public MissionNPC(PedHash model, Family fam, Vector3 position, float h, string nm, Mission.Type t, int r) : base(fam, model, position, h) { name = nm; missionType = t; repNeeded = r; }
public Member(Family f, PedHash m, Vector3 p, float h) : base(new Ped(1337)) { family = f; model = m; position = new Vector3(p.X, p.Y, p.Z-1f); heading = h; }
public StatusMenu(Family f) { family = f; mainPos = new Point(279, 981); background = new Rectangle(mainPos.X, mainPos.Y, 250, 100, Color.Black, 50, 1, Color.Black); lfamily = new Label(family.GetName(), new Point(mainPos.X + 10, mainPos.Y + 10), 0.3f); lstatus = new Label(SaveData.Instance.GetProgress().ToString(), new Point(mainPos.X + 10, mainPos.Y + 35), 0.3f);//TODO get current lfamily status progressBar = new ProgressBar(mainPos.X + 10, mainPos.Y + 65, 230, 25, Color.Black, 50, Color.Blue, 100);//TODO get current color progressBar.SetMax(1000); progressBar.SetValue(500); }
public Member(Family f, PedHash m, Vector3 p) : this(f, m, p, 0.0f) { }
public Member(Family f, PedHash m, Vector2 p) : this(f, m, new Vector3(p.X, p.Y, World.GetGroundHeight(new Vector2(p.X, p.Y)))) { }
/// <summary> /// Creates a new MissionNPC /// </summary> /// <param name="fam">The family</param> /// <param name="model">The model</param> /// <param name="pos">The position</param> /// <param name="heading">The way the npc is facing</param> /// <param name="name">The name of the npc</param> /// <param name="mtype">The mission type this npc gives</param> /// <param name="rep">The repetition needed to start a mission</param> /// <returns>Returns a new MissionNPC</returns> protected MissionNPC CreateMissionNPC(Family fam, PedHash model, Vector3 pos, float heading, string name, Mission.Type mtype, int rep) { MissionNPC qm = new MissionNPC(model, fam, pos, heading, name, mtype, rep); for (int i = questMembers.Count-1; i >= 0 ; i--) { if (questMembers[i] == null) { continue; } MissionNPC qmem = questMembers[i]; if (qmem.Equals(qm)) { qmem.Dispose(); questMembers.Remove(qmem); break; } } questMembers.Add(qm); return qm; }
protected Member CreateMember(Family f, Vector3 p, Member.WeaponType w, bool isDriver, Vehicle v = null) { Member m = new Member(f, getRandomModel(), p); switch (w) { case Member.WeaponType.Melee: m.GiveWeapon(getRandomMeleeWeapon()); break; case Member.WeaponType.Ranged: m.GiveWeapon(getRandomRangedWeapon()); break; case Member.WeaponType.Both: m.GiveWeapon(getRandomWeapon()); break; } if (isDriver) { m.GiveVehicle(getRandomVehicle()); }else if (v != null) { m.MakePassenger(v); } return m; }