feat(PlayerWindow & TabVehicle): Updated some strings, updated teleport options
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@ -2,21 +2,41 @@
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namespace big::features::teleport
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{
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Vector3 get_ground_at_3d_coord(Vector3 location)
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bool load_ground_at_3dcoord(Vector3 location)
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{
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float groundZ;
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uint16_t attempts = 10;
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for (uint16_t i = 0; i < attempts; i++)
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uint8_t attempts = 10;
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for (uint8_t i = 0; i < attempts; i++)
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{
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// Only request a collision after the first try failed because the location might already be loaded on first attempt.
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if (i)
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for (uint8_t z = 0; i && z < 1000; z += 100)
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{
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for (uint16_t z = 0; z < 1000; z += 100)
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{
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STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
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STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
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script::get_current()->yield();
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}
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script::get_current()->yield();
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}
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if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
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return true;
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script::get_current()->yield();
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}
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return false;
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}
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Vector3 get_ground_at_3dcoord(Vector3 location)
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{
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float groundZ;
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uint8_t attempts = 10;
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for (uint8_t i = 0; i < attempts; i++)
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{
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// Only request a collision after the first try failed because the location might already be loaded on first attempt.
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for (uint8_t z = 0; i && z < 1000; z += 100)
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{
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STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, (float)z);
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script::get_current()->yield();
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}
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if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
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@ -34,23 +54,6 @@ namespace big::features::teleport
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return location;
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}
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// Teleport the player (with/without car to a waypoint)
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bool waypoint()
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{
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Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(8);
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if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false;
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Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
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location = get_ground_at_3d_coord(location);
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PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
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return true;
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}
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bool bring_blip(int blipSprite, int blipColor, int flag)
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{
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Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite);
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@ -107,34 +110,79 @@ namespace big::features::teleport
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if (!HUD::DOES_BLIP_EXIST(blipHandle) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) return false;
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Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
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float groundZ;
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location = get_ground_at_3dcoord(location);
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UINT16 attempts = 10;
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for (UINT16 i = 0; i < attempts; i++)
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PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
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return true;
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}
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void teleport_into_player_vehicle(Player player)
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{
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Ped target = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(player);
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if (!PED::IS_PED_IN_ANY_VEHICLE(target, true))
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{
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// Only request a collision after the first try failed because the location might already be loaded on first attempt.
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if (i)
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{
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for (UINT16 z = 0; z < 1000; z += 100)
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{
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STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
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features::notify::above_map("This player is not in a vehicle right now.");
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script::get_current()->yield();
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}
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}
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if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
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{
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location.z = groundZ + 1.f;
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break;
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}
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if (i == attempts - 1) location.z = 1000.f;
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script::get_current()->yield();
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return;
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}
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Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
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for (uint8_t i = 0; !load_ground_at_3dcoord(location); i++)
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if (i == 5) break;
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Ped current = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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Vehicle veh;
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for (veh = 0; !veh; veh = PED::GET_VEHICLE_PED_IS_IN(target, false))
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{
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if (!PED::IS_PED_IN_ANY_VEHICLE(target, true))
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{
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features::notify::above_map("Player is no longer in a vehicle.");
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return;
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}
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veh = PED::GET_VEHICLE_PED_IS_IN(target, false);
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if (!veh)
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{
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ENTITY::SET_ENTITY_COORDS(current, location.x, location.y, 1000.f, 0, 0, 0, 0);
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script::get_current()->yield(50ms);
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}
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}
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int seatIndex = -2;
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if (VEHICLE::IS_VEHICLE_SEAT_FREE(veh, -1, 0)) seatIndex = -1;
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PED::SET_PED_INTO_VEHICLE(current, veh, seatIndex);
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}
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void teleport_to_player(Player player)
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{
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Ped target = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(player);
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Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
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load_ground_at_3dcoord(location);
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PED::SET_PED_COORDS_KEEP_VEHICLE(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), location.x, location.y, location.z);
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}
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// Teleport the player (with/without car to a waypoint)
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bool waypoint()
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{
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Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(8);
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if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false;
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Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
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location = get_ground_at_3dcoord(location);
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PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
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return true;
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@ -6,7 +6,10 @@
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namespace big::features::teleport
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{
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bool bring_blip(int blipSprite, int blipColor, int flag = 70);
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Vector3 get_ground_at_3d_coord(Vector3 location);
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bool load_ground_at_3dcoord(Vector3 location);
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Vector3 get_ground_at_3dcoord(Vector3 location);
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bool teleport_to_blip(int blipSprite, int blipColor = -1);
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void teleport_into_player_vehicle(Player player);
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void teleport_to_player(Player player);
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bool waypoint();
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}
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@ -33,16 +33,17 @@ namespace big
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{
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QUEUE_JOB_BEGIN_CLAUSE()
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{
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Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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Ped target = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_selectedPlayer);
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Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
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PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z + 1.f);
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features::teleport::teleport_to_player(g_selectedPlayer);
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}QUEUE_JOB_END_CLAUSE
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}
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if (ImGui::Button("Teleport into Vehicle"))
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{
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QUEUE_JOB_BEGIN_CLAUSE()
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{
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features::teleport::teleport_into_player_vehicle(g_selectedPlayer);
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}QUEUE_JOB_END_CLAUSE
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}
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ImGui::Separator();
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@ -108,7 +109,8 @@ namespace big
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}QUEUE_JOB_END_CLAUSE
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}
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if (ImGui::BeginCombo("Invite Location:", location_names[g_temp.teleport_location]))
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ImGui::Text("Force TP Location:");
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if (ImGui::BeginCombo("##teleport_location", location_names[g_temp.teleport_location]))
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{
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for (uint8_t i = 0; i < IM_ARRAYSIZE(location_names); i++)
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{
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@ -121,7 +123,7 @@ namespace big
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ImGui::EndCombo();
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}
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if (ImGui::Button("Send Invite"))
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if (ImGui::Button("Teleport to selected location."))
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{
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QUEUE_JOB_BEGIN_CLAUSE()
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{
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@ -141,7 +143,6 @@ namespace big
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OBJECT::CREATE_AMBIENT_PICKUP(0x1E9A99F8, coords.x, coords.y, coords.z + 0.5f, 0, rand() % 500 + 2000, (Hash)-1666779307, false, true);
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STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED((Hash)-1666779307);
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}QUEUE_JOB_END_CLAUSE
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}
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ImGui::End();
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@ -44,7 +44,7 @@ namespace big
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{
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Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
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// Make sure the AI can reach this
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location = features::teleport::get_ground_at_3d_coord(location);
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location = features::teleport::get_ground_at_3dcoord(location);
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TASK::TASK_VEHICLE_DRIVE_TO_COORD(PLAYER::PLAYER_PED_ID(), veh, location.x, location.y, location.z, 35.f, 0, veh, 2883620, 10.f, true);
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}
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