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World.cs
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using CitizenFX.Core.Native;
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Drawing;
using System.Linq;
using System.Security;
using System.Threading.Tasks;
namespace CitizenFX.Core
{
class GTACalender : System.Globalization.GregorianCalendar
{
public override int GetDaysInYear(int year, int era)
{
return 31 * 12;
}
public override int GetDaysInMonth(int year, int month, int era)
{
return 31;
}
}
enum ZoneID
{
AIRP,
ALAMO,
ALTA,
ARMYB,
BANHAMC,
BANNING,
BEACH,
BHAMCA,
BRADP,
BRADT,
BURTON,
CALAFB,
CANNY,
CCREAK,
CHAMH,
CHIL,
CHU,
CMSW,
CYPRE,
DAVIS,
DELBE,
DELPE,
DELSOL,
DESRT,
DOWNT,
DTVINE,
EAST_V,
EBURO,
ELGORL,
ELYSIAN,
GALFISH,
golf,
GRAPES,
GREATC,
HARMO,
HAWICK,
HORS,
HUMLAB,
JAIL,
KOREAT,
LACT,
LAGO,
LDAM,
LEGSQU,
LMESA,
LOSPUER,
MIRR,
MORN,
MOVIE,
MTCHIL,
MTGORDO,
MTJOSE,
MURRI,
NCHU,
NOOSE,
OCEANA,
PALCOV,
PALETO,
PALFOR,
PALHIGH,
PALMPOW,
PBLUFF,
PBOX,
PROCOB,
RANCHO,
RGLEN,
RICHM,
ROCKF,
RTRAK,
SanAnd,
SANCHIA,
SANDY,
SKID,
SLAB,
STAD,
STRAW,
TATAMO,
TERMINA,
TEXTI,
TONGVAH,
TONGVAV,
VCANA,
VESP,
VINE,
WINDF,
WVINE,
ZANCUDO,
ZP_ORT,
ZQ_UAR
}
public enum Weather
{
Unknown = -1,
ExtraSunny,
Clear,
Clouds,
Smog,
Foggy,
Overcast,
Raining,
ThunderStorm,
Clearing,
Neutral,
Snowing,
Blizzard,
Snowlight,
Christmas,
Halloween
}
public enum WeatherTypeHash
{
Unknown = -1,
ExtraSunny = -1750463879,
Clear = 916995460,
Neutral = -1530260698,
Smog = 282916021,
Foggy = -1368164796,
Clouds = 821931868,
Overcast = -1148613331,
Clearing = 1840358669,
Raining = 1420204096,
ThunderStorm = -1233681761,
Blizzard = 669657108,
Snowing = -273223690,
Snowlight = 603685163,
Christmas = -1429616491,
Halloween = -921030142
}
public enum CloudHat
{
Unknown = 1,
Altostratus,
Cirrus,
Cirrocumulus,
Clear,
Cloudy,
Contrails,
Horizon,
HorizonBand1,
HorizonBand2,
HorizonBand3,
Horsey,
Nimbus,
Puffs,
Rain,
Snowy,
Stormy,
Stratoscumulus,
Stripey,
Shower,
Wispy
}
public enum IntersectOptions
{
Everything = -1,
Map = 1,
MissionEntities,
Peds1 = 12,
Objects = 16,
Unk1 = 32,
Unk2 = 64,
Unk3 = 128,
Vegetation = 256,
Unk4 = 512
}
public enum MarkerType
{
UpsideDownCone,
VerticalCylinder,
ThickChevronUp,
ThinChevronUp,
CheckeredFlagRect,
CheckeredFlagCircle,
VerticleCircle,
PlaneModel,
LostMCDark,
LostMCLight,
Number0,
Number1,
Number2,
Number3,
Number4,
Number5,
Number6,
Number7,
Number8,
Number9,
ChevronUpx1,
ChevronUpx2,
ChevronUpx3,
HorizontalCircleFat,
ReplayIcon,
HorizontalCircleSkinny,
HorizontalCircleSkinnyArrow,
HorizontalSplitArrowCircle,
DebugSphere,
DollarSign,
HorizontalBars,
WolfHead,
QuestionMark,
PlaneSymbol,
HelicopterSymbol,
BoatSymbol,
CarSymbol,
MotorcycleSymbol,
BikeSymbol,
TruckSymbol,
ParachuteSymbol,
SawbladeSymbol
}
public enum ExplosionType
{
Grenade,
GrenadeL,
StickyBomb,
Molotov1,
Rocket,
TankShell,
HiOctane,
Car,
Plane,
PetrolPump,
Bike,
Steam,
Flame,
WaterHydrant,
GasCanister,
Boat,
ShipDestroy,
Truck,
Bullet,
SmokeGL,
SmokeG,
BZGas,
Flare,
GasCanister2,
Extinguisher,
ProgramAR,
Train,
Barrel,
Propane,
Blimp,
FlameExplode,
Tanker,
PlaneRocket,
VehicleBullet,
GasTank,
FireWork,
SnowBall,
ProxMine,
Valkyrie
}
public static class World
{
#region Fields
internal static readonly string[] _weatherNames = {
"EXTRASUNNY",
"CLEAR",
"CLOUDS",
"SMOG",
"FOGGY",
"OVERCAST",
"RAIN",
"THUNDER",
"CLEARING",
"NEUTRAL",
"SNOW",
"BLIZZARD",
"SNOWLIGHT",
"XMAS"
};
internal static readonly Dictionary<CloudHat, string> CloudHatDict = new Dictionary<CloudHat, string> {
{CloudHat.Unknown, "Unknown"},
{CloudHat.Altostratus, "altostratus"},
{CloudHat.Cirrus, "Cirrus"},
{CloudHat.Cirrocumulus, "cirrocumulus"},
{CloudHat.Clear, "Clear 01"},
{CloudHat.Cloudy, "Cloudy 01"},
{CloudHat.Contrails, "Contrails"},
{CloudHat.Horizon, "Horizon"},
{CloudHat.HorizonBand1, "horizonband1"},
{CloudHat.HorizonBand2, "horizonband2"},
{CloudHat.HorizonBand3, "horizonband3"},
{CloudHat.Horsey, "horsey"},
{CloudHat.Nimbus, "Nimbus"},
{CloudHat.Puffs, "Puffs"},
{CloudHat.Rain, "RAIN"},
{CloudHat.Snowy, "Snowy 01"},
{CloudHat.Stormy, "Stormy 01"},
{CloudHat.Stratoscumulus, "stratoscumulus"},
{CloudHat.Stripey, "Stripey"},
{CloudHat.Shower, "shower"},
{CloudHat.Wispy, "Wispy"}
};
#endregion
/// <summary>
/// Gets or sets the current date and time in the GTA World.
/// </summary>
/// <value>
/// The current date and time.
/// </value>
public static DateTime CurrentDate
{
get
{
int year = API.GetClockYear();
int month = API.GetClockMonth();
int day = API.GetClockDayOfMonth();
int hour = API.GetClockHours();
int minute = API.GetClockMinutes();
int second = API.GetClockSeconds();
return new DateTime(year, month, day, hour, minute, second, new GTACalender());
}
set
{
API.SetClockDate(value.Day, value.Month, value.Year);
API.SetClockTime(value.Hour, value.Minute, value.Second);
}
}
/// <summary>
/// Gets or sets the current time of day in the GTA World.
/// </summary>
/// <value>
/// The current time of day
/// </value>
public static TimeSpan CurrentDayTime
{
get
{
int hours = API.GetClockHours();
int minutes = API.GetClockMinutes();
int seconds = API.GetClockSeconds();
return new TimeSpan(hours, minutes, seconds);
}
set
{
API.SetClockTime(value.Hours, value.Minutes, value.Seconds);
}
}
/// <summary>
/// Sets a value indicating whether lights in the <see cref="World"/> should be rendered.
/// </summary>
/// <value>
/// <c>true</c> if blackout; otherwise, <c>false</c>.
/// </value>
public static bool Blackout
{
set
{
API.SetBlackout(value);
}
}
private static CloudHat _currentCloudHat = CloudHat.Clear;
/// <summary>
/// Gets or sets the current Cloud Hat.
/// </summary>
public static CloudHat CloudHat
{
get => _currentCloudHat;
set
{
_currentCloudHat = value;
if (_currentCloudHat == CloudHat.Unknown)
{
_currentCloudHat = CloudHat.Clear;
API.ClearCloudHat();
return;
}
API.SetCloudHatTransition(CloudHatDict.ContainsKey(_currentCloudHat) ? CloudHatDict[_currentCloudHat] : "", 3f);
}
}
/// <summary>
/// Gets or sets the current Cloud Hat opacity. On a scale of 0.0 to 1.0.
/// </summary>
public static float CloudHatOpacity
{
get => API.GetCloudHatOpacity();
set => API.SetCloudHatOpacity(MathUtil.Clamp(value, 0f, 1f));
}
/// <summary>
/// Gets or sets the weather.
/// </summary>
/// <value>
/// The weather.
/// </value>
public static Weather Weather
{
get
{
switch (API.GetPrevWeatherTypeHashName())
{
case -1750463879:
return Weather.ExtraSunny;
case 916995460:
return Weather.Clear;
case -1530260698:
return Weather.Neutral;
case 282916021:
return Weather.Smog;
case -1368164796:
return Weather.Foggy;
case 821931868:
return Weather.Clouds;
case -1148613331:
return Weather.Overcast;
case 1840358669:
return Weather.Clearing;
case 1420204096:
return Weather.Raining;
case -1233681761:
return Weather.ThunderStorm;
case 669657108:
return Weather.Blizzard;
case -273223690:
return Weather.Snowing;
case 603685163:
return Weather.Snowlight;
case -1429616491:
return Weather.Christmas;
case -921030142:
return Weather.Halloween;
default:
return Weather.Unknown;
}
}
set
{
if (Enum.IsDefined(typeof(Weather), value) && value != Weather.Unknown)
{
API.SetWeatherTypeNow(_weatherNames[(int)value]);
}
}
}
/// <summary>
/// Gets or sets the next weather.
/// </summary>
/// <value>
/// The next weather.
/// </value>
public static Weather NextWeather
{
get
{
switch (API.GetNextWeatherTypeHashName())
{
case -1750463879:
return Weather.ExtraSunny;
case 916995460:
return Weather.Clear;
case -1530260698:
return Weather.Neutral;
case 282916021:
return Weather.Smog;
case -1368164796:
return Weather.Foggy;
case 821931868:
return Weather.Clouds;
case -1148613331:
return Weather.Overcast;
case 1840358669:
return Weather.Clearing;
case 1420204096:
return Weather.Raining;
case -1233681761:
return Weather.ThunderStorm;
case 669657108:
return Weather.Blizzard;
case -273223690:
return Weather.Snowing;
case 603685163:
return Weather.Snowlight;
case -1429616491:
return Weather.Christmas;
case -921030142:
return Weather.Halloween;
default:
return Weather.Unknown;
}
}
set
{
if (Enum.IsDefined(typeof(Weather), value) && value != Weather.Unknown)
{
API.SetWeatherTypeOverTime(value.ToString(), 0f); // rockstar uses 45 seconds transition time, use TransitionToWeather for that.
}
}
}
/// <summary>
/// Gets or sets the weather transition.
/// </summary>
/// <value>
/// The weather transition.
/// </value>
public static float WeatherTransition
{
get
{
// CFX-TODO: Find a way to get this native to work, currently it doesn't seem to work.
// API.GetWeatherTypeTransition()
return 0.0f;
}
set
{
// doesn't seem to work.
API.SetWeatherTypeTransition(0, 0, value);
}
}
/// <summary>
/// Transitions to weather. Duration is 45f in most scripts.
/// </summary>
/// <param name="weather">The weather.</param>
/// <param name="duration">The duration.</param>
public static void TransitionToWeather(Weather weather, float duration)
{
if (Enum.IsDefined(typeof(Weather), weather) && weather != Weather.Unknown)
{
API.SetWeatherTypeOverTime(_weatherNames[(int)weather], duration);
}
}
/// <summary>
/// Sets the gravity level for all <see cref="World"/> objects.
/// </summary>
/// <value>
/// The gravity level:
/// 9.8f - Default gravity.
/// 2.4f - Moon gravity.
/// 0.1f - Very low gravity.
/// 0.0f - No gravity.
/// </value>
public static float GravityLevel
{
get { return MemoryAccess.ReadWorldGravity(); }
set
{
//write the value you want to the first item in the array where the native reads the gravity level choices from
MemoryAccess.WriteWorldGravity(value);
//call set_gravity_level normally using 0 as gravity type
//the native will then set the gravity level to what we just wrote
API.SetGravityLevel(0);
//reset the array item back to 9.8 so as to restore behaviour of the native
MemoryAccess.WriteWorldGravity(9.800000f);
}
}
/// <summary>
/// Gets or sets the rendering camera.
/// </summary>
/// <value>
/// The rendering <see cref="Camera"/>.
/// </value>
/// <remarks>
/// Setting to <c>null</c> sets the rendering <see cref="Camera"/> to <see cref="GameplayCamera"/>.
/// </remarks>
public static Camera RenderingCamera
{
get
{
return new Camera(API.GetRenderingCam());
}
set
{
if (value == null)
{
API.RenderScriptCams(false, false, 3000, true, false);
}
else
{
value.IsActive = true;
API.RenderScriptCams(true, false, 3000, true, false);
}
}
}
/// <summary>
/// Destroys all user created <see cref="Camera"/>s.
/// </summary>
public static void DestroyAllCameras()
{
API.DestroyAllCams(false);
}
/// <summary>
/// Gets or sets the waypoint position.
/// </summary>
/// <returns>The <see cref="Vector3"/> coordinates of the Waypoint <see cref="Blip"/></returns>
/// <remarks>
/// Returns an empty <see cref="Vector3"/> if a waypoint <see cref="Blip"/> hasn't been set
/// If the game engine cant extract height information the Z component will be 0.0f
/// </remarks>
public static Vector3 WaypointPosition
{
get
{
Blip waypointBlip = GetWaypointBlip();
if (waypointBlip == null)
{
return Vector3.Zero;
}
Vector3 position = waypointBlip.Position;
position.Z = GetGroundHeight(position);
return position;
}
set
{
API.SetNewWaypoint(value.X, value.Y);
}
}
/// <summary>
/// Gets the waypoint blip.
/// </summary>
/// <returns>The <see cref="Vector3"/> coordinates of the Waypoint <see cref="Blip"/></returns>
/// <remarks>
/// Returns <c>null</c> if a waypoint <see cref="Blip"/> hasn't been set
/// </remarks>
public static Blip GetWaypointBlip()
{
if (!Game.IsWaypointActive)
{
return null;
}
for (int it = API.GetBlipInfoIdIterator(), blip = API.GetFirstBlipInfoId(it); API.DoesBlipExist(blip); blip = API.GetNextBlipInfoId(it))
{
if (API.GetBlipInfoIdType(blip) == 4)
{
return new Blip(blip);
}
}
return null;
}
/// <summary>
/// Removes the waypoint.
/// </summary>
public static void RemoveWaypoint()
{
API.SetWaypointOff();
}
/// <summary>
/// Gets the straight line distance between 2 positions.
/// </summary>
/// <param name="origin">The origin.</param>
/// <param name="destination">The destination.</param>
/// <returns>The distance</returns>
public static float GetDistance(Vector3 origin, Vector3 destination)
{
return (float)Math.Sqrt(destination.DistanceToSquared(origin));
}
/// <summary>
/// Calculates the travel distance using roads and paths between 2 positions.
/// </summary>
/// <param name="origin">The origin.</param>
/// <param name="destination">The destination.</param>
/// <returns>The travel distance</returns>
public static float CalculateTravelDistance(Vector3 origin, Vector3 destination)
{
return API.CalculateTravelDistanceBetweenPoints(origin.X, origin.Y, origin.Z, destination.X, destination.Y, destination.Z);
}
/// <summary>
/// Gets the height of the ground at a given position.
/// </summary>
/// <param name="position">The position.</param>
/// <returns>The height measured in meters</returns>
public static float GetGroundHeight(Vector3 position)
{
return GetGroundHeight(new Vector2(position.X, position.Y));
}
/// <summary>
/// Gets the height of the ground at a given position.
/// </summary>
/// <param name="position">The position.</param>
/// <returns>The height measured in meters</returns>
public static float GetGroundHeight(Vector2 position)
{
float resultArg = 0f;
API.RequestCollisionAtCoord(position.X, position.Y, 1000f);
API.GetGroundZFor_3dCoord(position.X, position.Y, 1000f, ref resultArg, false);
return resultArg;
}
/// <summary>
/// Gets an <c>array</c> of all the <see cref="Blip"/>s on the map with a given <see cref="BlipSprite"/>.
/// </summary>
/// <param name="blipTypes">The blip types to include, leave blank to get all <see cref="Blip"/>s.</param>
public static Blip[] GetAllBlips(params BlipSprite[] blipTypes)
{
var res = new List<Blip>();
if (blipTypes.Length == 0)
{
blipTypes = Enum.GetValues(typeof(BlipSprite)).Cast<BlipSprite>().ToArray();
}
foreach (BlipSprite sprite in blipTypes)
{
int handle = API.GetFirstBlipInfoId((int)sprite);
while (API.DoesBlipExist(handle))
{
res.Add(new Blip(handle));
handle = API.GetNextBlipInfoId((int)sprite);
}
}
return res.ToArray();
}
/// <summary>
/// Gets an <c>array</c> of all the <see cref="Prop"/>s on the map.
/// </summary>
public static Prop[] GetAllProps()
{
List<Prop> props = new List<Prop>();
int entHandle = -1;
int handle = API.FindFirstObject(ref entHandle);
Prop prop = (Prop)Entity.FromHandle(entHandle);
if (prop != null && prop.Exists())
props.Add(prop);
entHandle = -1;
while (API.FindNextObject(handle, ref entHandle))
{
prop = (Prop)Entity.FromHandle(entHandle);
if (prop != null && prop.Exists())
props.Add(prop);
entHandle = -1;
}
API.EndFindObject(handle);
return props.ToArray();
}
/// <summary>
/// Gets an <c>array</c> of all the <see cref="Ped"/>s on the map.
/// </summary>
public static Ped[] GetAllPeds()
{
List<Ped> peds = new List<Ped>();
int entHandle = -1;
int handle = API.FindFirstPed(ref entHandle);
Ped ped = (Ped)Entity.FromHandle(entHandle);
if (ped != null && ped.Exists())
peds.Add(ped);
entHandle = -1;
while (API.FindNextPed(handle, ref entHandle))
{
ped = (Ped)Entity.FromHandle(entHandle);
if (ped != null && ped.Exists())
peds.Add(ped);
entHandle = -1;
}
API.EndFindPed(handle);
return peds.ToArray();
}
/// <summary>
/// Gets an <c>array</c> of all the <see cref="Vehicle"/>s on the map.
/// </summary>
public static Vehicle[] GetAllVehicles()
{
List<Vehicle> vehicles = new List<Vehicle>();
int entHandle = -1;
int handle = API.FindFirstVehicle(ref entHandle);
Vehicle veh = (Vehicle)Entity.FromHandle(entHandle);
if (veh != null && veh.Exists())
vehicles.Add(veh);
entHandle = -1;
while (API.FindNextVehicle(handle, ref entHandle))
{
veh = (Vehicle)Entity.FromHandle(entHandle);
if (veh != null && veh.Exists())
vehicles.Add(veh);
entHandle = -1;
}
API.EndFindVehicle(handle);
return vehicles.ToArray();
}
/// <summary>
/// Gets an <c>array</c> of all the <see cref="Pickup"/>s on the map.
/// </summary>
public static Pickup[] GetAllPickups()
{
List<Pickup> pickups = new List<Pickup>();
int entHandle = -1;
int handle = API.FindFirstPickup(ref entHandle);
Pickup pickup = new Pickup(entHandle);
if (pickup != null && pickup.Exists())
pickups.Add(pickup);
entHandle = -1;
while (API.FindNextPickup(handle, ref entHandle))
{
pickup = new Pickup(entHandle);
if (pickup != null && pickup.Exists())
pickups.Add(pickup);
entHandle = -1;
}
API.EndFindPickup(handle);
return pickups.ToArray();
}
// CFX-TODO
/*
/// <summary>
/// Gets an <c>array</c> of all the <see cref="Checkpoint"/>s.
/// </summary>
public static Checkpoint[] GetAllCheckpoints()
{
return Array.ConvertAll<int, Checkpoint>(MemoryAccess.GetCheckpointHandles(), element => new Checkpoint(element));
}
static int[] ModelListToHashList(Model[] models)
{
return Array.ConvertAll<Model, int>(models, model => model.Hash);
}
/// <summary>
/// Gets an <c>array</c>of all <see cref="Ped"/>s in the World.
/// </summary>
/// <param name="models">The <see cref="Model"/> of <see cref="Ped"/>s to get, leave blank for all <see cref="Ped"/> <see cref="Model"/>s.</param>
public static Ped[] GetAllPeds(params Model[] models)
{
return Array.ConvertAll<int, Ped>(MemoryAccess.GetPedHandles(ModelListToHashList(models)), handle => new Ped(handle));
}
/// <summary>
/// Gets an <c>array</c> of all <see cref="Ped"/>s in a given region in the World.
/// </summary>
/// <param name="position">The position to check the <see cref="Ped"/> against.</param>
/// <param name="radius">The maximun distance from the <paramref name="position"/> to detect <see cref="Ped"/>s.</param>
/// <param name="models">The <see cref="Model"/> of <see cref="Ped"/>s to get, leave blank for all <see cref="Ped"/> <see cref="Model"/>s.</param>
public static Ped[] GetNearbyPeds(Vector3 position, float radius, params Model[] models)
{
return Array.ConvertAll<int, Ped>(MemoryAccess.GetPedHandles(position, radius, ModelListToHashList(models)), handle => new Ped(handle));
}
/// <summary>
/// Gets an <c>array</c> of all <see cref="Ped"/>s near a given <see cref="Ped"/> in the world
/// </summary>
/// <param name="ped">The ped to check.</param>
/// <param name="radius">The maximun distance from the <paramref name="ped"/> to detect <see cref="Ped"/>s.</param>
/// <param name="models">The <see cref="Model"/> of <see cref="Ped"/>s to get, leave blank for all <see cref="Ped"/> <see cref="Model"/>s.</param>
/// <remarks>Doesnt include the <paramref name="ped"/> in the result</remarks>
public static Ped[] GetNearbyPeds(Ped ped, float radius, params Model[] models)
{
int[] handles = MemoryAccess.GetPedHandles(ped.Position, radius, ModelListToHashList(models));
var result = new List<Ped>();
foreach (int handle in handles)
{
if (handle == ped.Handle)
{
continue;
}
result.Add(new Ped(handle));
}
return result.ToArray();
}
/// <summary>
/// Gets the closest <see cref="Ped"/> to a given position in the World.
/// </summary>
/// <param name="position">The position to find the nearest <see cref="Ped"/>.</param>
/// <param name="radius">The maximun distance from the <paramref name="position"/> to detect <see cref="Ped"/>s.</param>
/// <param name="models">The <see cref="Model"/> of <see cref="Ped"/>s to get, leave blank for all <see cref="Ped"/> <see cref="Model"/>s.</param>
/// <remarks>Returns <c>null</c> if no <see cref="Ped"/> was in the given region.</remarks>
public static Ped GetClosestPed(Vector3 position, float radius, params Model[] models)
{
Ped[] peds =
Array.ConvertAll<int, Ped>(MemoryAccess.GetPedHandles(position, radius, ModelListToHashList(models)),
handle => new Ped(handle));
return GetClosest<Ped>(position, peds);
}
/// <summary>
/// A fast way to get the total number of vehicles spawned in the world.
/// </summary>
/// // CFX-TODO
public static int VehicleCount { get { return 0; } }// return MemoryAccess.GetNumberOfVehicles(); } }
/// <summary>
/// Gets an <c>array</c> of all <see cref="Vehicle"/>s in the World.
/// </summary>
/// <param name="models">The <see cref="Model"/> of <see cref="Vehicle"/>s to get, leave blank for all <see cref="Vehicle"/> <see cref="Model"/>s.</param>
public static Vehicle[] GetAllVehicles(params Model[] models)
{
return Array.ConvertAll<int, Vehicle>(MemoryAccess.GetVehicleHandles(ModelListToHashList(models)), handle => new Vehicle(handle));
}
/// <summary>
/// Gets an <c>array</c> of all <see cref="Vehicle"/>s in a given region in the World.
/// </summary>
/// <param name="position">The position to check the <see cref="Vehicle"/> against.</param>
/// <param name="radius">The maximun distance from the <paramref name="position"/> to detect <see cref="Vehicle"/>s.</param>
/// <param name="models">The <see cref="Model"/> of <see cref="Vehicle"/>s to get, leave blank for all <see cref="Vehicle"/> <see cref="Model"/>s.</param>
public static Vehicle[] GetNearbyVehicles(Vector3 position, float radius, params Model[] models)
{
return Array.ConvertAll<int, Vehicle>(MemoryAccess.GetVehicleHandles(position, radius, ModelListToHashList(models)), handle => new Vehicle(handle));
}
/// <summary>
/// Gets an <c>array</c> of all <see cref="Vehicle"/>s near a given <see cref="Ped"/> in the world
/// </summary>
/// <param name="ped">The ped to check.</param>
/// <param name="radius">The maximun distance from the <paramref name="ped"/> to detect <see cref="Vehicle"/>s.</param>
/// <param name="models">The <see cref="Model"/> of <see cref="Vehicle"/>s to get, leave blank for all <see cref="Vehicle"/> <see cref="Model"/>s.</param>
/// <remarks>Doesnt include the <see cref="Vehicle"/> the <paramref name="ped"/> is using in the result</remarks>
public static Vehicle[] GetNearbyVehicles(Ped ped, float radius, params Model[] models)
{
int[] handles = MemoryAccess.GetVehicleHandles(ped.Position, radius, ModelListToHashList(models));
var result = new List<Vehicle>();
Vehicle ignore = ped.CurrentVehicle;
int ignoreHandle = Vehicle.Exists(ignore) ? ignore.Handle : 0;
foreach (int handle in handles)
{
if (handle == ignoreHandle)
{
continue;
}
result.Add(new Vehicle(handle));
}
return result.ToArray();
}
/// <summary>
/// Gets the closest <see cref="Vehicle"/> to a given position in the World.
/// </summary>
/// <param name="position">The position to find the nearest <see cref="Vehicle"/>.</param>
/// <param name="radius">The maximun distance from the <paramref name="position"/> to detect <see cref="Vehicle"/>s.</param>
/// <param name="models">The <see cref="Model"/> of <see cref="Vehicle"/>s to get, leave blank for all <see cref="Vehicle"/> <see cref="Model"/>s.</param>
/// <remarks>Returns <c>null</c> if no <see cref="Vehicle"/> was in the given region.</remarks>
public static Vehicle GetClosestVehicle(Vector3 position, float radius, params Model[] models)
{
Vehicle[] vehicles =
Array.ConvertAll<int, Vehicle>(MemoryAccess.GetVehicleHandles(position, radius, ModelListToHashList(models)),
handle => new Vehicle(handle));
return GetClosest<Vehicle>(position, vehicles);
}
/// <summary>
/// Gets an <c>array</c> of all <see cref="Prop"/>s in the World.
/// </summary>
/// <param name="models">The <see cref="Model"/> of <see cref="Prop"/>s to get, leave blank for all <see cref="Prop"/> <see cref="Model"/>s.</param>
public static Prop[] GetAllProps(params Model[] models)
{
return Array.ConvertAll<int, Prop>(MemoryAccess.GetPropHandles(ModelListToHashList(models)), handle => new Prop(handle));
}