArgument();
			Function.Call(Hash.GET_STREET_NAME_AT_COORD, position.X, position.Y, position.Z, streetHash, crossingHash);

			return Function.Call<string>(Hash.GET_STREET_NAME_FROM_HASH_KEY, streetHash.GetResult<int>());
		}
示例#16
0
        public static Vector3 GetClosestSafeCoords(Vector3 pos, bool onGround)
        {
            OutputArgument resultPos = new OutputArgument();

            Function.Call(Hash.GET_SAFE_COORD_FOR_PED, pos.X, pos.Y, pos.Z, onGround, resultPos, 0);

            return(resultPos.GetResult <Vector3>());
        }
示例#17
0
        public static Vector2 WorldToScreen(Vector3 pos)
        {
            var x2dp = new OutputArgument();
            var y2dp = new OutputArgument();

            Function.Call <bool>(Hash._WORLD3D_TO_SCREEN2D, pos.X, pos.Y, pos.Z, x2dp, y2dp);
            return(new Vector2(x2dp.GetResult <float>(), y2dp.GetResult <float>()));
        }
示例#18
0
 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>();
 }
示例#19
0
        public static Vector2 Convert3dTo2d(Vector3 pos)
        {
            OutputArgument resX = new OutputArgument();
            OutputArgument resY = new OutputArgument();

            Function.Call <bool>(Hash._GET_SCREEN_COORD_FROM_WORLD_COORD, pos.X, pos.Y, pos.Z, resX, resY);
            return(new Vector2(resX.GetResult <float>(), resY.GetResult <float>()));
        }
示例#20
0
文件: World.cs 项目: Landrut/CherryMP
        public static float GetWaterHeight(Vector3 position)
        {
            var resultArg = new OutputArgument();

            Function.Call(Hash.GET_WATER_HEIGHT, position.X, position.Y, position.Z, resultArg);

            return(resultArg.GetResult <float>());
        }
        private static PointF WorldToScreen(Vector3 position, float screenWidth, float screenHeight)
        {
            OutputArgument argument2 = new OutputArgument();
            OutputArgument argument  = new OutputArgument();

            InputArgument[] arguments = new InputArgument[] { position.X, position.Y, position.Z, argument2, argument };
            return(Function.Call <bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD, arguments) ? new PointF(argument2.GetResult <float>() * screenWidth, argument.GetResult <float>() * screenHeight) : PointF.Empty);
        }
示例#22
0
        private static string GetCrossingName(Vector3 position)
        {
            OutputArgument crossingHash = new OutputArgument();

            Function.Call(Hash.GET_STREET_NAME_AT_COORD, position.X, position.Y, position.Z, new OutputArgument(), crossingHash);

            return(API.GetStreetNameFromHashKey(crossingHash.GetResult <uint>()));
        }
示例#23
0
        public static int GetVehicleNodeTrafficDensity(Vector3 pos)
        {
            OutputArgument densityOut = new OutputArgument();

            Function.Call(Hash.GET_VEHICLE_NODE_PROPERTIES, pos.X, pos.Y, pos.Z, densityOut, null);

            return(densityOut.GetResult <int>());
        }
示例#24
0
        //[SecurityCritical]
        static public string GetCrossingName(Vector3 position)
        {
            OutputArgument crossingHash = new OutputArgument();

            Function.Call(Hash.GET_STREET_NAME_AT_COORD, position.X, position.Y, position.Z, new OutputArgument(), crossingHash);

            return(Function.Call <string>(Hash.GET_STREET_NAME_FROM_HASH_KEY, crossingHash.GetResult <int>()));
        }
示例#25
0
        public static float GetGroundZ(Vector3 pos, out bool groundFound) //thanks Jitnaught!
        {
            OutputArgument outArg = new OutputArgument();

            groundFound = Function.Call <bool>(Hash.GET_GROUND_Z_FOR_3D_COORD, pos.X, pos.Y, pos.Z, outArg, false);

            return(outArg.GetResult <float>());
        }
示例#26
0
        public static Vector2 World3DToScreen2D(Vector3 pos)
        {
            var x2dp = new OutputArgument();
            var y2dp = new OutputArgument();

            Function.Call <bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD, pos.X, pos.Y, pos.Z, x2dp, y2dp);
            return(new Vector2(x2dp.GetResult <float>(), y2dp.GetResult <float>()));
        }
示例#27
0
		/// <summary>
		/// Gets the height of the ground at a given position.
		/// </summary>
		/// <param name="position">The position.</param>
		/// <returns>The height measured in meters</returns>
		public static float GetGroundHeight(Vector2 position)
		{
			var resultArg = new OutputArgument();

			Function.Call(Hash.GET_GROUND_Z_FOR_3D_COORD, position.X, position.Y, 1000f, resultArg);

			return resultArg.GetResult<float>();
		}
示例#28
0
        RelationshipGroup(string name) : this()
        {
            var hashArg = new OutputArgument();

            Function.Call(Native.Hash.ADD_RELATIONSHIP_GROUP, name, hashArg);

            Hash = hashArg.GetResult <int>();
        }
示例#29
0
        public static void DrawBriefing(CustomMission currentMission)
        {
            UI.ShowSubtitle("Choose an entry point.", 10);
            if (currentMission.EntryPoints.Length - 1 < SelectedEntry)
            {
                SelectedEntry = 0;
            }
            Function.Call(Hash._SHOW_CURSOR_THIS_FRAME);
            DisEnableControls(false, true);
            currentMission.DrawBriefingMap();
            Game.Player.Character.Position = currentMission.CameraPosition + new Vector3(0, 0, 10f);
            Function.Call(Hash.FREEZE_ENTITY_POSITION, Game.Player.Character.Handle, true);
            if (_mainCamera == null || (_mainCamera.Position != currentMission.CameraPosition))
            {
                World.DestroyAllCameras();
                _mainCamera = World.CreateCamera(currentMission.CameraPosition, new Vector3(0, 0, 0), 60f);
            }
            _mainCamera.PointAt(currentMission.CameraPosition - new Vector3(0, 0, 30f));
            World.RenderingCamera = _mainCamera;
            SizeF res = UIMenu.GetScreenResolutionMantainRatio();

            for (int i = 0; i < currentMission.EntryPoints.Length; i++)
            {
                Vector3 entryPoint = currentMission.EntryPoints[i];

                var  xPointer   = new OutputArgument();
                var  yPointer   = new OutputArgument();
                bool successful = Function.Call <bool>(Hash._WORLD3D_TO_SCREEN2D, entryPoint.X, entryPoint.Y, entryPoint.Z, xPointer,
                                                       yPointer);
                var x = xPointer.GetResult <float>() * res.Width;
                var y = yPointer.GetResult <float>() * res.Height;

                if (!successful)
                {
                    x = 64f;
                    y = res.Height - 64f - 64 * i;
                }

                bool hovering = UIMenu.IsMouseInBounds(new Point(Convert.ToInt32(x) - 32, Convert.ToInt32(y) - 32),
                                                       new Size(64, 64));

                new Sprite("trafficcam", SelectedEntry == i ? "traffic_junction_box" : "cursor",
                           new Point(Convert.ToInt32(x) - 32, Convert.ToInt32(y) - 32), new Size(64, 64), 0f, SelectedEntry == i ? Color.DarkGreen : Color.DarkRed)
                .Draw();

                if (Game.IsControlPressed(0, GTA.Control.Attack) && hovering)
                {
                    SelectedEntry = i;
                }
                new UIResText(currentMission.EntryNames[i], new Point(Convert.ToInt32(x) + 32, Convert.ToInt32(y) - 32), 1f, Color.White, Font.Monospace,
                              UIResText.Alignment.Left).Draw();
            }
            new UIResText(currentMission.MissionName, new Point(Convert.ToInt32(res.Width), 20), 3f, Color.White,
                          GTA.Font.Pricedown, UIResText.Alignment.Right).Draw();

            DrawScaleform();
            Function.Call(Hash.FREEZE_ENTITY_POSITION, Game.Player.Character.Handle, false);
        }
示例#30
0
文件: GGO.cs 项目: justalemon/GGOV
        private void UpdateMarkers()
        {
            // Update the peds if is time to do so
            if (nextMarkerUpdate <= Game.GameTime)
            {
                peds             = World.GetAllPeds();
                nextMarkerUpdate = Game.GameTime + 1000;
            }

            // Iterate over the peds in the list
            foreach (Ped ped in peds)
            {
                // If the ped is alive or no longer exists and is on the list, remove it
                if ((ped.IsAlive || !ped.Exists()) && markers.ContainsKey(ped))
                {
                    markers.Remove(ped);
                }
                // If the ped is dead and is not part of the markers, add it
                else if (ped.IsDead && !markers.ContainsKey(ped))
                {
                    markers.Add(ped, new ScaledTexture(PointF.Empty, new SizeF(220 * 0.75f, 124 * 0.75f), "ggo", "marker_dead"));
                }
            }

            // Iterate over the existing items
            foreach (KeyValuePair <Ped, ScaledTexture> marker in markers)
            {
                Ped ped = marker.Key;

                // If the ped is not on the screen, skip it
                if (!ped.IsOnScreen)
                {
                    continue;
                }

                // Get the position of the ped head
                Vector3 headPos = ped.Bones[Bone.SkelHead].Position;

                // And then conver it to screen coordinates
                OutputArgument originalX = new OutputArgument();
                OutputArgument originalY = new OutputArgument();
                bool           ok        = Function.Call <bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD, headPos.X, headPos.Y, headPos.Z, originalX, originalY);

                // If it was unable to get the position, continue
                if (!ok)
                {
                    continue;
                }

                // Otherwise, convert the position from relative to absolute
                PointF screenPos = new PointF(originalX.GetResult <float>(), originalY.GetResult <float>()).ToAbsolute();
                // And set it for the correct
                marker.Value.Position = new PointF(screenPos.X - (marker.Value.Size.Width * 0.5f), screenPos.Y - marker.Value.Size.Height);

                // Finally, draw it
                marker.Value.Draw();
            }
        }
示例#31
0
        public void GetDimensions(out Vector3 minimum, out Vector3 maximum)
        {
            var min = new OutputArgument();
            var max = new OutputArgument();

            Function.Call(CitizenFX.Core.Native.Hash.GET_MODEL_DIMENSIONS, (uint)Hash, min, max);
            minimum = min.GetResult <Vector3>();
            maximum = max.GetResult <Vector3>();
        }
示例#32
0
    Vector3 GetSafePedPos(Vector3 originalPos)
    {
        OutputArgument out2 = new OutputArgument();

        Function.Call(Hash.GET_SAFE_COORD_FOR_PED, originalPos.X, originalPos.Y, originalPos.Z, 0, out2, 16);
        Vector3 out2Pos = out2.GetResult <Vector3>();

        return(out2Pos);
    }
示例#33
0
 void AddCash(int amount)
 {
     string statNameFull = string.Format("SP{0}_TOTAL_CASH", (Game.Player.Character.Model.Hash == new Model("player_zero").Hash) ? 0 :    //Michael
                                                             (Game.Player.Character.Model.Hash == new Model("player_one").Hash) ? 1 :     //Franklin
                                                             (Game.Player.Character.Model.Hash == new Model("player_two").Hash) ? 2 : 0); //Trevor
     var hash = Function.Call<int>(Hash.GET_HASH_KEY, statNameFull);
     OutputArgument outArg = new OutputArgument();
     Function.Call<bool>(Hash.STAT_GET_INT, hash, outArg, -1);
     var val = outArg.GetResult<int>() + amount;
     Function.Call(Hash.STAT_SET_INT, hash, val, true);
 }
示例#34
0
        public static Quaternion GetEntityQuaternion(Entity e)
        {
            var xg = new OutputArgument();
            var yg = new OutputArgument();
            var zg = new OutputArgument();
            var wg = new OutputArgument();

            Function.Call(Hash.GET_ENTITY_QUATERNION, e.Handle, xg, yg, zg, wg);
            return new Quaternion()
            {
                X = xg.GetResult<float>(),
                Y = yg.GetResult<float>(),
                Z = zg.GetResult<float>(),
                W = wg.GetResult<float>()
            };
        }
示例#35
0
        /// <summary>
        /// Setup fighter for the AI player.
        /// </summary>
        public void Setup()
        {
            var vehModel = new Model(VehicleHash.Blimp);

            OutputArgument outVec = new OutputArgument(), outFlt = new OutputArgument();

            var pos = TeamManager.CenterMap;

            Function.Call(Hash.GET_RANDOM_VEHICLE_NODE, pos.X, pos.Y, pos.Z, 1200f, 1, 1, 1, outVec, outFlt);

            var spawnPos = Scripts.GetValidSpawnPos(outVec.GetResult<Vector3>() + new Vector3(0, 0, 400f));

            if (!vehModel.IsLoaded)
                vehModel.Request(1000);

            var vehicle = new ManageableVehicle(World.CreateVehicle(vehModel, spawnPos));
            vehicle.LodDistance = 2000;
            vehicle.Heading = outFlt.GetResult<float>();
            vehicle.Vehicle.EngineRunning = true;
            Function.Call(Hash.SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE, vehicle.Handle, true);

            vehicle.Vehicle.BodyHealth = 1000;
            vehicle.MaxHealth = 1000;
            vehicle.MaxSpeed = 0;

            var blip = vehicle.AddBlip();
            blip.Sprite = BlipSprite.Blimp;
            blip.Scale = 0.8f;
            blip.Alpha = 220;

            var cl = TeamManager.GetColorFromTeamIndex(Team.Index);

            Function.Call(Hash.SET_BLIP_SECONDARY_COLOUR, blip.Handle, cl.R, cl.G, cl.B);
            Function.Call((Hash)0xB81656BC81FE24D1, blip.Handle, 1);

            ManagedVehicle = vehicle;
        }
示例#36
0
 Vector3 GetSafeRoadPos(Vector3 originalPos)
 {
     OutputArgument outArg = new OutputArgument();
     Function.Call<int>(Hash.GET_CLOSEST_VEHICLE_NODE, originalPos.X, originalPos.Y, originalPos.Z, outArg, 1, 1077936128, 0);
     Vector3 output = outArg.GetResult<Vector3>();
     return output;
 }
示例#37
0
        private void OnTick(object sender, EventArgs e)
        {
            fireController.Update();

            var player = Game.Player.Character;

            if (!player.IsInVehicle() &&
                Function.Call<int>(Hash.GET_WEAPONTYPE_GROUP, (int)player.Weapons.Current.Hash) != new Model("group_melee").Hash &&
                player.Weapons.Current.Hash != WeaponHash.Unarmed)
            {

                if (player.Weapons.Current != currentWeapon)
                {
                    fireTrail1.Remove();
                    fireTrail1A.Remove();

                    var outArg = new OutputArgument();
                    var outArg1 = new OutputArgument();
                    Function.Call(Hash.GET_MODEL_DIMENSIONS, (int)player.Weapons.Current.Hash, outArg, outArg1);
                    dimensionsA = outArg1.GetResult<Vector3>();
                    dimensionsB = outArg1.GetResult<Vector3>();
                    currentWeapon = player.Weapons.Current;
                    Wait(255);
                }

                else
                {
                    var pWeapon = Function.Call<Entity>((Hash)0x3B390A939AF0B5FC, player);
                    var wCoord = new Vector3(((dimensionsA.X - dimensionsB.X) / 2.0f) + 0.7f, (dimensionsA.Y - dimensionsB.Y) / 2.0f, 0.0f);

                    if (!fireTrail1.Exists)
                    {
                        if (!fireTrail1.IsLoaded)
                        {
                            fireTrail1.Load();
                            fireTrail1A.Load();
                        }

                        var bone = (Bone)Function.Call<int>(Hash._GET_ENTITY_BONE_INDEX, pWeapon, "Gun_Nuzzle");

                        fireTrail1.Start(pWeapon, 0.0f, wCoord + new Vector3(0.0f, 0.0f, 0.04f), new Vector3(89.5f, 0f, 0f), bone);
                        fireTrail1A.Start(pWeapon, 0.0f, wCoord + new Vector3(0.0f, 0.0f, 0.04f), new Vector3(89.5f, 0f, 0f), bone);
                    }

                    else
                    {
                        if (Function.Call<bool>(Hash.IS_PLAYER_FREE_AIMING, Game.Player) && scriptEnabled)
                        {
                            if (!soundEmitter.Active) soundEmitter.Play(pWeapon);

                            if (scaleFactor < 1.6f)
                            {
                                scaleFactor += 0.0525f;
                                fireTrail1.Scale = scaleFactor;
                                fireTrail1A.Scale = scaleFactor;
                            }

                            if (vecFactor < 3.8)
                            {
                                vecFactor += 0.3f;
                                fireTrail1.SetOffsets(wCoord + new Vector3(vecFactor, 0.0f, 0.04f), new Vector3(89.5f, 0f, 0f));
                                fireTrail1A.SetOffsets(wCoord + new Vector3(vecFactor, 0.0f, 0.04f), new Vector3(89.5f, 0f, 0f));
                            }

                            var castPos = pWeapon.GetOffsetInWorldCoords(wCoord + new Vector3(0.0f, 0.0f, 0.04f));
                            var wCast = World.Raycast(GameplayCamera.Position, GameplayCamera.Position + Utils.RotationToDirection(GameplayCamera.Rotation)/*castPos + Utils.RotationToDirection(pWeapon.Rotation + new Vector3(0, 90f, -90f))*/ * 18f, IntersectOptions.Everything);

                            if (wCast.DitHitEntity && wCast.HitEntity != player)
                            {
                                fireController.AddTimedEntityFire(wCast.HitEntity, 15000);
                            }

                            else if (wCast.DitHitAnything && wCast.Result == 2)
                            {

                                fireController.AddTimedScriptFire(wCast.HitCoords, 15000);
                            }
                        }

                        else
                        {
                            if (scaleFactor > 0.0f)
                            {
                                scaleFactor -= 0.015f;
                                fireTrail1.Scale = scaleFactor;
                                fireTrail1A.Scale = scaleFactor;
                            }

                            if (vecFactor > 0.0f)
                            {
                                vecFactor -= 0.0350f;
                                fireTrail1.SetOffsets(wCoord + new Vector3(vecFactor, 0.0f, 0.04f), new Vector3(89.5f, 0f, 0f));
                                fireTrail1A.SetOffsets(wCoord + new Vector3(vecFactor, 0.0f, 0.04f), new Vector3(89.5f, 0f, 0f));
                            }
                        }
                    }
                }
            }

            else
            {
                if (fireTrail1.Exists)
                    fireTrail1.Remove();
                if (fireTrail1A.Exists)
                    fireTrail1A.Remove();
            }
        }
示例#38
0
        public void Update()
        {
            if (dropTimer.Enabled && Game.GameTime > dropTimer.Waiter)
            {
                if (bombsDropped < 10)
                {
                    AddSequentialBomb();
                    bombsDropped++;

                    if (bombsDropped == 10)
                        bombs[bombs.Count - 1].IsVisible = false;

                    dropTimer.Reset();
                }

                else
                {
                    dropTimer.Enabled = false;
                    bombsDropped = 0;
                }
            }

            if (bombs.Count < 2) return;

            for (int i = 0; i < bombs.Count; i++)
            {
                if (!Function.Call<bool>((Hash)0xE9676F61BC0B3321, bombs[i].Handle))
                {
                    Function.Call(Hash.REQUEST_COLLISION_AT_COORD, bombs[i].Position.X, bombs[i].Position.Y, bombs[i].Position.Z);
                }

                if (Function.Call<bool>(Hash.HAS_ENTITY_COLLIDED_WITH_ANYTHING, bombs[i].Handle) || bombs[i].IsInWater)
                {
                    DestroyActiveSounds();
                    if (bombs[i].Position.DistanceTo(vehicle.Position) > 15f)
                        PlayExplosion(bombs[i]);
                    bombs[i].Delete();
                    bombs.RemoveAt(i);
                    continue;
                }

                if (i == bombs.Count - 1)
                    break;

                OutputArgument arg1, arg2, arg3, arg4;
                arg1 = arg2 = arg3 = arg4 = new OutputArgument();

                float velocityZ = -60.0f;
                float velMultiplier = -5.0f;

                if (bombs[i + 1].HeightAboveGround > 150.0f)
                {
                    velocityZ = -70.0f;
                    velMultiplier = -10.0f;
                }

                if (!bombs[i + 1].IsDead)
                {
                    updatedVel = bombs[i + 1].Velocity;
                    Function.Call(Hash.GET_ENTITY_MATRIX, bombs[i + 1].Handle, arg1, arg2, arg3, arg4);
                }

                var result = arg3.GetResult<Vector3>();

                var vMag = Function.Call<float>(Hash.VMAG, result.X, result.Y, result.Z);
                if (vMag != 0.0)
                    result *= 1.0f / vMag;

                updatedVel += result * velMultiplier;

                if (updatedVel.Z <= velocityZ)
                    updatedVel.Z = velocityZ;

                if (Function.Call<bool>(Hash.DOES_ENTITY_HAVE_PHYSICS, bombs[i].Handle))
                    Function.Call(Hash.SET_ENTITY_MAX_SPEED, bombs[i].Handle, 90.0f);

                bombs[i].Velocity = updatedVel;
            }
        }
示例#39
0
        private void CheckNpcs()
        {
            foreach(var npc in NpcDatas)
            {
                var dist = npc.Position.DistanceTo(Game.Player.Character.Position);
                var npcStatus = npc.GetNpcStatus();
                var npcBlip = WorldData.Blips.FirstOrDefault(b => b.Name == "Blip_" + npc.Name);
                if(npcBlip != null)
                {
                    var blipPos = npcBlip.Blip.Position;

                    if(string.IsNullOrEmpty(npcStatus))
                    {
                        if (npcBlip.Blip.Sprite != npc.BlipSprite)
                        {
                            npcBlip.Blip.Remove();
                            npcBlip.Blip = World.CreateBlip(blipPos);
                            npcBlip.Blip.Sprite = npc.BlipSprite;
                        }
                    }
                    else
                    {
                        var importantMarker = npcStatus[0];
                        switch(importantMarker)
                        {
                            case '!':
                                if (npcBlip.Blip.Sprite != BlipSprite.Information)
                                {
                                    npcBlip.Blip.Remove();
                                    npcBlip.Blip = World.CreateBlip(blipPos);
                                    npcBlip.Blip.Sprite = BlipSprite.Information;
                                }
                                break;
                            case '?':
                                if (npcBlip.Blip.Sprite != BlipSprite.GTAOMission)
                                {
                                    npcBlip.Blip.Remove();
                                    npcBlip.Blip = World.CreateBlip(blipPos);
                                    npcBlip.Blip.Sprite = BlipSprite.GTAOMission;
                                }
                                break;
                            case '*':
                                if (npcBlip.Blip.Sprite != BlipSprite.ChatBubble)
                                {
                                    npcBlip.Blip.Remove();
                                    npcBlip.Blip = World.CreateBlip(blipPos);
                                    npcBlip.Blip.Sprite = BlipSprite.ChatBubble;
                                }
                                break;
                            case '$':
                                if (npcBlip.Blip.Sprite != BlipSprite.Store)
                                {
                                    npcBlip.Blip.Remove();
                                    npcBlip.Blip = World.CreateBlip(blipPos);
                                    npcBlip.Blip.Sprite = BlipSprite.Store;
                                }
                                break;
                        }
                    }
                }

                if (RPGSettings.ShowUI && RPG.UIHandler.CurrentDialog == null)
                {
                    if (npc.IsQuestNpc && dist < 20)
                    {
                        var pos = npc.Ped != null ? npc.Ped.Position : npc.Position;
                        pos.Z += 1.0f;
                        OutputArgument xArg = new OutputArgument();
                        OutputArgument yArg = new OutputArgument();
                        Function.Call(Hash._WORLD3D_TO_SCREEN2D, pos.X, pos.Y, pos.Z, xArg, yArg);
                        var x = xArg.GetResult<float>();
                        var y = yArg.GetResult<float>();

                        new UIRectangle(new Point((int) (UI.WIDTH*x) - 50, (int) (UI.HEIGHT*y) + 12), new Size(100, 2), Color.DodgerBlue).Draw();
                        new UIText(npc.Name, new Point((int) (UI.WIDTH*x), (int) (UI.HEIGHT*y)), 0.21f, Color.White, 0, true).Draw();

                        if(!string.IsNullOrEmpty(npcStatus))
                            new UIText(npcStatus, new Point((int)(UI.WIDTH * x), (int)(UI.HEIGHT * y) - 35), 0.8f, Color.Gold, 0, true).Draw();
                    }
                }
                if(npc.IsQuestNpc && !npc.Spawned)
                {

                    //RPGLog.Log("Found unspawned NPC");
                    if (dist < 100)
                    {
                        RPGLog.Log("Spawning NPC");
                        var model = new Model(npc.ModelName);
                        model.Request(1000);
                        var ped = World.CreatePed(model, npc.Position, npc.Heading);

                        try
                        {
                            ped.RelationshipGroup = Game.Player.Character.RelationshipGroup;
                            ped.IsInvincible = true;
                            EventHandler.Do(o =>
                                                {
                                                    EventHandler.Wait(1000);
                                                    ped.FreezePosition = true;
                                                });
                            Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, ped.Handle);
                            Function.Call(Hash.SET_PED_CAN_BE_TARGETTED, ped.Handle, false);
                            Function.Call(Hash.SET_PED_CAN_BE_TARGETTED_BY_PLAYER, ped.Handle, false);
                        }
                        catch
                        {
                            RPGLog.Log("Error setting npc and player friendliness.");
                        }
                        npc.SetPed(ped);
                        npc.Spawned = true;
                    }
                }
            }
        }
示例#40
0
文件: GUI.cs 项目: Guad/NOOSE
        public static void DrawBriefing(CustomMission currentMission)
        {
            UI.ShowSubtitle("Choose an entry point.", 10);
            if (currentMission.EntryPoints.Length - 1 < SelectedEntry)
                SelectedEntry = 0;
            Function.Call(Hash._SHOW_CURSOR_THIS_FRAME);
            DisEnableControls(false, true);
            currentMission.DrawBriefingMap();
            Game.Player.Character.Position = currentMission.CameraPosition + new Vector3(0, 0, 10f);
            Function.Call(Hash.FREEZE_ENTITY_POSITION, Game.Player.Character.Handle, true);
            if (_mainCamera == null || (_mainCamera.Position != currentMission.CameraPosition))
            {
                World.DestroyAllCameras();
                _mainCamera = World.CreateCamera(currentMission.CameraPosition, new Vector3(0, 0, 0), 60f);
            }
            _mainCamera.PointAt(currentMission.CameraPosition - new Vector3(0,0, 30f));
            World.RenderingCamera = _mainCamera;
            SizeF res = UIMenu.GetScreenResolutionMantainRatio();

            for (int i = 0; i < currentMission.EntryPoints.Length; i++)
            {
                Vector3 entryPoint = currentMission.EntryPoints[i];

                var xPointer = new OutputArgument();
                var yPointer = new OutputArgument();
                bool successful = Function.Call<bool>(Hash._WORLD3D_TO_SCREEN2D, entryPoint.X, entryPoint.Y, entryPoint.Z, xPointer,
                    yPointer);
                var x = xPointer.GetResult<float>()*res.Width;
                var y = yPointer.GetResult<float>()*res.Height;

                if (!successful)
                {
                    x = 64f;
                    y = res.Height - 64f - 64*i;
                }

                bool hovering = UIMenu.IsMouseInBounds(new Point(Convert.ToInt32(x) - 32, Convert.ToInt32(y) - 32),
                    new Size(64, 64));

                new Sprite("trafficcam", SelectedEntry == i ? "traffic_junction_box" : "cursor",
                    new Point(Convert.ToInt32(x) - 32, Convert.ToInt32(y) - 32), new Size(64, 64), 0f, SelectedEntry == i ? Color.DarkGreen : Color.DarkRed)
                    .Draw();

                if (Game.IsControlPressed(0, GTA.Control.Attack) && hovering)
                    SelectedEntry = i;
                new UIResText(currentMission.EntryNames[i], new Point(Convert.ToInt32(x) + 32, Convert.ToInt32(y) - 32), 1f, Color.White, Font.Monospace,
                    UIResText.Alignment.Left).Draw();
            }
            new UIResText(currentMission.MissionName, new Point(Convert.ToInt32(res.Width), 20), 3f, Color.White,
                GTA.Font.Pricedown, UIResText.Alignment.Right).Draw();

            DrawScaleform();
            Function.Call(Hash.FREEZE_ENTITY_POSITION, Game.Player.Character.Handle, false);
        }
示例#41
0
        public override void Update()
        {
            WorldData = RPG.WorldData;

            Ped player = Game.Player.Character;

            if(RPG.ExplosiveHits)
            {
                Function.Call(Hash.SET_EXPLOSIVE_AMMO_THIS_FRAME,Game.Player.Handle);
                Function.Call(Hash.SET_EXPLOSIVE_MELEE_THIS_FRAME,Game.Player.Handle);
            }

            if(RPG.SuperJump)
            {
                Function.Call(Hash.SET_SUPER_JUMP_THIS_FRAME, Game.Player.Handle);
            }

            if(!CreatedNpcBlips)
            {
                foreach (var npc in NpcDatas)
                {
                    var blip = World.CreateBlip(npc.Position);
                    blip.Sprite = npc.BlipSprite;
                    WorldData.Blips.Add(new BlipObject("Blip_" + npc.Name, blip));
                }
                CreatedNpcBlips = true;
            }

            if(!PlayerData.Tutorial.BoughtAmmoFromShop && PlayerData.Tutorial.PressJToOpenMenu)
            {
                var tut = RPG.GetPopup<TutorialBox>();
                var ammo = PlayerData.Inventory.FirstOrDefault(i => i.Name == "Ammo Pack I");
                if(ammo != null)
                {
                    PlayerData.Tutorial.BoughtAmmoFromShop = true;
                    EventHandler.Do(o =>
                    {
                        tut.Hide();
                        Wait(300);
                        if(!RPG.PlayerData.Tutorial.GetAKill)
                        {
                            tut.Pop("Getting kills, completing missions are just two ways to earn XP and Skill Points", "Get a kill.");
                        }
                    });
                }
            }

            CheckNpcs();

            foreach(var l in RPG.WorldData.Loot)
            {
                if(l.Prop != null && l.Prop.Exists() && l.Item != null)
                {
                    if(RPG.UIHandler.ShowUI)
                    {
                        var dist = l.Prop.Position.DistanceTo(Game.Player.Character.Position);
                        if (dist < 60)
                        {
                            OutputArgument xArg = new OutputArgument();
                            OutputArgument yArg = new OutputArgument();
                            var pos = l.Prop.Position;
                            var dimensions = l.Prop.Model.GetDimensions();
                            pos.Y -= dimensions.Y / 2;
                            pos.Z += 0.4f;
                            Function.Call(Hash._WORLD3D_TO_SCREEN2D, pos.X, pos.Y, pos.Z, xArg, yArg);
                            var x = xArg.GetResult<float>();
                            var y = yArg.GetResult<float>();

                            var itemName = l.Item.Type == ItemType.Money
                                ? "gta$" + l.Item.MoneyValue
                                : l.Item.Quantity + "x " + l.Item.Name;

                            new UIRectangle(new Point((int)(UI.WIDTH * x) - 50, (int)(UI.HEIGHT * y) + 12), new Size(100, 2), l.Item.GetRarityColor()).Draw();
                            new UIText(itemName, new Point((int)(UI.WIDTH * x), (int)(UI.HEIGHT * y)), 0.21f, Color.White, 0, true).Draw();
                        }
                    }

                    l.Prop.ApplyForce(new Vector3(0,0,-0.1f));
                }
            }

            var nearbyForVecs = World.GetAllVehicles();
            foreach (var vec in nearbyForVecs.Where(v => v.EngineHealth <= 0))
            {

                if (RPG.PlayerData.CurrentVehicle != null && vec.Handle == RPG.PlayerData.CurrentVehicle.Handle) continue;

                if (!KilledVecs.Contains(vec.Handle))
                {
                    KilledVecs.Add(vec.Handle);

                    var rng = Random.Range(0, 100 + 1);
                    if(rng < 70)
                    {
                        var m = new Model(GM.GetHashKey("prop_box_guncase_03a"));
                        m.Request(1000);
                        var p = World.CreateProp(m, vec.Position + new Vector3(0, 0, 1.0f) + Vector3.RandomXY(), vec.Rotation, true, false);
                        p.ApplyForce(new Vector3(0, 0, -0.05f));
                        RPG.WorldData.AddLoot(new LootItem(ItemRepository.Get("Vehicle Parts"), p));
                    }
                    else if (rng < 80)
                    {
                        var m = new Model(GM.GetHashKey("prop_box_guncase_03a"));
                        m.Request(1000);
                        var p = World.CreateProp(m, vec.Position + new Vector3(0, 0, 1.0f) + Vector3.RandomXY(), vec.Rotation, true, false);
                        p.ApplyForce(new Vector3(0, 0, -0.05f));
                        RPG.WorldData.AddLoot(new LootItem(ItemRepository.Get("Vehicle Repair Kit"), p));
                    }

                    if (!vec.HasBeenDamagedBy(Game.Player.Character)) continue;

                    if (vec.Model.IsHelicopter)
                    {
                        RPG.Notify(Notification.Kill("destroyed helicopter: +100 Exp"));
                        PlayerData.AddExp(100);
                    }
                    else if (vec.Model.IsPlane)
                    {
                        RPG.Notify(Notification.Kill("destroyed aircraft: +150 Exp"));
                        PlayerData.AddExp(150);
                    }
                    else if (vec.Model.IsBoat)
                    {
                        RPG.Notify(Notification.Kill("Destroyed Boat: +200 Exp"));
                        PlayerData.AddExp(200);
                    }
                    else if (vec.Model.IsBike)
                    {
                        RPG.Notify(Notification.Kill("Destroyed Bike: +20 Exp"));
                        PlayerData.AddExp(20);
                    }
                    else if (vec.Model.IsTrain)
                    {
                        RPG.Notify(Notification.Kill("Destroyed Train: +500 Exp"));
                        PlayerData.AddExp(500);
                    }
                    else
                    {
                        RPG.Notify(Notification.Kill("Destroyed Vehicle: +15 Exp"));
                        PlayerData.AddExp(15);
                    }

                    CheckIfForQuest(vec, vec.Model.Hash, false);
                }
            }

            var nearbyForKills = World.GetAllPeds();
            //var nearbyForKills = World.GetAllPeds();
            foreach (var ped in nearbyForKills.Where(p => !p.IsAlive))
            {
                if (ped.CurrentBlip != null)
                    ped.CurrentBlip.Remove();

                var n = RPG.WorldData.Npcs.FirstOrDefault(x => x.Ped != null && x.Ped.Handle == ped.Handle);
                if (n != null)
                {
                    RPG.WorldData.Npcs.Remove(n);
                }

                if (!KilledPeds.Contains(ped.Handle))
                {
                    KilledPeds.Add(ped.Handle);
                    //Check if kill needed for quest
                    CheckIfForQuest(ped,ped.Model.Hash, true);
                    //If player didn't damage, continue
                    if (!ped.HasBeenDamagedBy(Game.Player.Character)) continue;

                    if (!PlayerData.Tutorial.GetAKill && PlayerData.Tutorial.PressJToOpenMenu && PlayerData.Tutorial.BoughtAmmoFromShop)
                    {
                        var tut = RPG.GetPopup<TutorialBox>();
                        PlayerData.Tutorial.GetAKill = true;
                        PlayerData.SkillExp += 100;
                        EventHandler.Do(o =>
                        {
                            tut.Hide();
                            Wait(300);
                            if (!RPG.PlayerData.Tutorial.UnlockSkillWithSp)
                            {
                                tut.Pop("Hope you haven't attracted the cops. If so lose them. Time to unlock some skills.", "Access the menu > Character Menu > Skills. Unlock your first skill.");
                            }
                        });
                    }

                    RPG.Notify(Notification.Kill("target eliminated: +5 Exp"));

                    //Basic loot rng
                    var rng = Random.Range(0, 100 + 1);

                    if(rng < 70)
                    {
                        var m = new Model(GM.GetHashKey("prop_cash_pile_01"));
                        m.Request(1000);
                        var p = World.CreateProp(m, ped.Position + new Vector3(0, 0, 2.2F) + Vector3.RandomXYZ(), ped.Rotation, true, false);
                        p.ApplyForce(new Vector3(0, 0, 0.05f));
                        RPG.WorldData.AddLoot(new LootItem(ItemRepository.Cash(Random.Range(20, 80)), p));
                    }

                    if(rng < 30)
                    {
                        var items2 = new[] { "Bandages", "Basic Scraps", "Simple Protective Gear","Ammo Pack I" };

                        var m2 = new Model(GM.GetHashKey("prop_money_bag_01"));
                        m2.Request(1000);
                        var p2 = World.CreateProp(m2, ped.Position + new Vector3(0, 0.5f, 2.2F) + Vector3.RandomXY(), ped.Rotation, true, false);
                        p2.ApplyForce(new Vector3(0, 0, 0.05f));
                        RPG.WorldData.AddLoot(new LootItem(ItemRepository.Get(items2[Random.Range(0, items2.Length)]), p2));

                    }
                    else if(rng < 40)
                    {
                        var items2 = new[] { "Health Kit" , "Refurbished Kevlar","Ammo Pack II" };

                        var m2 = new Model(GM.GetHashKey("prop_money_bag_01"));
                        m2.Request(1000);
                        var p2 = World.CreateProp(m2, ped.Position + new Vector3(0.5f, 0, 2.2F) + Vector3.RandomXY(), ped.Rotation, true, false);
                        p2.ApplyForce(new Vector3(0, 0, 0.05f));
                        RPG.WorldData.AddLoot(new LootItem(ItemRepository.Get(items2[Random.Range(0, items2.Length)]), p2));

                    }

                    PlayerData.AddExp(5);
                }
            }

            var activeQuests = PlayerData.Quests.Where(q => q.InProgress).ToList();
            for (int i = 0; i < activeQuests.Count; i++)
            {
                activeQuests[i].CheckState();
            }

            QuestUpdates();
        }
示例#42
0
        private void CheckNpcs()
        {
            foreach(var npc in NpcDatas)
            {
                var dist = npc.Position.DistanceTo(Game.Player.Character.Position);
                if (dist < 20)
                {
                    var pos = npc.Ped != null ? npc.Ped.Position : npc.Position;
                    pos.Z += 1.0f;
                    OutputArgument xArg = new OutputArgument();
                    OutputArgument yArg = new OutputArgument();
                    Function.Call(Hash._WORLD3D_TO_SCREEN2D, pos.X, pos.Y, pos.Z, xArg, yArg);
                    var x = xArg.GetResult<float>();
                    var y = yArg.GetResult<float>();

                    new UIRectangle(new Point((int)(UI.WIDTH * x) - 50, (int)(UI.HEIGHT * y) + 12), new Size(100, 2), Color.DodgerBlue).Draw();
                    new UIText(npc.Name, new Point((int)(UI.WIDTH * x), (int)(UI.HEIGHT * y)), 0.21f, Color.White, 0, true).Draw();
                }

                if(npc.IsQuestNpc && !npc.Spawned)
                {
                    //RPGLog.Log("Found unspawned NPC");
                    if (dist < 100)
                    {
                        //RPGLog.Log("Spawning NPC");
                        var model = new Model(npc.ModelName);
                        model.Request(1000);
                        var ped = World.CreatePed(model, npc.Position, npc.Heading);

                        try
                        {
                            ped.RelationshipGroup = Game.Player.Character.RelationshipGroup;
                            ped.IsInvincible = true;
                            Function.Call(Hash.SET_PED_DEFAULT_COMPONENT_VARIATION, ped.Handle);
                            Function.Call(Hash.SET_PED_CAN_BE_TARGETTED, ped.Handle, false);
                            Function.Call(Hash.SET_PED_CAN_BE_TARGETTED_BY_PLAYER, ped.Handle, false);
                        }
                        catch
                        {
                            RPGLog.Log("Error setting npc and player friendliness.");
                        }
                        npc.SetPed(ped);
                        npc.Spawned = true;
                    }
                }

            }
        }
示例#43
-1
 public static bool WorldToScreenRel_Native(Vector3 worldCoords, out Vector2 screenCoords)
 {
     var num1 = new OutputArgument();
     var num2 = new OutputArgument();
     if (!Function.Call<bool>(Hash._WORLD3D_TO_SCREEN2D, worldCoords.X, worldCoords.Y, worldCoords.Z, num1, num2))
     {
         screenCoords = new Vector2();
         return false;
     }
     screenCoords = new Vector2((num1.GetResult<float>() - 0.5f) * 2, (num2.GetResult<float>() - 0.5f) * 2);
     return true;
 }