void CObject::Explode() { CVector pos = GetPos(); pos.z += 0.5; CExplosion::AddExplosion(this, GetPlayerPed(-1), 9, pos, 100, 1, -1.0, 0); if (m_colDamageEffect == 202 || m_colDamageEffect == 200) { pos.z -= 1.0; ObjectDamage(10000.0f, pos, 0, GetPlayerPed(-1), 51); } else if (!m_disableFriction) { m_linearVelocity.z += 0.5; m_linearVelocity.x += (rand() - 128) * 0.000199999994947575; m_linearVelocity.y += (rand() - 128) * 0.000199999994947575; if (bIsStatic || bIsStaticWaitingForCollision) { SetIsStatic(false); AddToMovingList(); } } if (m_objectInfo->fxType == 2) { CMatrix pos = GetMatrix(); // to object space CVector fxObjPos = Multiply3x3(pos, m_objectInfo->fxOffset); fxObjPos += GetPos(); // to world space FxSystem_c *sys = FxManager.InitialiseFxSystem(m_objectInfo->fxSystem, fxObjPos, 0, 0); if (sys) { sys->Start(); } } }
void CLocalPlayer::SendPassengerSync( void ) { // Are we not connected to the network? if( !pCore->GetNetworkModule()->IsConnected() ) return; // Are we dead? if( IsDead() ) return; // Get the vehicle instance CNetworkVehicle * pVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID ); // Did we fail to find the vehicle? if( !pVehicle ) return; // Construct a new bitstream RakNet::BitStream pBitStream; // Construct a new passenger sync data structure InPassengerSync passengerSync; // Get the player health passengerSync.m_fHealth = GetHealth (); // Get the player selected weapon passengerSync.m_dwSelectedWeapon = GetSelectedWeapon (); // Write the sync structure to the bitstream pBitStream.Write( (char *)&passengerSync, sizeof(InPassengerSync) ); // Send the bitstream to the server pCore->GetNetworkModule()->Call( RPC_PASSENGER_SYNC, &pBitStream, LOW_PRIORITY, UNRELIABLE_SEQUENCED, true ); }
void main(void) { TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("scriptmgr"); ADD_ARMOUR_TO_CHAR(GetPlayerPed(), 100); CLEAR_ZONE(414.907, 28.0238, 8.79453, 200.0); SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(1); INIT_SETTINGS(420.828, 28.8978, 8.78683, 100.0); while ( ++num_items < MAX_PAGES ) selection_mem[num_items] = 0; while ( !IS_PLAYER_SCRIPT_CONTROL_ON(GetPlayerIndex()) ) WAIT(1000); while (TRUE) { WAIT(0); GET_CHAR_COORDINATES(GetPlayerPed(), &px, &py, &pz); GET_CHAR_HEADING(GetPlayerPed(), &ph); if(objrc == 0) { DRAW_MENU(); PRINT_MAIN_LOGO(0.43, 0.05, "Lost MC RIP"); PRINT_DESC(0.35, 0.11, "Recreation of GTA V Online mission \"Lost MC RIP\""); //PRINT_DESC(0.20, 0.13, "Test1"); //PRINT_DESC(0.20, 0.15, "Test2"); } if(objrc > objstart && objrc != objend) { PRINT_LIVES(); POLICE(0, 0); MANAGE_PLAYER(); MANAGE_ACTORS(14); ALTER_WANTED_LEVEL(GetPlayerIndex(), 0); } if(objrc == 1) { UNLOCK_FRONTEND_DISPLAYS(); APPLY_SELECTED_OPTIONS(level, weather, time); CLEAR_ZONE(480.671, 330.929, 8.57156, 50.0); SPAWN_VEHICLE(0, vehmodel, BLIP_COLOR_WHITE, 414.907, 28.0238, 8.79453, 10.0, 25000, 0); SPAWN_VEHICLE(1, MODEL_HELLFURY, NOBLIP, 480.671, 330.929, 8.57156, 287.0, vhealth, 1); SPAWN_VEHICLE(2, MODEL_HELLFURY, NOBLIP, 500.989, 331.218, 8.57157, 287.0, vhealth, 1); SPAWN_VEHICLE(3, MODEL_HELLFURY, NOBLIP, 462.637, 342.84, 8.57144, 287.0, vhealth, 1); SPAWN_VEHICLE(4, MODEL_HELLFURY, NOBLIP, 456.194, 328.523, 8.57156, 287.0, vhealth, 1); SPAWN_VEHICLE(5, MODEL_ROMERO, NOBLIP, 469.083, 341.918, 8.57143, 0.0, vhealth, 1); SPAWN_ACTOR(0, MODEL_M_M_GBIK_LO_03, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 477.765, 330.598, 8.57155, 0.0, 0); SPAWN_ACTOR(1, MODEL_M_Y_GBIK_HI_01, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 487.11, 332.822, 8.58402, 0.0, 0); SPAWN_ACTOR(2, MODEL_M_Y_GBIK_HI_02, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 462.72, 329.053, 8.57155, 0.0, 0); SPAWN_ACTOR(3, MODEL_M_Y_GBIK_LO_01, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 455.702, 331.683, 8.57326, 0.0, 0); SPAWN_ACTOR(4, MODEL_M_Y_GBIK_LO_02, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 453.886, 342.619, 8.57142, 0.0, 0); SPAWN_ACTOR(5, MODEL_M_M_GBIK_LO_03, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 455.879, 353.054, 8.57143, 0.0, 0); SPAWN_ACTOR(6, MODEL_M_Y_GBIK_HI_01, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 461.334, 354.282, 8.55088, 0.0, 0); SPAWN_ACTOR(7, MODEL_M_Y_GBIK_HI_02, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 452.701, 350.135, 8.57144, 0.0, 0); SPAWN_ACTOR(8, MODEL_M_Y_GBIK_LO_01, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 475.867, 352.833, 8.57144, 0.0, 0); SPAWN_ACTOR(9, MODEL_M_Y_GBIK_LO_02, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 485.464, 355.757, 8.57232, 0.0, 0); SPAWN_ACTOR(10, MODEL_M_M_GBIK_LO_03, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 494.51, 355.139, 8.57158, 0.0, 0); SPAWN_ACTOR(11, MODEL_M_Y_GBIK_HI_01, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 501.969, 343.139, 8.57158, 0.0, 0); SPAWN_ACTOR(12, MODEL_M_Y_GBIK_HI_02, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 510.718, 339.741, 8.57158, 0.0, 0); SPAWN_ACTOR(13, MODEL_M_Y_GBIK_LO_01, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 513.053, 328.065, 8.57157, 0.0, 0); SPAWN_ACTOR(14, MODEL_M_Y_GBIK_LO_02, WEAPON_M4, BLIP_COLOR_RED, accuracy, ehealth, armour, 0, 505.737, 314.082, 8.57796, 0.0, 0); PLAY_CHECKPOINT_SOUND(); objrc++; } if(objrc == 2) { PRINT_TXT("Take out the ~R~Lost~S~"); if(peds[0].retc == 2 && peds[1].retc == 2 && peds[2].retc == 2 && peds[3].retc == 2 && peds[4].retc == 2 && peds[5].retc == 2 && peds[6].retc == 2 && peds[7].retc == 2 && peds[8].retc == 2 && peds[9].retc == 2 && peds[10].retc == 2 && peds[11].retc == 2 && peds[12].retc == 2 && peds[13].retc == 2 && peds[14].retc == 2) { objrc++; } } if(objrc == 3) { MISSION_COMPLETE("", 13000); } } }
void main(void) { int i; TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("scriptmgr"); CLEAR_ZONE(2237.89, 184.489, 5.85721, 200.0); INIT_SETTINGS(2237.89, 184.489, 5.85721, 0.0); ADD_ARMOUR_TO_CHAR(GetPlayerPed(), 100); CLEAR_ZONE(2225.7, 345.369, 17.2112, 200.0); SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(1); while (TRUE) { WAIT(0); GET_CHAR_COORDINATES(GetPlayerPed(), &px, &py, &pz); GET_CHAR_HEADING(GetPlayerPed(), &ph); if(objrc == 0) { DRAW_MENU(); PRINT_MAIN_LOGO(0.39, 0.05, "The Parking Garage"); PRINT_DESC(0.34, 0.11, "Recreation of GTA V Online mission \"The Parking Garage\""); //PRINT_DESC(0.20, 0.13, "Test1"); //PRINT_DESC(0.20, 0.15, "Test2"); } if(objrc > objstart && objrc != objend) { PRINT_LIVES(); POLICE(0, 0); MANAGE_PLAYER(); MANAGE_ACTORS(21); MANAGE_VEHICLES(8); } if(objrc == 1) { UNLOCK_FRONTEND_DISPLAYS(); APPLY_SELECTED_OPTIONS(level, weather, time); SPAWN_VEHICLE(0, vehmodel, BLIP_COLOR_WHITE, 2236.36, 191.781, 5.96358, 270.0, 25000, 0); SPAWN_VEHICLE(1, MODEL_PMP600, NOBLIP, 2225.7, 345.369, 17.2112, 0.0, vhealth, 1); SPAWN_VEHICLE(2, MODEL_PMP600, NOBLIP, 2235.81, 344.851, 17.2112, 0.0, vhealth, 1); SPAWN_VEHICLE(3, MODEL_PMP600, NOBLIP, 2237.24, 362.006, 17.2112, 180.0, vhealth, 1); SPAWN_VEHICLE(4, MODEL_PMP600, NOBLIP, 2226.02, 361.978, 17.2112, 180.0, vhealth, 1); for(i=1;i<=4;i++) { OPEN_CAR_DOOR(vehs[i].car, 0); OPEN_CAR_DOOR(vehs[i].car, 1); OPEN_CAR_DOOR(vehs[i].car, 2); OPEN_CAR_DOOR(vehs[i].car, 3); } SPAWN_ACTOR(0, MODEL_M_Y_GLAT_LO_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2241.71, 349.074, 17.2112, 180.0, 0); SPAWN_ACTOR(1, MODEL_M_Y_GLAT_LO_02, WEAPON_M4, NOBLIP, accuracy, ehealth, armour, 10, 2236.66, 352.623, 17.2112, 180.0, 0); SPAWN_ACTOR(2, MODEL_M_Y_GLAT_HI_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2234.38, 351.852, 17.2112, 180.0, 0); SPAWN_ACTOR(3, MODEL_M_Y_GLAT_HI_02, WEAPON_M4, NOBLIP, accuracy, ehealth, armour, 10, 2220.1, 355.928, 17.2112, 180.0, 0); SPAWN_ACTOR(4, MODEL_M_Y_GLAT_LO_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2218.18, 350.432, 17.2112, 180.0, 0); SPAWN_ACTOR(5, MODEL_M_Y_GLAT_LO_02, WEAPON_M4, NOBLIP, accuracy, ehealth, armour, 10, 2224.79, 349.411, 17.2112, 180.0, 0); SPAWN_ACTOR(6, MODEL_M_Y_GLAT_HI_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2221.69, 367.831, 17.2112, 180.0, 0); SPAWN_ACTOR(7, MODEL_M_Y_GLAT_HI_02, WEAPON_M4, NOBLIP, accuracy, ehealth, armour, 10, 2228.39, 374.876, 17.2111, 180.0, 0); SPAWN_ACTOR(8, MODEL_M_Y_GLAT_LO_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2246.78, 372.589, 17.3392, 180.0, 0); SPAWN_ACTOR(9, MODEL_M_Y_GLAT_LO_02, WEAPON_M4, NOBLIP, accuracy, ehealth, armour, 10, 2247.09, 360.237, 17.3619, 180.0, 0); SPAWN_ACTOR(10, MODEL_M_Y_GLAT_HI_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2234.74, 335.179, 17.2112, 0.0, 0); SPAWN_ACTOR(11, MODEL_M_Y_GLAT_HI_02, WEAPON_M4, NOBLIP, accuracy, ehealth, armour, 10, 2230.77, 335.418, 17.2112, 0.0, 0); SPAWN_ACTOR(12, MODEL_M_Y_GLAT_LO_02, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2228.00, 344.176, 17.2112, 180.0, 0); SPAWN_ACTOR(13, MODEL_M_Y_GLAT_HI_01, WEAPON_MP5, NOBLIP, accuracy, ehealth, armour, 10, 2240.39, 344.829, 17.2112, 180.0, 0); TASK_CHAT_WITH_CHAR(peds[10].actor, peds[13].actor, 1, 1); TASK_CHAT_WITH_CHAR(peds[11].actor, peds[12].actor, 0, 1); PLAY_CHECKPOINT_SOUND(); objrc++; } if(objrc == 2) { SET_MISSION_CHECKPOINT(0, 2265.86, 310.3, 3.93312, 4.0, "Go to the ~Y~parking lot~S~"); } if(objrc == 3) { GET_GROUND_Z_FOR_3D_COORD(2247.02, 364.361, 17.3601, &zg); CREATE_PICKUP(drugbag, 22, 2247.02, 364.361, zg, &document2, 1); objrc++; } if(objrc == 4) { PRINT_TXT("Get the ~b~document~s~"); if(HAS_PICKUP_BEEN_COLLECTED(document2)) { PLAY_CHECKPOINT_SOUND(); objrc++; } } if(objrc == 5) { SET_MISSION_CHECKPOINT(0, 747.599, -119.14, 3.67973, 4.0, "Deliver the ~b~document~s~ to ~Y~Lester's warehourse~S~"); SPAWN_ENEMY_CAR_IN_AREA(MODEL_HUNTLEY, 1847.66, 259.651, 5.34315, 5, 14, 15, MODEL_M_Y_GAFR_HI_01); SPAWN_ENEMY_CAR_IN_AREA(MODEL_HUNTLEY, 1854.45, 276.598, 5.134, 6, 16, 17, MODEL_M_Y_GAFR_HI_01); SPAWN_ENEMY_CAR_IN_AREA(MODEL_HUNTLEY, 1370.08, 295.171, 24.829, 7, 18, 19, MODEL_M_Y_GAFR_HI_01); SPAWN_ENEMY_CAR_IN_AREA(MODEL_HUNTLEY, 1357.89, 281.534, 25.8018, 8, 20, 21, MODEL_M_Y_GAFR_HI_01); } if(objrc == 6) { MISSION_COMPLETE("", 20000); } } }
void InitPlayer(void) { SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE); SET_CHAR_RELATIONSHIP_GROUP(GetPlayerPed(), 0); }
void CLocalPlayer::OnEnterVehicle( void ) { // Get the vehicle instance from the vehicle guid CNetworkVehicle * pNetworkVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID ); // Is the vehicle instance valid? if( pNetworkVehicle ) { #ifdef _DEBUG M2Vehicle * pVehicle = pNetworkVehicle->GetVehicle()->GetVehicle(); DWORD dwVehicleData = (DWORD)(pVehicle) + 0xA8; pCore->GetChat()->AddDebugMessage ( "Vehicle: 0x%p, VehicleData: 0x%p", pVehicle, dwVehicleData ); #endif // Set the initial seat as the driver EntityId seat = 0; // Is the player in the passenger seat? //if( GetState() == PLAYERSTATE_PASSENGER ) // seat = pNetworkVehicle->GetVehicle()->GetPedOccupiedSeat( GetPlayerPed()->GetPed() ); // Does the vehicle already have a driver? if ( pNetworkVehicle->GetDriver () ) seat = pNetworkVehicle->GetVehicle()->GetPedOccupiedSeat( GetPlayerPed()->GetPed() ); // Are we getting in as the driver? if( seat == 0 ) SetState( PLAYERSTATE_DRIVER ); else SetState( PLAYERSTATE_PASSENGER ); #ifdef _DEBUG pCore->GetChat()->AddDebugMessage( "Seat: %d, Driver: 0x%p, State: %d", seat, pNetworkVehicle->GetDriver (), GetState () ); #endif // Construct a new bitstream RakNet::BitStream pBitStream; // Write the vehicle id pBitStream.WriteCompressed( pNetworkVehicle->GetId() ); // Write the seat pBitStream.WriteCompressed( seat ); // Send to the server pCore->GetNetworkModule()->Call( RPC_ENTER_VEHICLE, &pBitStream, HIGH_PRIORITY, RELIABLE_ORDERED, true ); #ifdef _DEBUG pCore->GetChat()->AddDebugMessage( "CLocalPlayer::OnEnterVehicle( %d, %d )", pNetworkVehicle->GetId(), seat ); #endif // Handle this enter with the network vehicle pNetworkVehicle->HandlePlayerEnter( this, seat ); // Set the vehicle SetVehicle( pNetworkVehicle ); // Set the seat SetSeat( seat ); // Set the target data SetEnteringVehicle( pNetworkVehicle, seat ); } }
void CLocalPlayer::SendInVehicleSync( void ) { // Are we not connected to the network? if( !pCore->GetNetworkModule()->IsConnected() ) return; // Are we dead? if( IsDead() ) return; // Get the vehicle instance CNetworkVehicle * pVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID ); // Did we fail to find the vehicle? if( !pVehicle ) return; // Construct a new bitstream RakNet::BitStream pBitStream; // Write the vehicle id pBitStream.WriteCompressed( pVehicle->GetId() ); // Construct a new in vehicle sync data structure InVehicleSync inVehicleSync; // Get the vehicle position pVehicle->GetPosition( &inVehicleSync.m_vecPosition ); // Get the vehicle rotation pVehicle->GetRotation( &inVehicleSync.m_vecRotation ); // Get the vehicle dirt level inVehicleSync.m_fDirtLevel = pVehicle->GetVehicle()->GetDirtLevel(); // Get the vehicle tuning table inVehicleSync.m_iTuningTable = pVehicle->GetVehicle()->GetTuningTable(); // Get the vehicle horn state inVehicleSync.m_bHornState = pVehicle->GetVehicle()->IsHornOn(); // Get the vehicle siren state inVehicleSync.m_bSirenState = pVehicle->GetVehicle()->IsSirenOn(); // Get the vehicle fuel inVehicleSync.m_fFuel = pVehicle->GetVehicle()->GetFuel(); // Get the vehicle speed pVehicle->GetSpeedVec( &inVehicleSync.m_vecVelocity ); // Get the turn speed inVehicleSync.m_fTurnSpeed = pVehicle->GetSteer(); // Get the engine damage inVehicleSync.m_fEngineDamage = pVehicle->GetVehicle()->GetEngineDamage(); // Get the vehicle plate text strcpy( inVehicleSync.m_szPlateText, pVehicle->GetPlateText() ); inVehicleSync.m_szPlateText[ 6 ] = '\0'; // Get the vehicle colour pVehicle->GetColour( &inVehicleSync.m_primaryColour, &inVehicleSync.m_secondaryColour ); // Get the power state inVehicleSync.m_bPower = pVehicle->GetVehicle()->GetPower(); // Get the brake state inVehicleSync.m_bBrake = pVehicle->GetVehicle()->GetBrake(); // Get the vehicle wheel models (DISABLED FOR TESTING) for ( int i = 0; i < 3; i++ ) inVehicleSync.m_bWheelModels[ i ] = 0xFF; //Game::GetIdFromVehicleWheelModel ( pVehicle->GetVehicle()->GetWheelTexture ( i ) ); // Get the handbrake state inVehicleSync.m_bHandbrake = pVehicle->GetVehicle()->IsHandbrakeOn (); // Get the light state inVehicleSync.m_bLightState = pVehicle->GetVehicle()->GetLightState (); // Write the sync structure into the bitstream pBitStream.Write( (char *)&inVehicleSync, sizeof(InVehicleSync) ); // Send the bitstream to the server pCore->GetNetworkModule()->Call( RPC_VEHICLE_SYNC, &pBitStream, LOW_PRIORITY, UNRELIABLE_SEQUENCED, true ); }