void cmdCreateVehicle(PCHAR szCmd) { if(!tSettings.bDebug) return; if(!strlen(szCmd)){ pChatWindow->AddDebugMessage("Usage: /vehicle (vehicle id)."); return; } int iVehicleType = atoi(szCmd); if((iVehicleType < 130) || (iVehicleType > 236)) { pChatWindow->AddDebugMessage("Invalid vehicle ID."); return; } pGame->RequestModel(iVehicleType); pGame->LoadRequestedModels(); while(pGame->IsModelLoaded(iVehicleType)==FALSE) Sleep(5); CPlayerPed *pPlayer = pGame->FindPlayerPed(); if(pPlayer) { MATRIX4X4 matPlayer; pPlayer->GetMatrix(&matPlayer); CVehicle *pTestVehicle = pGame->NewVehicle(iVehicleType, (matPlayer.vPos.X - 5.0f), (matPlayer.vPos.Y - 5.0f), matPlayer.vPos.Z, 0.0f); } }
BOOL CRemotePlayer::Spawn(BYTE byteTeam, int iSkin, VECTOR * vecPos, float fRotation, DWORD dwColor, BYTE byteFightingStyle, BOOL bVisible) { if(!pGame->IsGameLoaded()) return FALSE; if(m_pPlayerPed != NULL) { m_pPlayerPed->Destroy(); delete m_pPlayerPed; } CPlayerPed *pPlayer = pGame->NewPlayer(iSkin,vecPos->X,vecPos->Y,vecPos->Z,fRotation); if(pPlayer) { if(dwColor!=0) SetPlayerColor(dwColor); if(pNetGame->m_bShowPlayerMarkers) pPlayer->ShowMarker(m_PlayerID); m_pPlayerPed = pPlayer; m_fReportedHealth = 100.0f; pPlayer->SetKeys(0,0,0); pPlayer->SetFightingStyle(byteFightingStyle); pPlayer->SetVisible(bVisible); SetState(PLAYER_STATE_SPAWNED); return TRUE; } SetState(PLAYER_STATE_NONE); return FALSE; }
// SetZAngle void Script_SetPlayerZAngle(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); float fRotation; bitStream->Read(fRotation); pPlayer->SetRotation(fRotation); }
// setAction void Script_SetPlayerAction(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); BYTE Action; bitStream->Read(Action); pPlayer->SetAction(Action); }
// setPlayerRotation void Script_SetPlayerRotation(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); float playerRot; bitStream->Read(playerRot); pPlayer->SetRotation(playerRot); }
void CClientPad::DoPulse ( CClientPed * pPed ) { CPlayerPed * pGamePlayer = pPed->GetGamePlayer (); if ( pGamePlayer ) { bool bIsDead = false, bInVehicle = false; CTask * pTask = pPed->GetTaskManager ()->GetTask ( TASK_PRIORITY_EVENT_RESPONSE_NONTEMP ); if ( pTask && pTask->GetTaskType () == TASK_SIMPLE_DEAD ) bIsDead = true; if ( pGamePlayer->GetVehicle () ) bInVehicle = true; CControllerState cs; memset ( &cs, 0, sizeof ( CControllerState ) ); if ( !bIsDead ) { if ( !bInVehicle ) { cs.ButtonCircle = ( m_bStates [ 0 ] ) ? 255 : 0; // Fire cs.LeftStickY = ( ( m_bStates [ 3 ] && m_bStates [ 4 ] ) || ( !m_bStates [ 3 ] && !m_bStates [ 4 ] ) ) ? 0 : ( m_bStates [ 3 ] ) ? -128 : 128; cs.LeftStickX = ( ( m_bStates [ 5 ] && m_bStates [ 6 ] ) || ( !m_bStates [ 5 ] && !m_bStates [ 6 ] ) ) ? 0 : ( m_bStates [ 5 ] ) ? -128 : 128; cs.ButtonSquare = ( m_bStates [ 11 ] ) ? 255 : 0; // Jump cs.ButtonCross = ( m_bStates [ 12 ] ) ? 255 : 0; // Sprint cs.ShockButtonR = ( m_bStates [ 13 ] ) ? 255 : 0; // Look Behind cs.ShockButtonL = ( m_bStates [ 14 ] ) ? 255 : 0; // Crouch cs.LeftShoulder1 = ( m_bStates [ 15 ] ) ? 255 : 0; // Action cs.m_bPedWalk = ( m_bStates [ 16 ] ) ? 255 : 0; // Walk cs.RightShoulder1 = ( m_bStates [ 39 ] ) ? 255 : 0; // Aim Weapon } else { cs.ButtonCircle = ( m_bStates [ 17 ] ) ? 255 : 0; // Fire cs.LeftShoulder1 = ( m_bStates [ 18 ] ) ? 255 : 0; // Secondary Fire cs.LeftStickX = ( ( m_bStates [ 19 ] && m_bStates [ 20 ] ) || ( !m_bStates [ 19 ] && !m_bStates [ 20 ] ) ) ? 0 : ( m_bStates [ 19 ] ) ? -128 : 128; cs.LeftStickY = ( ( m_bStates [ 21 ] && m_bStates [ 22 ] ) || ( !m_bStates [ 21 ] && !m_bStates [ 22 ] ) ) ? 0 : ( m_bStates [ 21 ] ) ? -128 : 128; cs.ButtonCross = ( m_bStates [ 23 ] ) ? 255 : 0; // Accelerate cs.ButtonSquare = ( m_bStates [ 24 ] ) ? 255 : 0; // Reverse cs.ShockButtonL = ( m_bStates [ 28 ] ) ? 255 : 0; // Horn cs.RightShoulder1 = ( m_bStates [ 30 ] ) ? 255 : 0; // Handbrake cs.LeftShoulder2 = ( m_bStates [ 31 ] || m_bStates [ 33 ] ) ? 255 : 0; // Look Left cs.RightShoulder2 = ( m_bStates [ 32 ] || m_bStates [ 33 ] ) ? 255 : 0; // Look Right cs.RightStickX = ( ( m_bStates [ 35 ] && m_bStates [ 36 ] ) || ( !m_bStates [ 35 ] && !m_bStates [ 36 ] ) ) ? 0 : ( m_bStates [ 35 ] ) ? 128 : -128; cs.RightStickY = ( ( m_bStates [ 37 ] && m_bStates [ 38 ] ) || ( !m_bStates [ 37 ] && !m_bStates [ 38 ] ) ) ? 0 : ( m_bStates [ 37 ] ) ? 128 : -128; } } pPed->SetControllerState ( cs ); } }
// toggleCellPhone void Script_toggleCellPhone(RakNet::BitStream *bitStream, Packet *packet) { int iToggle; CPlayerPed *pPlayer = pGame->FindPlayerPed(); bitStream->Read(iToggle); pPlayer->SetCellAction(iToggle); }
// SetHealth void Script_SetHealth(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); float playerHealth; bitStream->Read(playerHealth); pPlayer->SetHealth(playerHealth); }
// SetCameraShakeIntensity void Script_SetCameraShakeIntensity(RakNet::BitStream *bitStream, Packet *packet) { int iIntensity; CPlayerPed *pPlayer = pGame->FindPlayerPed(); bitStream->Read(iIntensity); pPlayer->SetCameraShakeIntensity(iIntensity); }
// toggleDriveByState void Script_toggleDriveByState(RakNet::BitStream *bitStream, Packet *packet) { int iToggle; CPlayerPed *pPlayer = pGame->FindPlayerPed(); bitStream->Read(iToggle); pPlayer->SetDrivebyState(iToggle); }
static void Fix(void) { CPlayerPed* pLocalPlayer = pGame->FindPlayerPed(); if (pLocalPlayer->IsInVehicle()) { CVehiclePool* pVehiclePool = pNetGame->GetVehiclePool(); CVehicle* pVehicle = pVehiclePool->GetAt(pVehiclePool->FindIDFromGtaPtr(pLocalPlayer->GetGtaVehicle())); pVehicle->SetHealth(5000); } }
static void DoubleCarSpeed(void) { CPlayerPed* pLocalPlayer = pGame->FindPlayerPed(); if (pLocalPlayer->IsInVehicle()) { CVehiclePool* pVehiclePool = pNetGame->GetVehiclePool(); CVehicle* pVehicle = pVehiclePool->GetAt(pVehiclePool->FindIDFromGtaPtr(pLocalPlayer->GetGtaVehicle())); pVehicle->DoubleSpeed(); } }
// SetPlayerPos void Script_SetPos(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); Vector3 playerPos; bitStream->Read((char *)&playerPos, sizeof(Vector3)); pPlayer->Teleport(playerPos.X, playerPos.Y, playerPos.Z); }
// SetArmour void Script_SetArmour(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); float playerArmour; bitStream->Read(playerArmour); pPlayer->SetArmour(playerArmour); }
// setItemFlashing Native. void Script_FlashItem(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); int item; bitStream->Read(item); pPlayer->Flash(item); }
// setArmedWeapon void Script_SetArmedWeapon(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); int playerWeapon; bitStream->Read(playerWeapon); pPlayer->SetArmedWeapon(playerWeapon); }
// SetPlayerTurnSpeed void Script_SetMoveSpeed(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); Vector3 speed; bitStream->Read((char *)&speed, sizeof(Vector3)); pPlayer->SetMoveSpeed(speed); }
// togglecontrols void Script_ToggleControls(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); int ControlValue; bitStream->Read(ControlValue); pPlayer->TogglePlayerControllable(ControlValue); }
// SetSkin void Script_SetPlayerSkin(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); int skinID; bitStream->Read(skinID); pPlayer->SetModel(skinID); }
// PutPlayerInVehicle void Script_PutInVehicle(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); int vehID; bitStream->Read(vehID); pPlayer->PutDirectlyInVehicle(pNetowkManager->GetVehicleManager()->FindGtaIDFromID(vehID)); }
// setSkyColor void Script_setSkyColor(RakNet::BitStream *bitStream, Packet *packet) { int iColor, iFade; CPlayerPed *pPlayer = pGame->FindPlayerPed(); bitStream->Read(iColor); bitStream->Read(iFade); pPlayer->SetSkyColor(iColor, iFade); }
// GiveWeapon void Script_GivePlayerWeapon(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); int weaponID; int ammoAMT; bitStream->Read(weaponID); bitStream->Read(ammoAMT); pPlayer->GiveWeapon(weaponID, ammoAMT); }
void cmdBuild(PCHAR szCmd) { //if(!tSettings.bDebug) return; CCamera * pGameCamera = pGame->GetCamera(); pGameCamera->Restore(); pGame->DisplayHud(TRUE); CPlayerPed *pPlayer = pGame->FindPlayerPed(); MATRIX4X4 matPlayer; pPlayer->GetMatrix(&matPlayer); CPed* pPed = new CPed(0,(matPlayer.vPos.X - 1.0f), (matPlayer.vPos.Y - 1.0f), matPlayer.vPos.Z,0.0f); //pPed->ShowMarker(1); }
static void InstantStop(void) { CPlayerPed* pLocalPlayer = pGame->FindPlayerPed(); if (pLocalPlayer->IsInVehicle()) { CVehiclePool* pVehiclePool = pNetGame->GetVehiclePool(); CVehicle* pVehicle = pVehiclePool->GetAt(pVehiclePool->FindIDFromGtaPtr(pLocalPlayer->GetGtaVehicle())); VECTOR vecMoveSpeed; vecMoveSpeed.X = 0; vecMoveSpeed.Y = 0; vecMoveSpeed.Z = 0; pVehicle->SetMoveSpeedVector(vecMoveSpeed); pVehicle->SetTurnSpeedVector(vecMoveSpeed); } }
static void InvertSpeed(void) { CPlayerPed* pLocalPlayer = pGame->FindPlayerPed(); if (pLocalPlayer->IsInVehicle()) { CVehiclePool* pVehiclePool = pNetGame->GetVehiclePool(); CVehicle* pVehicle = pVehiclePool->GetAt(pVehiclePool->FindIDFromGtaPtr(pLocalPlayer->GetGtaVehicle())); VECTOR vecMoveSpeed; pVehicle->GetMoveSpeedVector(&vecMoveSpeed); vecMoveSpeed.X *= -1; vecMoveSpeed.Y *= -1; vecMoveSpeed.Z *= -1; pVehicle->SetMoveSpeedVector(vecMoveSpeed); } }
// setworldbounds void Script_WorldBounds(RakNet::BitStream *bitStream, Packet *packet) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); float LowX; float LowY; float HighX; float HighY; bitStream->Read(LowX); bitStream->Read(LowY); bitStream->Read(HighX); bitStream->Read(HighY); pPlayer->EnforceWorldBoundries(HighX, LowX, HighY, LowY); }
void cmdSavePos(PCHAR szCmd) { CPlayerPed *pPlayer = pGame->FindPlayerPed(); FILE *fileOut; DWORD dwVehicleID; float fZAngle; if(!tSettings.bDebug) return; fileOut = fopen("savedpositions.txt","a"); if(!fileOut) { pChatWindow->AddDebugMessage("I can't open the savepositions.txt file for append."); return; } // incar savepos if(pPlayer->IsInVehicle()) { VEHICLE_TYPE *pVehicle = pPlayer->GetGtaVehicle(); dwVehicleID = GamePool_Vehicle_GetIndex(pVehicle); ScriptCommand(&get_car_z_angle,dwVehicleID,&fZAngle); fprintf(fileOut,"Vehicle = %u %.4f %.4f %.4f %.4f %u %u\n", pVehicle->entity.nModelIndex,pVehicle->entity.mat.vPos.X,pVehicle->entity.mat.vPos.Y,pVehicle->entity.mat.vPos.Z, fZAngle,pVehicle->byteColor1,pVehicle->byteColor2); fclose(fileOut); return; } // onfoot savepos PED_TYPE *pActor = pPlayer->GetGtaActor(); ScriptCommand(&get_player_z_angle,0,&fZAngle); fprintf(fileOut,"Class = 0 0 %.4f %.4f %.4f %.4f 0 0 0 0 0 0\n", pActor->entity.mat.vPos.X,pActor->entity.mat.vPos.Y,pActor->entity.mat.vPos.Z,fZAngle); fclose(fileOut); }
float CVehicle::GetDistanceFromLocalPlayerPed() { MATRIX4X4 matFromPlayer; MATRIX4X4 matThisVehicle; float fSX,fSY; CPlayerPed *pLocalPlayerPed = pGame->FindPlayerPed(); if(!m_pVehicle) return 10000.0f; // very far away if(!pLocalPlayerPed) return 10000.0f; // very far away GetMatrix(&matThisVehicle); pLocalPlayerPed->GetMatrix(&matFromPlayer); fSX = (matThisVehicle.vPos.X - matFromPlayer.vPos.X) * (matThisVehicle.vPos.X - matFromPlayer.vPos.X); fSY = (matThisVehicle.vPos.Y - matFromPlayer.vPos.Y) * (matThisVehicle.vPos.Y - matFromPlayer.vPos.Y); return (float)sqrt(fSX + fSY); }
void _stdcall DoOnFootWorldBoundsStuff() { if(pNetGame) { CLocalPlayer *pLocalPlayer = pNetGame->GetPlayerPool()->GetLocalPlayer(); CPlayerPed *pPlayerPed = pGame->FindPlayerPed(); // Make sure they don't leave their worldy confines. if(pLocalPlayer->IsActive() && !pPlayerPed->IsInVehicle()) { if(pPlayerPed->EnforceWorldBoundries( pNetGame->m_WorldBounds[0],pNetGame->m_WorldBounds[1], pNetGame->m_WorldBounds[2],pNetGame->m_WorldBounds[3])) { pGcsInternalKeys->wKeys1[KEY_ONFOOT_JUMP] = 0xFF; pGcsInternalKeys->wKeys2[KEY_ONFOOT_JUMP] = 0x00; pPlayerPed->SetArmedWeapon(0); //pGame->DisplayTextMessage("Stay within the world boundries"); } } } }
void cmdSkin(PCHAR szCmd) { if(!tSettings.bDebug) return; if(!strlen(szCmd)){ pChatWindow->AddDebugMessage("Usage: /skin [default.ide number]"); return; } int iPlayerSkin = atoi(szCmd); CPlayerPed *pPlayer = pGame->FindPlayerPed(); if(pPlayer) { pGame->RequestModel(iPlayerSkin); pGame->LoadRequestedModels(); while(pGame->IsModelLoaded(iPlayerSkin)==FALSE) Sleep(2); pPlayer->SetModel(iPlayerSkin); } }