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FunctionsController.cs
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FunctionsController.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using MenuAPI;
using Newtonsoft.Json;
using CitizenFX.Core;
using CitizenFX.Core.UI;
using static CitizenFX.Core.UI.Screen;
using static CitizenFX.Core.Native.API;
using static vMenuClient.CommonFunctions;
using static vMenuShared.ConfigManager;
using static vMenuShared.PermissionsManager;
using static vMenuClient.data.PedModels;
namespace vMenuClient
{
/// <summary>
/// This class manages all things that need to be done every tick based on
/// checkboxes/things changing in any of the (sub) menus.
/// </summary>
class FunctionsController : BaseScript
{
private int LastVehicle = 0;
private bool SwitchedVehicle = false;
private List<int> deadPlayers = new List<int>();
private float cameraRotationHeading = 0f;
// show location variables
private Vector3 currentPos = Game.PlayerPed.Position;
private Vector3 nodePos = Game.PlayerPed.Position;
private float heading = 0f;
private float safeZoneSizeX = (1 / GetSafeZoneSize() / 3.0f) - 0.358f;
private uint crossing = 1;
private string crossingName = "";
private string suffix = "";
private List<int> waypointPlayerIdsToRemove = new List<int>();
private int voiceTimer = 0;
private int voiceCycle = 1;
private const float voiceIndicatorWidth = 0.02f;
private const float voiceIndicatorHeight = 0.041f;
private const float voiceIndicatorMutedWidth = voiceIndicatorWidth + 0.0021f;
public const string clothingAnimationDecor = "clothing_animation_type";
private bool clothingAnimationReverse = false;
private float clothingOpacity = 1f;
private const string snowball_anim_dict = "anim@mp_snowball";
private const string snowball_anim_name = "pickup_snowball";
private readonly uint snowball_hash = (uint)GetHashKey("weapon_snowball");
private bool showSnowballInfo = false;
/// I made these seperate bools that only get set once after initial load
/// to prevent the CommonFunctions.IsAllowed() function being called over and over again multiple times every tick.
//public static bool flaresAllowed = false;
//public static bool bombsAllowed = false;
private bool stopPropsLoop = false;
private bool stopVehiclesLoop = false;
private bool stopPedsLoop = false;
private List<Prop> props = new List<Prop>();
private List<Vehicle> vehicles = new List<Vehicle>();
private List<Ped> peds = new List<Ped>();
/// <summary>
/// Constructor.
/// </summary>
public FunctionsController()
{
// Add all tick functions.
Tick += GcTick;
Tick += GeneralTasks;
Tick += PlayerOptions;
Tick += DoPlayerAndVehicleChecks;
Tick += VehicleOptions;
Tick += VehicleOptionsEveryFrame;
Tick += MoreVehicleOptions;
Tick += VoiceChat;
Tick += TimeOptions;
Tick += WeatherOptions;
Tick += WeaponOptions;
Tick += OnlinePlayersTasks;
Tick += MiscSettings;
Tick += MiscRecordingKeybinds;
Tick += DeathNotifications;
Tick += UpdateLocation;
Tick += ManageCamera;
Tick += PlayerBlipsControl;
Tick += PlayerOverheadNamesControl;
Tick += RestorePlayerAfterBeingDead;
Tick += PlayerClothingAnimationsController;
Tick += AnimationsAndInteractions;
Tick += HelpMessageController;
Tick += ModelDrawDimensions;
Tick += PersonalVehicleOptions;
Tick += AnimalPedCameraChangeBlocker;
Tick += SlowMiscTick;
Tick += SpectateHandling;
//Tick += FlaresAndBombsTick;
}
/// Task related
#region gc thread
int gcTimer = GetGameTimer();
/// <summary>
/// Task for clearing unused memory periodically.
/// </summary>
/// <returns></returns>
private async Task GcTick()
{
if (GetGameTimer() - gcTimer > 60000)
{
gcTimer = GetGameTimer();
GC.Collect();
Log($"[vMenu] GC at {GetGameTimer()} ({GetTimeAsString(GetGameTimer())}).");
}
await Delay(1000);
}
#endregion
#region General Tasks
/// <summary>
/// All general tasks that run every 1 game ticks (and are not (sub)menu specific).
/// </summary>
/// <returns></returns>
private async Task GeneralTasks()
{
// CommonFunctions is required, if it doesn't exist then we won't execute the checks.
// Check if the player has switched to a new vehicle.
if (Game.PlayerPed.IsInVehicle()) // added this for improved performance.
{
var tmpVehicle = GetVehicle();
if (tmpVehicle != null && tmpVehicle.Exists() && tmpVehicle.Handle != LastVehicle)
{
// Set the last vehicle to the new vehicle entity.
LastVehicle = tmpVehicle.Handle;
SwitchedVehicle = true;
}
}
// this can wait 1 ms
await Delay(1);
}
#endregion
#region Player Options Tasks
/// <summary>
/// Run all tasks for the Player Options menu.
/// </summary>
/// <returns></returns>
private async Task PlayerOptions()
{
// Player options. Only run player options if the player options menu has actually been created.
if (MainMenu.PermissionsSetupComplete && MainMenu.PlayerOptionsMenu != null && IsAllowed(Permission.POMenu))
{
// perms
bool godmodeAllowed = IsAllowed(Permission.POGod);
bool noRagdollAllowed = IsAllowed(Permission.PONoRagdoll);
if (MainMenu.MpPedCustomizationMenu != null && MainMenu.MpPedCustomizationMenu.appearanceMenu != null && MainMenu.MpPedCustomizationMenu.faceShapeMenu != null && MainMenu.MpPedCustomizationMenu.createCharacterMenu != null && MainMenu.MpPedCustomizationMenu.inheritanceMenu != null && MainMenu.MpPedCustomizationMenu.propsMenu != null && MainMenu.MpPedCustomizationMenu.clothesMenu != null && MainMenu.MpPedCustomizationMenu.tattoosMenu != null)
{
// Manage Player God Mode
bool IsMpPedCreatorOpen()
{
return
MainMenu.MpPedCustomizationMenu.appearanceMenu.Visible ||
MainMenu.MpPedCustomizationMenu.faceShapeMenu.Visible ||
MainMenu.MpPedCustomizationMenu.createCharacterMenu.Visible ||
MainMenu.MpPedCustomizationMenu.inheritanceMenu.Visible ||
MainMenu.MpPedCustomizationMenu.propsMenu.Visible ||
MainMenu.MpPedCustomizationMenu.clothesMenu.Visible ||
MainMenu.MpPedCustomizationMenu.tattoosMenu.Visible;
}
if (!IsMpPedCreatorOpen())
{
SetEntityInvincible(Game.PlayerPed.Handle, MainMenu.PlayerOptionsMenu.PlayerGodMode && godmodeAllowed);
}
}
// Manage Super jump.
if (MainMenu.PlayerOptionsMenu.PlayerSuperJump && IsAllowed(Permission.POSuperjump))
{
SetSuperJumpThisFrame(Game.Player.Handle);
}
// Manage PlayerNoRagdoll
SetPedCanRagdoll(Game.PlayerPed.Handle, (!MainMenu.PlayerOptionsMenu.PlayerNoRagdoll && noRagdollAllowed) ||
(!noRagdollAllowed));
// Manage never wanted.
if (MainMenu.PlayerOptionsMenu.PlayerNeverWanted && GetPlayerWantedLevel(Game.Player.Handle) > 0 && IsAllowed(Permission.PONeverWanted))
{
ClearPlayerWantedLevel(Game.Player.Handle);
if (GetMaxWantedLevel() > 0)
{
SetMaxWantedLevel(0);
}
}
if (DriveToWpTaskActive && !Game.IsWaypointActive)
{
ClearPedTasks(Game.PlayerPed.Handle);
Notify.Custom("Destination reached, the car will now stop driving!");
DriveToWpTaskActive = false;
}
}
else
{
await Delay(0);
}
}
#endregion
#region shared player options and vehicle options
/// <summary>
/// Slow tick that does some basic checks for shared vehicle/player options.
/// </summary>
/// <returns></returns>
private async Task DoPlayerAndVehicleChecks()
{
if (MainMenu.PermissionsSetupComplete)
{
bool god = IsAllowed(Permission.POGod) && MainMenu.PlayerOptionsMenu != null && MainMenu.PlayerOptionsMenu.PlayerGodMode;
await Delay(100);
bool vehGod = IsAllowed(Permission.VOGod) && MainMenu.VehicleOptionsMenu != null && MainMenu.VehicleOptionsMenu.VehicleGodMode;
await Delay(100);
//bool specGod = IsAllowed(Permission.VOSpecialGod) && MainMenu.VehicleOptionsMenu != null && MainMenu.VehicleOptionsMenu.VehicleSpecialGodMode;
//await Delay(100);
bool ignored = IsAllowed(Permission.POIgnored) && MainMenu.PlayerOptionsMenu != null && MainMenu.PlayerOptionsMenu.PlayerIsIgnored;
await Delay(100);
bool stayInVeh = IsAllowed(Permission.POStayInVehicle) && MainMenu.PlayerOptionsMenu != null && MainMenu.PlayerOptionsMenu.PlayerStayInVehicle;
await Delay(100);
bool bikeSeatbelt = IsAllowed(Permission.VOBikeSeatbelt) && MainMenu.VehicleOptionsMenu != null && MainMenu.VehicleOptionsMenu.VehicleBikeSeatbelt;
await Delay(100);
bool noRagdoll = IsAllowed(Permission.PONoRagdoll) && MainMenu.PlayerOptionsMenu != null && MainMenu.PlayerOptionsMenu.PlayerNoRagdoll;
await Delay(100);
bool cantBeKnockedOff = god || vehGod || /*specGod ||*/ bikeSeatbelt || noRagdoll;
bool cantBeDraggedOut = god || vehGod || /*specGod ||*/ ignored || stayInVeh;
bool cantBeShotInVehicle = god || vehGod /*|| specGod*/;
Game.PlayerPed.CanBeDraggedOutOfVehicle = !cantBeDraggedOut;
Game.PlayerPed.CanBeShotInVehicle = !cantBeShotInVehicle;
Game.PlayerPed.CanBeKnockedOffBike = !cantBeKnockedOff;
}
await Delay(1000);
}
#endregion
#region Vehicle Options Tasks
/// <summary>
/// Manage all vehicle related tasks.
/// </summary>
/// <returns></returns>
private async Task VehicleOptions()
{
// Vehicle options. Only run vehicle options if the vehicle options menu has actually been created.
if (MainMenu.PermissionsSetupComplete && MainMenu.VehicleOptionsMenu != null && IsAllowed(Permission.VOMenu))
{
// When the player is in a valid vehicle:
if (IsPedInAnyVehicle(Game.PlayerPed.Handle, true))
{
Vehicle veh = GetVehicle();
if (veh != null && veh.Exists())
{
// God mode
bool god = MainMenu.VehicleOptionsMenu.VehicleGodMode && IsAllowed(Permission.VOGod);
bool invincibleGod = MainMenu.VehicleOptionsMenu.VehicleGodInvincible && god;
bool visualGod = MainMenu.VehicleOptionsMenu.VehicleGodVisual && god;
bool engineGod = MainMenu.VehicleOptionsMenu.VehicleGodEngine && god;
bool strongWheelsGod = MainMenu.VehicleOptionsMenu.VehicleGodStrongWheels && god;
bool autoRepairGod = MainMenu.VehicleOptionsMenu.VehicleGodAutoRepair && god;
bool rampGod = MainMenu.VehicleOptionsMenu.VehicleGodRamp && god;
SetRampVehicleReceivesRampDamage(veh.Handle, !rampGod);
if (visualGod && IsVehicleDamaged(veh.Handle))
RemoveDecalsFromVehicle(veh.Handle);
if (autoRepairGod && IsVehicleDamaged(veh.Handle))
veh.Repair();
veh.CanBeVisiblyDamaged = !visualGod;
veh.CanEngineDegrade = !engineGod;
if (engineGod && veh.EngineHealth < 1000f)
{
veh.EngineHealth = 1000f;
}
veh.CanWheelsBreak = !strongWheelsGod;
veh.IsAxlesStrong = strongWheelsGod;
veh.IsBulletProof = invincibleGod;
veh.IsCollisionProof = invincibleGod;
veh.IsExplosionProof = invincibleGod;
veh.IsFireProof = invincibleGod;
veh.IsInvincible = invincibleGod;
veh.IsMeleeProof = invincibleGod;
foreach (VehicleDoor vehicleDoor in veh.Doors.GetAll())
{
vehicleDoor.CanBeBroken = !invincibleGod;
}
// Freeze Vehicle Position (if enabled).
if (MainMenu.VehicleOptionsMenu.VehicleFrozen && IsAllowed(Permission.VOFreeze))
{
FreezeEntityPosition(veh.Handle, true);
}
if (MainMenu.VehicleOptionsMenu.VehicleNeverDirty && veh.DirtLevel > 0f && IsAllowed(Permission.VOKeepClean))
{
veh.Wash();
}
// If the torque multiplier is enabled and the player is allowed to use it.
if (MainMenu.VehicleOptionsMenu.VehicleTorqueMultiplier && IsAllowed(Permission.VOTorqueMultiplier))
{
// Set the torque multiplier to the selected value by the player.
// no need for an "else" to reset this value, because when it's not called every frame, nothing happens.
SetVehicleEngineTorqueMultiplier(veh.Handle, MainMenu.VehicleOptionsMenu.VehicleTorqueMultiplierAmount);
}
// If the player has switched to a new vehicle, and the vehicle engine power multiplier is turned on. Set the new value.
if (SwitchedVehicle)
{
// Only needs to be set once.
SwitchedVehicle = false;
// Get the license plate type index.
// Set the license plate index list item to the correct index.
if (IsAllowed(Permission.VOChangePlate) && MainMenu.VehicleOptionsMenu.GetMenu().GetMenuItems().Find(mi => mi is MenuListItem li && li.ListItems.Any(liText => liText == GetLabelText("CMOD_PLA_0"))) is MenuListItem listItem)
{
// Set the license plate style.
switch (veh.Mods.LicensePlateStyle)
{
case LicensePlateStyle.BlueOnWhite1:
listItem.ListIndex = 0;
break;
case LicensePlateStyle.BlueOnWhite2:
listItem.ListIndex = 1;
break;
case LicensePlateStyle.BlueOnWhite3:
listItem.ListIndex = 2;
break;
case LicensePlateStyle.YellowOnBlue:
listItem.ListIndex = 3;
break;
case LicensePlateStyle.YellowOnBlack:
listItem.ListIndex = 4;
break;
case LicensePlateStyle.NorthYankton:
listItem.ListIndex = 5;
break;
default:
break;
}
}
// Vehicle engine power multiplier. Enable it once the player switched vehicles.
// Only do this if the option is enabled AND the player has permissions for it.
if (MainMenu.VehicleOptionsMenu.VehiclePowerMultiplier && IsAllowed(Permission.VOPowerMultiplier))
{
SetVehicleEnginePowerMultiplier(veh.Handle, MainMenu.VehicleOptionsMenu.VehiclePowerMultiplierAmount);
}
// If the player switched vehicles and the option is turned off or the player has no permissions for it
// Then reset the power multiplier ONCE.
else
{
SetVehicleEnginePowerMultiplier(veh.Handle, 1f);
}
// disable this if els compatibility is turned on.
if (!GetSettingsBool(Setting.vmenu_use_els_compatibility_mode))
{
// No Siren Toggle
veh.IsSirenSilent = MainMenu.VehicleOptionsMenu.VehicleNoSiren && IsAllowed(Permission.VONoSiren);
}
// Set the plane turbulence multiplier in case the vehicle was changed:
if (veh.Model.IsPlane)
{
if (MainMenu.VehicleOptionsMenu.DisablePlaneTurbulence && IsAllowed(Permission.VODisableTurbulence))
{
SetPlaneTurbulenceMultiplier(veh.Handle, 0f);
}
else
{
SetPlaneTurbulenceMultiplier(veh.Handle, 1.0f);
}
}
}
// Manage "no helmet"
var ped = new Ped(Game.PlayerPed.Handle);
// If the no helmet feature is turned on, disalbe "ped can wear helmet"
if (MainMenu.VehicleOptionsMenu.VehicleNoBikeHelemet && IsAllowed(Permission.VONoHelmet))
{
ped.CanWearHelmet = false;
}
// otherwise, allow helmets.
else if (!MainMenu.VehicleOptionsMenu.VehicleNoBikeHelemet || !IsAllowed(Permission.VONoHelmet))
{
ped.CanWearHelmet = true;
}
// If the player is still wearing a helmet, even if the option is set to: no helmet, then remove the helmet.
if (ped.IsWearingHelmet && MainMenu.VehicleOptionsMenu.VehicleNoBikeHelemet && IsAllowed(Permission.VONoHelmet))
{
ped.RemoveHelmet(true);
}
if (MainMenu.VehicleOptionsMenu.VehicleInfiniteFuel && DecorIsRegisteredAsType("_Fuel_Level", 1) && IsAllowed(Permission.VOInfiniteFuel))
{
float maxFuelLevel = GetVehicleHandlingFloat(veh.Handle, "CHandlingData", "fPetrolTankVolume");
float currentFuelLevel = GetVehicleFuelLevel(veh.Handle);
if (maxFuelLevel > 5f && currentFuelLevel < (maxFuelLevel * 0.95f))
{
try
{
DecorSetFloat(veh.Handle, "_Fuel_Level", maxFuelLevel);
}
catch (Exception e)
{
Debug.WriteLine(@"[CRITICAL] A critical bug in one of your scripts was detected. vMenu is unable to set or register a decorator's value because another resource has already registered 1.5k or more decorators. vMenu will NOT work as long as this bug in your other scripts is unsolved. Please fix your other scripts. This is *NOT* caused by or fixable by vMenu!!!");
Debug.WriteLine($"Error Location: {e.StackTrace}\nError info: {e.Message}");
await Delay(1000);
}
}
}
await Delay(0);
}
}
// When the player is not inside a vehicle:
else
{
var lastVehicle = GetVehicle(true);
if (lastVehicle != null && lastVehicle.Exists())
{
if (!lastVehicle.IsVisible)
{
lastVehicle.IsVisible = true;
}
}
var subMenus = new List<Menu>()
{
MainMenu.VehicleOptionsMenu.DeleteConfirmMenu,
MainMenu.VehicleOptionsMenu.VehicleColorsMenu,
MainMenu.VehicleOptionsMenu.VehicleComponentsMenu,
MainMenu.VehicleOptionsMenu.VehicleDoorsMenu,
MainMenu.VehicleOptionsMenu.VehicleLiveriesMenu,
MainMenu.VehicleOptionsMenu.VehicleModMenu,
MainMenu.VehicleOptionsMenu.VehicleUnderglowMenu,
MainMenu.VehicleOptionsMenu.VehicleWindowsMenu,
};
foreach (Menu m in subMenus)
{
if (m.Visible)
{
m.GoBack();
Notify.Error(CommonErrors.NoVehicle, placeholderValue: "to access this menu");
}
}
}
await Delay(1);
// Manage vehicle engine always on.
if (MainMenu.VehicleOptionsMenu.VehicleEngineAlwaysOn && GetVehicle(true) != null && GetVehicle(true).Exists() && !Game.PlayerPed.IsInVehicle() && IsAllowed(Permission.VOEngineAlwaysOn))
{
await Delay(100);
if (GetVehicle(true) != null)
SetVehicleEngineOn(GetVehicle(true).Handle, true, true, true);
}
}
else
{
await Delay(1);
}
}
/// <summary>
/// Vehicle control options for flashing highbeams.
/// </summary>
/// <returns></returns>
private async Task MoreVehicleOptions()
{
if (MainMenu.PermissionsSetupComplete && MainMenu.VehicleOptionsMenu != null && IsPedInAnyVehicle(Game.PlayerPed.Handle, true) && MainMenu.VehicleOptionsMenu.FlashHighbeamsOnHonk && IsAllowed(Permission.VOFlashHighbeamsOnHonk))
{
Vehicle veh = GetVehicle();
if (veh != null && veh.Exists())
{
if (veh.Driver == Game.PlayerPed && veh.IsEngineRunning && !IsPauseMenuActive())
{
// turn on high beams when honking.
if (Game.IsControlPressed(0, Control.VehicleHorn))
{
veh.AreHighBeamsOn = true;
}
// turn high beams back off when just stopped honking.
if (Game.IsControlJustReleased(0, Control.VehicleHorn))
{
veh.AreHighBeamsOn = false;
}
}
else
{
await Delay(1);
}
}
else
{
await Delay(1);
}
}
else
{
await Delay(1);
}
}
private async Task VehicleOptionsEveryFrame()
{
Vehicle veh = GetVehicle();
string GetHealthString(double health)
{
string color;
if (health <= 0)
{
color = "~r~";
}
else
{
switch (Math.Floor(Map(health, 0, 1000, 0, 4)))
{
case 0:
color = "~r~";
break;
case 1:
color = "~o~";
break;
case 2:
color = "~y~";
break;
case 3:
default:
color = "~g~";
break;
}
}
return $"{color}{health}";
}
if (MainMenu.PermissionsSetupComplete && MainMenu.VehicleOptionsMenu != null && MainMenu.VehicleOptionsMenu.VehicleShowHealth && veh != null && veh.Exists())
{
DrawTextOnScreen($"~n~Engine health: {GetHealthString(Math.Round(veh.EngineHealth, 2))}", 0.5f, 0.0f);
DrawTextOnScreen($"~n~~n~Body health: {GetHealthString(Math.Round(veh.BodyHealth, 2))}", 0.5f, 0.0f);
DrawTextOnScreen($"~n~~n~~n~Tank health: {GetHealthString(Math.Round(veh.PetrolTankHealth, 2))}", 0.5f, 0.0f);
}
await Task.FromResult(0);
}
#endregion
#region Weather Options
private async Task WeatherOptions()
{
await Delay(1000);
if (MainMenu.PermissionsSetupComplete && MainMenu.WeatherOptionsMenu != null && IsAllowed(Permission.WOMenu) && GetSettingsBool(Setting.vmenu_enable_weather_sync))
{
Menu weatherMenu = MainMenu.WeatherOptionsMenu.GetMenu();
if (weatherMenu != null && weatherMenu.Visible)
{
weatherMenu.GetMenuItems().ForEach(it =>
{
if (!(it is MenuCheckboxItem))
{
if (it == vMenuClient.WeatherOptions.weatherHashMenuIndex[(uint)GetNextWeatherTypeHashName()])
{
it.RightIcon = MenuItem.Icon.TICK;
}
else
{
it.RightIcon = MenuItem.Icon.NONE;
}
}
});
if (IsAllowed(Permission.WODynamic))
{
MenuCheckboxItem dynWeatherTmp = (MenuCheckboxItem)weatherMenu.GetMenuItems()[0];
dynWeatherTmp.Checked = EventManager.DynamicWeatherEnabled;
if (IsAllowed(Permission.WOBlackout))
{
MenuCheckboxItem blackoutTmp = (MenuCheckboxItem)weatherMenu.GetMenuItems()[1];
blackoutTmp.Checked = EventManager.IsBlackoutEnabled;
}
}
else if (IsAllowed(Permission.WOBlackout))
{
MenuCheckboxItem blackoutTmp = (MenuCheckboxItem)weatherMenu.GetMenuItems()[0];
blackoutTmp.Checked = EventManager.IsBlackoutEnabled;
}
}
}
}
#endregion
#region Misc Settings Menu Tasks
private async void DrawMiscSettingsText()
{
if (MainMenu.PermissionsSetupComplete && MainMenu.MiscSettingsMenu != null)
{
// draw coordinates
if (MainMenu.MiscSettingsMenu.ShowCoordinates && IsAllowed(Permission.MSShowCoordinates))
{
var pos = Game.PlayerPed.Position;
double x = Math.Round(pos.X, 2), y = Math.Round(pos.Y, 2), z = Math.Round(pos.Z, 2), heading = Math.Round(Game.PlayerPed.Heading, 2);
SetScriptGfxAlign(0, 84);
SetScriptGfxAlignParams(0f, 0f, 0f, 0f);
DrawTextOnScreen($"~r~X~s~ \t\t{x}\n~r~Y~s~ \t\t{y}\n~r~Z~s~ \t\t{z}\n~r~Heading~s~ \t{heading}", 0.5f - (30f / Resolution.Width), 0f, 0.5f, Alignment.Left, 6, false);
ResetScriptGfxAlign();
}
// draw location
if (MainMenu.MiscSettingsMenu.ShowLocation && IsAllowed(Permission.MSShowLocation))
{
SetScriptGfxAlign(0, 84);
SetScriptGfxAlignParams(0f, 0f, 0f, 0f);
ShowLocation();
ResetScriptGfxAlign();
}
// draw time
if (MainMenu.MiscSettingsMenu.DrawTimeOnScreen)
{
int hour = World.CurrentDayTime.Hours;
int minute = World.CurrentDayTime.Minutes;
string timestring = $"{(hour < 10 ? "0" + hour.ToString() : hour.ToString())}:{(minute < 10 ? "0" + minute.ToString() : minute.ToString())}";
SetScriptGfxAlign(0, 84);
SetScriptGfxAlignParams(0f, 0f, 0f, 0f);
DrawTextOnScreen($"~c~{timestring}", 0.208f + safeZoneSizeX, GetSafeZoneSize() - GetTextScaleHeight(0.4f, 1), 0.40f, Alignment.Center);
ResetScriptGfxAlign();
}
if (MainMenu.MiscSettingsMenu.ShowSpeedoKmh && Game.PlayerPed.IsInVehicle())
{
ShowSpeedKmh();
}
if (MainMenu.MiscSettingsMenu.ShowSpeedoMph && Game.PlayerPed.IsInVehicle())
{
ShowSpeedMph();
}
}
else
{
await Delay(0);
}
}
#region Update Location for location display
/// <summary>
/// Updates the location for location display.
/// </summary>
/// <returns></returns>
private async Task UpdateLocation()
{
if (MainMenu.PermissionsSetupComplete && MainMenu.MiscSettingsMenu != null)
{
if (MainMenu.MiscSettingsMenu.ShowLocation && IsAllowed(Permission.MSShowLocation))
{
// Get the current location.
currentPos = GetEntityCoords(Game.PlayerPed.Handle, true);
// Get the nearest vehicle node.
nodePos = currentPos;
GetNthClosestVehicleNode(currentPos.X, currentPos.Y, currentPos.Z, 0, ref nodePos, 0, 0, 0);
heading = Game.PlayerPed.Heading;
// Get the safezone size for x and y to be able to move with the minimap.
safeZoneSizeX = (1 / GetSafeZoneSize() / 3.0f) - 0.358f;
//safeZoneSizeY = GetSafeZoneSize() - 0.27f;
//safeZoneSizeY = (1 / GetSafeZoneSize() / 3.6f) - 0.27f;
// Get the cross road.
var p1 = (uint)1; // unused
crossing = (uint)1;
GetStreetNameAtCoord(currentPos.X, currentPos.Y, currentPos.Z, ref p1, ref crossing);
crossingName = GetStreetNameFromHashKey(crossing);
// Set the suffix for the road name to the corssing name, or to an empty string if there's no crossing.
suffix = (crossingName != "" && crossingName != "NULL" && crossingName != null) ? "~t~ / " + crossingName : "";
await Delay(200);
}
else
{
await Delay(1000);
}
}
}
#endregion
#region ShowLocation
/// <summary>
/// Show location function to show the player's location.
/// </summary>
private void ShowLocation()
{
// Create the default prefix.
var prefix = "~s~";
// If the vehicle node is further away than 1400f, then the player is not near a valid road.
// So we set the prefix to "Near " (<streetname>).
if (Vdist2(currentPos.X, currentPos.Y, currentPos.Z, nodePos.X, nodePos.Y, nodePos.Z) > 1400f)
{
prefix = "~m~Near ~s~";
}
string headingCharacter;
// Heading Facing North
if (heading > 320 || heading < 45)
{
headingCharacter = "N";
}
// Heading Facing West
else if (heading >= 45 && heading <= 135)
{
headingCharacter = "W";
}
// Heading Facing South
else if (heading > 135 && heading < 225)
{
headingCharacter = "S";
}
// Heading Facing East
else
{
headingCharacter = "E";
}
// Draw the street name + crossing.
SetTextWrap(0f, 1f);
DrawTextOnScreen(prefix + World.GetStreetName(currentPos) + suffix, 0.234f + safeZoneSizeX, GetSafeZoneSize() - GetTextScaleHeight(0.48f, 6) - GetTextScaleHeight(0.48f, 6)/*0.925f - safeZoneSizeY*/, 0.48f);
// Draw the zone name.
SetTextWrap(0f, 1f);
DrawTextOnScreen(World.GetZoneLocalizedName(currentPos), 0.234f + safeZoneSizeX, GetSafeZoneSize() - GetTextScaleHeight(0.45f, 6) - GetTextScaleHeight(0.95f, 6)/*0.9485f - safeZoneSizeY*/, 0.45f);
// Draw the left border for the heading character.
SetTextWrap(0f, 1f);
DrawTextOnScreen("~t~|", 0.188f + safeZoneSizeX, GetSafeZoneSize() - GetTextScaleHeight(1.2f, 6) - GetTextScaleHeight(0.4f, 6)/*0.915f - safeZoneSizeY*/, 1.2f, Alignment.Left);
// Draw the heading character.
SetTextWrap(0f, 1f);
DrawTextOnScreen(headingCharacter, 0.208f + safeZoneSizeX, GetSafeZoneSize() - GetTextScaleHeight(1.2f, 6) - GetTextScaleHeight(0.4f, 6)/*0.915f - safeZoneSizeY*/, 1.2f, Alignment.Center);
// Draw the right border for the heading character.
SetTextWrap(0f, 1f);
DrawTextOnScreen("~t~|", 0.228f + safeZoneSizeX, GetSafeZoneSize() - GetTextScaleHeight(1.2f, 6) - GetTextScaleHeight(0.4f, 6)/*0.915f - safeZoneSizeY*/, 1.2f, Alignment.Right);
}
#endregion
#region Private ShowSpeed Functions
/// <summary>
/// Shows the current speed in km/h.
/// Must be in a vehicle.
/// </summary>
private void ShowSpeedKmh()
{
int speed = int.Parse(Math.Round(GetEntitySpeed(GetVehicle().Handle) * 3.6f).ToString());
DrawTextOnScreen($"{speed} KM/h", 0.995f, 0.955f, 0.7f, Alignment.Right, 4);
}
/// <summary>
/// Shows the current speed in mph.
/// Must be in a vehicle.
/// </summary>
private void ShowSpeedMph()
{
var speed = Math.Round(GetEntitySpeed(GetVehicle().Handle) * 2.23694f);
if (MainMenu.MiscSettingsMenu.ShowSpeedoKmh)
{
DrawTextOnScreen($"{speed} MPH", 0.995f, 0.925f, 0.7f, Alignment.Right, 4);
HideHudComponentThisFrame((int)HudComponent.StreetName);
}
else
{
DrawTextOnScreen($"{speed} MPH", 0.995f, 0.955f, 0.7f, Alignment.Right, 4);
}
}
#endregion
int radarSwitchTimer = 0;
int lastPressedPoint = 0;
/// <summary>
/// Run all tasks that need to be handeled for the Misc Settings Menu.
/// </summary>
/// <returns></returns>
private async Task MiscSettings()
{
if (MainMenu.PermissionsSetupComplete && MainMenu.MiscSettingsMenu != null)
{
DrawMiscSettingsText();
#region Misc Settings
// Hide radar.
if (MainMenu.MiscSettingsMenu.HideRadar)
{
DisplayRadar(false);
}
// Show radar (or hide it if the user disabled it in pausemenu > settings > display > show radar.
else if (!IsRadarHidden()) // this should allow other resources to still disable it
{
DisplayRadar(IsRadarPreferenceSwitchedOn());
}
#endregion
#region camera angle locking
if (MainMenu.MiscSettingsMenu.LockCameraY)
{
SetGameplayCamRelativePitch(0f, 0f);
}
if (MainMenu.MiscSettingsMenu.LockCameraX)
{
if (Game.IsControlPressed(0, Control.LookLeftOnly))
{
cameraRotationHeading++;
}
else if (Game.IsControlPressed(0, Control.LookRightOnly))
{
cameraRotationHeading--;
}
SetGameplayCamRelativeHeading(cameraRotationHeading);
}
#endregion
if (MainMenu.MiscSettingsMenu.KbTpToWaypoint)
{
if (IsAllowed(Permission.MSTeleportToWp))
{
if (Game.IsControlJustReleased(0, (Control)MainMenu.MiscSettingsMenu.KbTpToWaypointKey)
&& Fading.IsFadedIn
&& !IsPlayerSwitchInProgress()
&& Game.CurrentInputMode == InputMode.MouseAndKeyboard)
{
if (Game.IsWaypointActive)
{
TeleportToWp();
Notify.Success("Teleported to waypoint.");
}
else
{
Notify.Error("You need to set a waypoint first.");
}
}
}
}
if (MainMenu.MiscSettingsMenu.KbDriftMode)
{
if (IsAllowed(Permission.MSDriftMode))
{
if (Game.PlayerPed.IsInVehicle())
{
Vehicle veh = GetVehicle();
if (veh != null && veh.Exists() && !veh.IsDead)
{
if ((Game.IsControlPressed(0, Control.Sprint) && Game.CurrentInputMode == InputMode.MouseAndKeyboard) ||
(Game.IsControlPressed(0, Control.Jump) && Game.CurrentInputMode == InputMode.GamePad))
{
SetVehicleReduceGrip(veh.Handle, true);
}
else
if ((Game.IsControlJustReleased(0, Control.Sprint) && Game.CurrentInputMode == InputMode.MouseAndKeyboard) ||
(Game.IsControlJustReleased(0, Control.Jump) && Game.CurrentInputMode == InputMode.GamePad))
{
SetVehicleReduceGrip(veh.Handle, false);
}
}
}
}
}
if (MainMenu.MiscSettingsMenu.KbPointKeys)
{
async Task TogglePointing()
{
if (IsPedPointing(Game.PlayerPed.Handle))
{
ClearPedSecondaryTask(Game.PlayerPed.Handle);
}
else
{
if (!HasAnimDictLoaded("anim@mp_point"))
{
RequestAnimDict("anim@mp_point");
}
while (!HasAnimDictLoaded("anim@mp_point"))
{
await Delay(0);
}
TaskMoveNetwork(Game.PlayerPed.Handle, "task_mp_pointing", 0.5f, false, "anim@mp_point", 24);
RemoveAnimDict("anim@mp_point");
}
}
// Double press the right analog stick for controllers.
if (Game.CurrentInputMode == InputMode.GamePad)
{
if (Game.IsControlJustReleased(0, Control.SpecialAbilitySecondary) && !Game.PlayerPed.IsInVehicle())
{
if (GetGameTimer() - lastPressedPoint < 300)
{
lastPressedPoint = GetGameTimer();
await TogglePointing();
}
else
{
lastPressedPoint = GetGameTimer();
}
}
}
// Press the B button on keyboard once to toggle.
else
{
if (Game.IsControlJustReleased(0, Control.SpecialAbilitySecondary) && !Game.PlayerPed.IsInVehicle())
{
await TogglePointing();
}
}
// Set pitch, heading, blocking, first person and speed properties on animation.
if (IsPedPointing(Game.PlayerPed.Handle))
{
if (Game.PlayerPed.IsInVehicle())
{
ClearPedSecondaryTask(Game.PlayerPed.Handle);
}
else
{
N_0xd5bb4025ae449a4e(Game.PlayerPed.Handle, "Pitch", GetPointingPitch());
N_0xd5bb4025ae449a4e(Game.PlayerPed.Handle, "Heading", GetPointingHeading());
N_0xb0a6cfd2c69c1088(Game.PlayerPed.Handle, "isBlocked", GetPointingIsBlocked());
if (GetFollowPedCamViewMode() == 4)
{
N_0xb0a6cfd2c69c1088(Game.PlayerPed.Handle, "isFirstPerson", true);
}
else
{
N_0xb0a6cfd2c69c1088(Game.PlayerPed.Handle, "isFirstPerson", false);
}
N_0xd5bb4025ae449a4e(Game.PlayerPed.Handle, "Speed", 0.25f);
}
}
}
if (GetProfileSetting(221) == 1) // 221 = settings > display > expanded radar
{
SetBigmapActive(true, false);
}
else
{
if (IsBigmapActive() && GetGameTimer() - radarSwitchTimer > 8000)
{
SetBigmapActive(false, false);
}
if (Game.IsControlJustReleased(0, Control.MultiplayerInfo) && Game.IsControlEnabled(0, Control.MultiplayerInfo) && MainMenu.MiscSettingsMenu.KbRadarKeys && !MenuController.IsAnyMenuOpen() && !IsPauseMenuActive())
{
bool radarExpanded = IsBigmapActive();
if (radarExpanded)
{
SetBigmapActive(false, false);
}
else
{
SetBigmapActive(true, false);
radarSwitchTimer = GetGameTimer();
}
}
}
}
else
{
await Delay(0);
}
}
private async Task MiscRecordingKeybinds()