using GTA; using GTA.Native; using System; using System.Threading.Tasks; using System.Threading; namespace RageCoop.Client { /// /// Don't use it! /// public class WorldThread : Script { /// /// Don't use it! /// public WorldThread() { Tick += OnTick; Aborted += (sender, e) => { ChangeTraffic(true); }; Task.Run(() => { while (true) { Thread.Sleep(5000); Main.QueueAction(() => { ChangeTraffic(_trafficEnabled); }); } }); } static bool _trafficEnabled; private void OnTick(object sender, EventArgs e) { if (!_trafficEnabled) { 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); } if (Game.IsLoading || !Networking.IsOnServer) { return; } Game.DisableControlThisFrame(Control.FrontendPause); if (Main.Settings.DisableAlternatePause) { Game.DisableControlThisFrame(Control.FrontendPauseAlternate); } // 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 } public static void Traffic(bool enable) { ChangeTraffic(enable); _trafficEnabled = enable; } private static void ChangeTraffic(bool enable) { 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); Function.Call(Hash.SET_PED_POPULATION_BUDGET, 3); // 0 - 3 Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 3); // 0 - 3 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); 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, 0); Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 0); 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); Function.Call(Hash.DISABLE_VEHICLE_DISTANTLIGHTS, true); if (Networking.IsOnServer) { foreach (Ped ped in World.GetAllPeds()) { SyncedPed c = EntityPool.GetPedByHandle(ped.Handle); if ((c == null) || (c.IsLocal && (ped.Handle != Game.Player.Character.Handle) && ped.PopulationType != EntityPopulationType.Mission)) { if (ped.Handle == Game.Player.Character.Handle) { continue; } // Main.Logger.Trace($"Removing ped {ped.Handle}. Reason:RemoveTraffic"); ped.CurrentVehicle?.Delete(); ped.Kill(); ped.Delete(); } } foreach (Vehicle veh in World.GetAllVehicles()) { SyncedVehicle v = veh.GetSyncEntity(); if (v.MainVehicle == Game.Player.LastVehicle) { // Don't delete player's vehicle continue; } if ((v == null) || (v.IsLocal && veh.PopulationType != EntityPopulationType.Mission)) { // Main.Logger.Debug($"Removing Vehicle {veh.Handle}. Reason:ClearTraffic"); veh.Delete(); } } } else { foreach (Ped ped in World.GetAllPeds()) { if ((ped != Game.Player.Character) && (ped.PopulationType != EntityPopulationType.Mission)) { // Main.Logger.Trace($"Removing ped {ped.Handle}. Reason:RemoveTraffic"); ped.CurrentVehicle?.Delete(); ped.Kill(); ped.Delete(); } } var last = Game.Player.Character.LastVehicle; var current = Game.Player.Character.CurrentVehicle; foreach (Vehicle veh in World.GetAllVehicles()) { if (veh.PopulationType != EntityPopulationType.Mission && veh != last && veh!=current) { // Main.Logger.Debug($"Removing Vehicle {veh.Handle}. Reason:ClearTraffic"); veh.Delete(); } } } } } } }