Beispiel #1
0
// togglePlayerBleeding Native.
void Script_togglePlayerBleeding(RakNet::BitStream *bitStream, Packet *packet)
{
	int player, toggle;

	bitStream->Read(player);
	bitStream->Read(toggle);

	if(player == pNetowkManager->GetPlayerManager()->GetLocalPlayerID())
	{
		CLocalPlayer * pPlayer = pNetowkManager->GetPlayerManager()->GetLocalPlayer();
		pPlayer->GetPlayerPed()->SetActorBleeding(toggle);
	} 
	else if(pNetowkManager->GetPlayerManager()->GetSlotState(player))
	{
		if(player != pNetowkManager->GetPlayerManager()->GetLocalPlayerID())
		{
			CRemotePlayer * pPlayer = pNetowkManager->GetPlayerManager()->GetAt(player);
			pPlayer->GetPlayerPed()->SetActorBleeding(toggle);
		}
	}
}
Beispiel #2
0
void EnterVehicle( RakNet::BitStream * pBitStream, RakNet::Packet * pPacket )
{
	// Read if the enter was successful
	bool bSuccess = pBitStream->ReadBit ();

	// Read the player id
	EntityId playerId;
	pBitStream->ReadCompressed( playerId );

	// Read the vehicle id
	EntityId vehicleId;
	pBitStream->ReadCompressed( vehicleId );

	// Read the seat
	EntityId seat;
	pBitStream->ReadCompressed( seat );

	// Get the network vehicle instance
	CNetworkVehicle * pVehicle = pCore->GetVehicleManager()->Get( vehicleId );

	pCore->GetChat()->AddDebugMessage ( "CServerPacket::EnterVehicle ( %s, %d, %d, %d )", (bSuccess ? "true" : "false"), playerId, vehicleId, seat );

	// Is the network vehicle instance valid?
	if( pVehicle )
	{
		// Was the enter a success?
		if ( bSuccess )
		{
			// Get the network player instance
			CNetworkPlayer * pPlayer = pCore->GetPlayerManager()->Get( playerId );

			// Is the network player instance valid?
			if( pPlayer )
			{
				// Is the localplayer spawned?
				if( pCore->GetPlayerManager()->GetLocalPlayer()->IsSpawned() )
				{
					// Handle this with the player
					pPlayer->EnterVehicle( pVehicle, (M2Enums::eVehicleSeat)(seat + 1) );
				}
				else
				{
					// Set the player vehicle
					pPlayer->SetVehicle( pVehicle );

					// Set the seat
					pPlayer->SetSeat( (seat + 1) );
				}
			}
		}
		// If not success this packet will only return to the localplayer!
		else
		{
			// Get the localplayer instance
			CLocalPlayer * pLocalPlayer = pCore->GetPlayerManager()->GetLocalPlayer ();

			// Ensure we're in a vehicle internally
			if ( pLocalPlayer->InternalIsInVehicle () )
			{
				// Get the current vehicle we're in from internal id
				CNetworkVehicle * pCurrentVehicle = pCore->GetVehicleManager()->GetFromGameGUID ( pLocalPlayer->GetPlayerPed()->GetCurrentVehicle()->m_dwGUID );

				// Remove the player from the vehicle
				pLocalPlayer->RemoveFromVehicle ( pCurrentVehicle );

				// Get the network player instance of the real driver (player = driver id)
				CNetworkPlayer * pRealDriver = pCore->GetPlayerManager()->Get( playerId );

				// Is the real driver valid?
				if ( pRealDriver )
				{
					// Is the real driver not in a vehicle?
					//if ( !pRealDriver->InternalIsInVehicle () )
					//{
						// Force the real driver back into the vehicle
					//	pRealDriver->PutInVehicle ( pCurrentVehicle, 0 );
					//}

					pCore->GetChat()->AddDebugMessage ( "Real Driver: %d (0x%p), Vehicle: 0x%p, InternalVehicle: 0x%p", pRealDriver->GetId (), pRealDriver, pRealDriver->GetVehicle(), pRealDriver->GetPlayerPed()->GetCurrentVehicle() );
				}

				pCore->GetChat()->AddDebugMessage ( "HandleVehicleEnter failed. There's already a driver! Restored driver context for player %d", pRealDriver->GetId () );
			}
		}
	}
}
bool CClientCommands::HandleUserInput(std::string strCommand, std::string strParameters)
{
	if(strCommand == "q"  || strCommand == "quit")
	{
		// Are we connected to the network?
		if(g_pCore->GetNetworkManager()->IsConnected())
		{
			// Disconnect and shutdown RakNet
			g_pCore->GetNetworkManager()->Shutdown(500, true);
		}
		
		TerminateProcess(GetCurrentProcess(), 0);
		return true;
	}
	else if(strCommand == "qq" || strCommand == "quickquit")
	{
		TerminateProcess(GetCurrentProcess(), 0);
		return true;
	}

	else if(strCommand == "cv")
	{
		int iVehicleType = atoi(strParameters.c_str());

		CVector3 vecCreatePos; 
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecCreatePos);
		vecCreatePos.fX += 4;
		vecCreatePos.fY += 1;

		CVehicleEntity * pVehicle = new CVehicleEntity(iVehicleType,vecCreatePos,0.0f,0,0,0,0);
		if(pVehicle)
		{
			// Add our vehicle
			g_pCore->GetGame()->GetVehicleManager()->Add(pVehicle);

			pVehicle->SetId(g_pCore->GetGame()->GetVehicleManager()->FindFreeSlot());

			pVehicle->Create();

			pVehicle->SetPosition(vecCreatePos);
		}
		return true;
	}
	else if(strCommand == "respawn")
	{
		g_pCore->GetGame()->GetLocalPlayer()->Respawn();
		return true;
	}
	else if(strCommand == "debug")
	{
		g_pCore->GetDevelopmentInstance()->CreateDebugPlayer();
		return true;
	}
	else if(strCommand == "weapon")
	{
		if(g_pCore->GetDevelopmentInstance()->GetDebugPlayerPed())
			CIVScript::GiveWeaponToChar(g_pCore->GetDevelopmentInstance()->GetDebugPlayerPed()->GetScriptingHandle(),(CIVScript::eWeapon)CIVScript::WEAPON_SHOTGUN,50,true);
		
		CIVScript::GiveWeaponToChar(g_pCore->GetGame()->GetLocalPlayer()->GetScriptingHandle(),(CIVScript::eWeapon)CIVScript::WEAPON_SHOTGUN,50,true);
		return true;
	}
	else if(strCommand == "cp")
	{
		CVector3 vecCreatePos; 
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecCreatePos);

		CPlayerEntity * pPlayer = new CPlayerEntity(false);
		if(pPlayer)
		{
			pPlayer->SetModel(7);
			pPlayer->Create();
			pPlayer->Teleport(vecCreatePos);
		}
		return true;
	}
	else if(strCommand == "spawn")
	{
		g_pCore->GetChat()->Output("Spawning local player ...",false);
		g_pCore->GetGame()->OnClientReadyToGamePlay();
		g_pCore->GetGame()->GetLocalPlayer()->SetModel(7);

		int iVehicleType = g_pCore->GetGame()->IsUsingEFLCContent() ? 128 : 91;

		CVector3 vecCreatePos; 
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecCreatePos);
		vecCreatePos.fX += 4;
		vecCreatePos.fY += 1;

		CVehicleEntity * pVehicle = new CVehicleEntity(iVehicleType,vecCreatePos,0.0f,0,0,0,0);
		if(pVehicle)
		{
			// Add our vehicle
			g_pCore->GetGame()->GetVehicleManager()->Add(pVehicle);

			pVehicle->SetId(g_pCore->GetGame()->GetVehicleManager()->FindFreeSlot());

			pVehicle->Create();

			pVehicle->SetPosition(vecCreatePos);
		}

		PTR_CHAT->Output("Type \"/ready\" and seconds later \"/parachute\" to create a parachute!",false);
		return true;
	}
	else if(strCommand == "engine") 
	{
		if(g_pCore->GetGame()->GetLocalPlayer()->GetVehicleEntity() != NULL)
			g_pCore->GetGame()->GetLocalPlayer()->GetVehicleEntity()->SetEngineState(!g_pCore->GetGame()->GetLocalPlayer()->GetVehicleEntity()->GetEngineState());
		
		return true;
	}
	else if(strCommand == "saveposition" || strCommand == "save")
	{
		FILE * file = fopen(SharedUtility::GetAbsolutePath("multiplayer//SavePositions.log"), "a");
		if(!file)
		{
			g_pCore->GetChat()->Output("Failed to open 'SavedData.log'");
			return true;
		}

		CVector3 vecPosition;

		// Get our local player
		CLocalPlayer * pLocalPlayer = g_pCore->GetGame()->GetLocalPlayer();

		if(pLocalPlayer->IsInVehicle())
		{
			CVehicleEntity * pVehicle = pLocalPlayer->GetVehicleEntity();

			if(pVehicle)
			{
				pVehicle->GetPosition(vecPosition);
				CVector3 vecRotation;
				pVehicle->GetRotation(vecRotation);
				BYTE byteColors[4];
				pVehicle->GetColors(byteColors[0], byteColors[1], byteColors[2], byteColors[3]);
				fprintf_s(file, "createVehicle(%d, %f, %f, %f, %f, %f, %f, %d, %d, %d, %d);%s%s\n", CIVModelManager::ModelHashToVehicleId(pVehicle->GetModelInfo()->GetHash()), vecPosition.fX, vecPosition.fY, vecPosition.fZ, vecRotation.fX, vecRotation.fY, vecRotation.fZ, byteColors[0], byteColors[1], byteColors[2], byteColors[3], strParameters.size() > 0 ? " // " : "", strParameters.size() > 0 ? strParameters.c_str() : "");
			}
		}
		else
		{
			pLocalPlayer->GetPosition(vecPosition);
			int iModelId = pLocalPlayer->GetPlayerPed()->GetModelIndex();
			fprintf_s(file, "PlayerData(%d, %f, %f, %f, %f);%s%s\n", iModelId, vecPosition.fX, vecPosition.fY, vecPosition.fZ, pLocalPlayer->GetRotation() ,strParameters.size() > 0 ? " // " : "", strParameters.size() > 0 ? strParameters.c_str() : "");
		}

		fclose(file);
		g_pCore->GetChat()->Output("Position data saved to 'SavePositions.log'");
		return true;
	}
	else if(strCommand == "giveweapon")
	{
		int iWeapon = atoi(strParameters.c_str());
		CIVScript::GiveWeaponToChar(g_pCore->GetGame()->GetLocalPlayer()->GetScriptingHandle(),(CIVScript::eWeapon)iWeapon, 100, true);
		return true;
	}
	else if(strCommand == "xaxis")
	{
		CVector3 vecPositon;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPositon);

		vecPositon.fX += atoi(strParameters.c_str());
		g_pCore->GetGame()->GetLocalPlayer()->SetPosition(vecPositon);
		return true;
	}
	else if(strCommand == "time")
	{
		CIVWeather::SetTime(atoi(strParameters.c_str()),0);
		return true;
	}
	else if(strCommand == "setmodel")
	{
		g_pCore->GetGame()->GetLocalPlayer()->SetModel(atoi(strParameters.c_str()));
		return true;
	}
	else if(strCommand == "testweapon")
	{
		CIVScript::GiveWeaponToChar(g_pCore->GetGame()->GetLocalPlayer()->GetScriptingHandle(),CIVScript::WEAPON_EPISODIC_11,99,false);
		return true;
	}
	else if(strCommand == "ready")
	{
		PTR_CHAT->Output("Installing prachute...");
		CEFLCSupport::InstallPreGameLoad();
		return true;
	}
	else if(strCommand == "parachute")
	{
		PTR_CHAT->Output("Adding prachute...");

		CVector3 vecPosition;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPosition);
		unsigned int uiPlayerIndex = g_pCore->GetGame()->GetLocalPlayer()->GetScriptingHandle();

		DWORD dwParachute = 0x58D6A0A0;
		
		//CIVScript::GiveWeaponToChar(uiPlayerIndex, 41, 1, false);
		//CIVScript::CreateObject(dwParachute, vecPosition.fX, vecPosition.fY, vecPosition.fZ + 2, &pObj, 1);
		//CIVScript::AttachObjectToPed(pObj, uiPlayerIndex, 0, 0.02500000, -0.12500000, 5.45000000, 0.00000000, 0.00000000, 0.00000000, 1);

		if(pObj != NULL)
			CIVScript::DeleteObject(&pObj);

		dwParachute = 0x4C19FE43; //0x402B7648;
		CIVScript::CreateObject(dwParachute, vecPosition.fX, vecPosition.fY, -25.0 , &pObj, 1);
		l_U40 = pObj;

		CIVScript::SetObjectDynamic(pObj, 0);
		CIVScript::SetObjectCollision(pObj, 0);
		CIVScript::SetObjectVisible(pObj, 0);
		CIVScript::SetActivateObjectPhysicsAsSoonAsItIsUnfrozen(pObj, 1);

		CIVScript::SetObjectDynamic( pObj, 1 );
        CIVScript::SetObjectCollision( pObj, 1 );
        CIVScript::SetObjectVisible( pObj, 1 );
		CIVScript::AttachObjectToPed( pObj, uiPlayerIndex, 1202, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 1 );
		CIVScript::PlayObjectAnim( pObj, "obj_chute_off", "PARACHUTE", 1000.00000000, 0, 1 );
		CIVScript::TaskPlayAnimWithFlags( uiPlayerIndex, "chute_off", "PARACHUTE", 3.00000000, 0, 1280 );
		return true;
	}
	else if(strCommand == "bahama")
	{
		CVector3 vecPos = CVector3(-15.9453f, -13.5865f, -11.7456f);
		g_pCore->GetGame()->GetLocalPlayer()->CPlayerEntity::Teleport(vecPos);
		return true;
	}
	else if(strCommand == "spawnvehicles")
	{
		CVector3 vecPos;
		PTR_LOCALPLAYER->GetPosition(vecPos);

		for(int i = 0; i < 179; i++) {
			vecPos.fX += 5;
			CVehicleEntity * pVehicle = new CVehicleEntity(i,vecPos,0.0f,0,0,0,0);
			if(pVehicle)
			{
				// Add our vehicle
				g_pCore->GetGame()->GetVehicleManager()->Add(pVehicle);

				pVehicle->SetId(g_pCore->GetGame()->GetVehicleManager()->FindFreeSlot());

				pVehicle->Create();

				pVehicle->SetPosition(vecPos);
			}
		}
		return true;
	}
	else if(strCommand == "getvehpos")
	{
		int iVehicle = atoi(strParameters.c_str());

		if(g_pCore->GetGame()->GetVehicleManager()->DoesExists(iVehicle)) {
			CVector3 vecPosition;
			g_pCore->GetGame()->GetVehicleManager()->GetAt(iVehicle)->GetPosition(vecPosition);
			PTR_CHAT->Outputf(false,"Position of vehicle %d: %f, %f,%f",iVehicle, vecPosition.fX, vecPosition.fY, vecPosition.fZ);
		}
	}
	else if(strCommand == "ivhelp")
	{
		PTR_CHAT->Output(false, "List of Default IV:MP Commands...");
		PTR_CHAT->Output(false, "** /cv /respawn /debug /weapon /cp /spawn /engine /save /giveweapon /xaxis /time");
		PTR_CHAT->Output(false, "** /setmodel /testweapon /ready /parachute /bahama /spawnvehicles /getvehpos");
		return true;
	}	
}
Beispiel #4
0
bool CClientCommands::HandleUserInput(CString strCommand, CString strParameters)
{
	if(strCommand == "q"  || strCommand == "quit")
	{
		// Are we connected to the network?
		if(g_pCore->GetNetworkManager()->IsConnected())
		{
			// Disconnect and shutdown RakNet
			g_pCore->GetNetworkManager()->Shutdown(500, true);
		}
		
		TerminateProcess(GetCurrentProcess(), 0);
		return true;
	}
	else if(strCommand == "qq" || strCommand == "quickquit")
	{
		TerminateProcess(GetCurrentProcess(), 0);
		return true;
	}
	else if (strCommand == "saveposition" || strCommand == "save")
	{
		FILE * file = fopen(SharedUtility::GetAbsolutePath("multiplayer//SavePositions.log"), "a");
		if (!file)
		{
			g_pCore->GetChat()->Print("Failed to open 'SavePositions.log'");
			return true;
		}

		CVector3 vecPosition;

		// Get our local player
		CLocalPlayer * pLocalPlayer = g_pCore->GetGame()->GetLocalPlayer();

		if (pLocalPlayer->IsInVehicle())
		{
			CVehicleEntity * pVehicle = pLocalPlayer->GetVehicleEntity();

			if (pVehicle)
			{
				pVehicle->GetPosition(vecPosition);
				CVector3 vecRotation;
				pVehicle->GetRotation(vecRotation);
				DWORD dwColors[5];
				pVehicle->GetColors(dwColors[0], dwColors[1], dwColors[2], dwColors[3], dwColors[4]);
				fprintf_s(file, "createVehicle(%d, %f, %f, %f, %f, %f, %f, %d, %d, %d, %d, %d);%s%s\n", CIVModelManager::ModelHashToVehicleId(pVehicle->GetModelInfo()->GetHash()), vecPosition.fX, vecPosition.fY, vecPosition.fZ, vecRotation.fX, vecRotation.fY, vecRotation.fZ, dwColors[0], dwColors[1], dwColors[2], dwColors[3], dwColors[4], strParameters.GetLength() > 0 ? " // " : "", strParameters.GetLength() > 0 ? strParameters.Get() : "");
			}
		}
		else
		{
			pLocalPlayer->GetPosition(vecPosition);
			int iModelId = pLocalPlayer->GetPlayerPed()->GetModelIndex();
			fprintf_s(file, "PlayerData(%d, %f, %f, %f, %f);%s%s\n", iModelId, vecPosition.fX, vecPosition.fY, vecPosition.fZ, pLocalPlayer->GetHeading(), strParameters.GetLength() > 0 ? " // " : "", strParameters.GetLength() > 0 ? strParameters.Get() : "");
		}

		fclose(file);
		g_pCore->GetChat()->Print("Position data saved to 'SavePositions.log'");
		return true;
	}
#ifdef _DEBUG
	else if(strCommand == "cv")
	{
		CVector3 vecCreatePos; 
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecCreatePos);
		vecCreatePos.fX += 4;

		CVehicleEntity * pVehicle = new CVehicleEntity(atoi(strParameters.Get()), vecCreatePos, 0.0f, 0x000000, 0x000000, 0x000000, 0x000000, 0xFFFFFF);
		if(pVehicle) {
			// Add our vehicle
			pVehicle->SetId(g_pCore->GetGame()->GetVehicleManager()->Add(pVehicle));
			pVehicle->Create();
			g_pCore->GetGame()->GetLocalPlayer()->WarpIntoVehicle(pVehicle);
		}
		return true;
	}
	else if(strCommand == "respawn")
	{
		g_pCore->GetGame()->GetLocalPlayer()->Respawn();
		return true;
	}
	else if(strCommand == "cp")
	{
		CVector3 vecCreatePos; 
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecCreatePos);

		CPlayerEntity * pPlayer = new CPlayerEntity(false);
		if(pPlayer) {
			pPlayer->SetModel(7);
			pPlayer->Create();
			pPlayer->Teleport(vecCreatePos);
		}
		return true;
	}
	else if(strCommand == "engine") 
	{
		if(g_pCore->GetGame()->GetLocalPlayer()->GetVehicleEntity() != NULL)
			g_pCore->GetGame()->GetLocalPlayer()->GetVehicleEntity()->SetEngineState(!g_pCore->GetGame()->GetLocalPlayer()->GetVehicleEntity()->GetEngineState());
		
		return true;
	}
	else if(strCommand == "giveweapon")
	{
		CIVScript::GiveWeaponToChar(g_pCore->GetGame()->GetLocalPlayer()->GetScriptingHandle(), (CIVScript::eWeapon)atoi(strParameters.Get()), 100, true);
		return true;
	}
	else if(strCommand == "xaxis")
	{
		CVector3 vecPositon;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPositon);

		vecPositon.fX += atoi(strParameters.Get());
		g_pCore->GetGame()->GetLocalPlayer()->SetPosition(vecPositon);
		return true;
	}
	else if(strCommand == "yaxis")
	{
		CVector3 vecPositon;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPositon);

		vecPositon.fY += atoi(strParameters.Get());
		g_pCore->GetGame()->GetLocalPlayer()->SetPosition(vecPositon);
		return true;
	}
	else if(strCommand == "zaxis")
	{
		CVector3 vecPositon;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPositon);

		vecPositon.fZ += atoi(strParameters.Get());
		g_pCore->GetGame()->GetLocalPlayer()->SetPosition(vecPositon);
		return true;
	}
	else if(strCommand == "port")
	{
		CVector3 vecPositon;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPositon);
		vecPositon.fX = 900;
		vecPositon.fY = -71;
		vecPositon.fZ += 20;
		g_pCore->GetGame()->GetLocalPlayer()->SetPosition(vecPositon);
		return true;
	}
	else if(strCommand == "time")
	{
		g_pCore->GetTimeManagementInstance()->SetTime(atoi(strParameters.Get()), 0);
		CGameFunction::SetTimeOfDay(atoi(strParameters.Get()), 0);
		return true;
	}
	else if(strCommand == "setmodel")
	{
		g_pCore->GetGame()->GetLocalPlayer()->SetModel(atoi(strParameters.Get()));
		return true;
	}
	else if(strCommand == "setclothes")
	{
		CString strParameter = CString("%s", strParameters.Get());
		g_pCore->GetChat()->Print(strParameter.Get());

		// Get the end of the command
		size_t sCommandEnd = strParameter.Find(" "); 

		// If we don't have a valid end use the end of the string
		if (sCommandEnd == std::string::npos)
		{
			sCommandEnd = strParameter.GetLength();
		}

		// Get the command name
		std::string strCommand2 = strParameter.Substring(0, (sCommandEnd));

		// Get the command parameters
		std::string strParams;

		// Do we have any parameters?
		if(sCommandEnd < strParameter.GetLength())
		{
			strParams = strParameter.Substring((sCommandEnd + 1), strParameter.GetLength());
		}

		g_pCore->GetChat()->Print(CString("Setting clothes part %d to %d", atoi(strCommand2.c_str()), atoi(strParams.c_str())));
		g_pCore->GetGame()->GetLocalPlayer()->SetPedClothes(atoi(strCommand2.c_str()), atoi(strParams.c_str()));

		return true;
	}
	else if(strCommand == "bahama")
	{
		g_pCore->GetGame()->GetLocalPlayer()->CPlayerEntity::SetPosition(CVector3(-15.9453f, -13.5865f, -11.7456f));
		return true;
	}
	else if(strCommand == "spawnvehs")
	{
		CVector3 vecPos;
		PTR_LOCALPLAYER->GetPosition(vecPos);

		for (int i = 0; i < 179; i++)
		{
			vecPos.fX += 5;
			CVehicleEntity * pVehicle = new CVehicleEntity(i, vecPos, 0.0f, 0xFFFFFF, 0xFFFFFF, 0xFFFFFF, 0xFFFFFF, 0xFFFFFF);
			if(pVehicle)
			{
				// Add our vehicle
				g_pCore->GetGame()->GetVehicleManager()->Add(pVehicle);
				pVehicle->SetId(g_pCore->GetGame()->GetVehicleManager()->FindFreeSlot());
				pVehicle->Create();
				pVehicle->SetPosition(vecPos, true);
			}
		}
		return true;
	}
	else if(strCommand == "getvehpos")
	{
		int iVehicle = atoi(strParameters.Get());

		if(g_pCore->GetGame()->GetVehicleManager()->DoesExists(iVehicle)) {
			CVector3 vecPosition;
			g_pCore->GetGame()->GetVehicleManager()->GetAt(iVehicle)->GetPosition(vecPosition);
			PTR_CHAT->Print(CString("Position of vehicle %d: %f, %f,%f", iVehicle, vecPosition.fX, vecPosition.fY, vecPosition.fZ));
		}
		return true;
	}
	else if(strCommand == "ivhelp")
	{
		PTR_CHAT->Print("List of Default IV:N Commands...");
		PTR_CHAT->Print("** /cv /respawn /debug /weapon /cp /spawn /engine /save /giveweapon /xaxis /time");
		PTR_CHAT->Print("** /setmodel /testweapon /ready /parachute /bahama /spawnvehicles /getvehpos");
		return true;
	}
	else if(strCommand == "createtrain")
	{
		g_pCore->GetGame()->GetIVManagement()->CreateTrain(g_pCore->GetGame()->GetLocalPlayer()->GetPosition(), 3, 20.0f, 0);
		return true;
	}
	else if(strCommand == "blip")
	{
		unsigned int uiBlip;
		CIVScript_NativeInvoke::Invoke<unsigned int>(CIVScript::NATIVE_ADD_BLIP_FOR_COORD, 0, 0, 0,&uiBlip); 
		CIVScript_NativeInvoke::Invoke<unsigned int>(CIVScript::NATIVE_CHANGE_BLIP_SPRITE, 10);
		return true;
	}
	else if(strCommand == "sethealth")
	{
		g_pCore->GetGame()->GetLocalPlayer()->SetHealth(atoi(strParameters.Get()));
		return true;
	}
	else if (strCommand == "setarmour")
	{
		g_pCore->GetGame()->GetLocalPlayer()->SetArmour(atoi(strParameters.Get()));
		return true;
	}
#endif
#ifdef SYNC_TEST
	else if (strCommand == "syncTest")
	{
		// Add the player
		CPlayerEntity * pPlayer = new CPlayerEntity;
		pPlayer->SetModel(0); // Set temporary to nico lol
		pPlayer->Create();
		pPlayer->SetNick("Keks");
		pPlayer->SetId(1);
		pPlayer->SetColor(0xFFFFFFFF);
		g_pCore->GetGame()->GetPlayerManager()->Add(1, pPlayer);

		CVector3 vecPosition;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPosition);
		vecPosition.fX += 2.0f;
		pPlayer->SetPosition(vecPosition);
	}
	else if (strCommand == "getP")
	{
		CVector3 vecPosition;
		g_pCore->GetGame()->GetLocalPlayer()->GetPosition(vecPosition);
		vecPosition.fX += 2.0f;
		g_pCore->GetGame()->GetPlayerManager()->GetAt(1)->SetPosition(vecPosition);
	}
	else if (strCommand = "vehicleSync")
	{
		g_pCore->GetGame()->GetLocalPlayer()->PutInVehicle(g_pCore->GetGame()->GetVehicleManager()->GetAt(0), 0);
		CVector3 vecPosition;
		g_pCore->GetGame()->GetPlayerManager()->GetAt(1)->GetPosition(vecPosition);
		CVehicleEntity * pVehicle = new CVehicleEntity(90, vecPosition, 90, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
		if (pVehicle)
		{
			//	// Add our vehicle
			g_pCore->GetGame()->GetVehicleManager()->Add(1, pVehicle);
			pVehicle->SetId(1);
			pVehicle->Create();
			pVehicle->SetPosition(vecPosition, true);
		}
		//g_pCore->GetGame()->GetPlayerManager()->GetAt(1)->PutInVehicle(g_pCore->GetGame()->GetVehicleManager()->GetAt(0), 0);

		//CVehicleEntity * pVehicle = new CVehicleEntity(90, vecPosition, 90, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
		//if (pVehicle)
		//{
		//	//	// Add our vehicle
		//	g_pCore->GetGame()->GetVehicleManager()->Add(vehicleId, pVehicle);
		//	pVehicle->SetId(vehicleId);
		//	pVehicle->Create();
		//	pVehicle->SetPosition(vecPosition, true);
		//}
	}
#endif
	return false;
}