RAGECOOP-V/RageCoop.Client/WorldThread.cs

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C#
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using GTA;
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using GTA.Native;
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using System;
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namespace RageCoop.Client
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{
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/// <summary>
/// Don't use it!
/// </summary>
public class WorldThread : Script
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{
private static bool _lastDisableTraffic = false;
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/// <summary>
/// Don't use it!
/// </summary>
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public WorldThread()
{
Tick += OnTick;
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Aborted += (sender, e) =>
{
if (_lastDisableTraffic)
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{
Traffic(true);
}
};
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}
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private void OnTick(object sender, EventArgs e)
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{
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if (Game.IsLoading || !Networking.IsOnServer)
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{
return;
}
Game.DisableControlThisFrame(Control.FrontendPause);
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Game.DisableControlThisFrame(Control.VehicleExit);
Game.DisableControlThisFrame(Control.Enter);
if (Main.Settings.DisableAlternatePause)
{
Game.DisableControlThisFrame(Control.FrontendPauseAlternate);
}
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var P = Game.Player.Character;
if (Game.IsControlJustPressed(Control.VehicleExit))
{
if (P.IsInVehicle())
{
P.Task.LeaveVehicle();
}
else if (P.IsTaskActive(TaskType.CTaskMoveGoToVehicleDoor))
{
P.Task.ClearAll();
}
else
{
var v = World.GetClosestVehicle(P.Position, 10);
if (v!=null)
{
P.Task.EnterVehicle(v,VehicleSeat.Driver,-1,5, EnterVehicleFlags.AllowJacking);
}
}
}
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// Sets a value that determines how aggressive the ocean waves will be.
// Values of 2.0 or more make for very aggressive waves like you see during a thunderstorm.
Function.Call(Hash.SET_DEEP_OCEAN_SCALER, 0.0f); // Works only ~200 meters around the player
// Function.Call(Hash.SET_CAN_ATTACK_FRIENDLY, Game.Player.Character.Handle, true, false);
if (Main.Settings==null) { return; }
if (Main.Settings.DisableTraffic)
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{
if (!_lastDisableTraffic)
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{
Traffic(false);
}
Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 0);
Function.Call(Hash.SET_PED_POPULATION_BUDGET, 0);
Function.Call(Hash.SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
Function.Call(Hash.SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
Function.Call(Hash.SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
Function.Call(Hash.SUPPRESS_SHOCKING_EVENTS_NEXT_FRAME);
Function.Call(Hash.SUPPRESS_AGITATION_EVENTS_NEXT_FRAME);
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}
else if (_lastDisableTraffic)
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{
Traffic(true);
}
_lastDisableTraffic = Main.Settings.DisableTraffic;
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}
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private void Traffic(bool enable)
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{
if (enable)
{
Function.Call(Hash.REMOVE_SCENARIO_BLOCKING_AREAS);
Function.Call(Hash.SET_CREATE_RANDOM_COPS, true);
Function.Call(Hash.SET_RANDOM_TRAINS, true);
Function.Call(Hash.SET_RANDOM_BOATS, true);
Function.Call(Hash.SET_GARBAGE_TRUCKS, true);
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Function.Call(Hash.SET_PED_POPULATION_BUDGET, 1); // 0 - 3
Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 1); // 0 - 3
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Function.Call(Hash.SET_ALL_VEHICLE_GENERATORS_ACTIVE);
Function.Call(Hash.SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE, true);
Function.Call(Hash.SET_NUMBER_OF_PARKED_VEHICLES, -1);
Function.Call(Hash.SET_DISTANT_CARS_ENABLED, true);
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Function.Call(Hash.DISABLE_VEHICLE_DISTANTLIGHTS, false);
}
else
{
Function.Call(Hash.ADD_SCENARIO_BLOCKING_AREA, -10000.0f, -10000.0f, -1000.0f, 10000.0f, 10000.0f, 1000.0f, 0, 1, 1, 1);
Function.Call(Hash.SET_CREATE_RANDOM_COPS, false);
Function.Call(Hash.SET_RANDOM_TRAINS, false);
Function.Call(Hash.SET_RANDOM_BOATS, false);
Function.Call(Hash.SET_GARBAGE_TRUCKS, false);
Function.Call(Hash.DELETE_ALL_TRAINS);
Function.Call(Hash.SET_PED_POPULATION_BUDGET, 3);
Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 3);
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Function.Call(Hash.SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE, false);
Function.Call(Hash.SET_FAR_DRAW_VEHICLES, false);
Function.Call(Hash.SET_NUMBER_OF_PARKED_VEHICLES, 0);
Function.Call(Hash.SET_DISTANT_CARS_ENABLED, false);
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Function.Call(Hash.DISABLE_VEHICLE_DISTANTLIGHTS, true);
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foreach (Ped ped in World.GetAllPeds())
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{
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SyncedPed c = EntityPool.GetPedByHandle(ped.Handle);
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if ((c==null) || (c.IsLocal && (ped.Handle!=Game.Player.Character.Handle)&&ped.PopulationType!=EntityPopulationType.Mission))
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{
if (ped.Handle==Game.Player.Character.Handle) { continue; }
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// Main.Logger.Trace($"Removing ped {ped.Handle}. Reason:RemoveTraffic");
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ped.CurrentVehicle?.Delete();
ped.Kill();
ped.Delete();
}
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}
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foreach (Vehicle veh in World.GetAllVehicles())
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{
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SyncedVehicle v = veh.GetSyncEntity();
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if (v.MainVehicle==Game.Player.LastVehicle)
{
// Don't delete player's vehicle
continue;
}
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if ((v== null) || (v.IsLocal&&veh.PopulationType!=EntityPopulationType.Mission))
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{
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// Main.Logger.Debug($"Removing Vehicle {veh.Handle}. Reason:ClearTraffic");
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veh.Delete();
}
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}
}
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}
}
}