Я пишу на visual studio такой библиотеки там нетRegistry.hpp вроде.
Я пишу на visual studio такой библиотеки там нетRegistry.hpp вроде.
google 5 secЯ пишу на visual studio такой библиотеки там нет
#include "script.h"
#include <string>
#include <ctime>
Vehicle fbiVeh1, fbiVeh2, fbiVeh3, fbiVeh4, fbiVeh5, // Машины в ФБР
fbi2Veh1, fbi2Veh2, fbi2Veh3, fbi2Veh4, fbi2Veh5,
riotVeh1, riotVeh2,
pcjVeh1, pcjVeh2,
froggerVeh1, froggerVeh2,
police4Veh1, police4Veh2, police4Veh3;
int fbiSpawned = 0, // Количество заспавненных машин
fbi2Spawned = 0,
riotSpawned = 0,
pcjSpawned = 0,
froggerSpawned = 0,
police4Spawned = 0;
int fbiSpawnDistance = 0, // Дальность спауна машины от игрока
fbi2SpawnDistance = 0,
riotSpawnDistance = 0,
pcjSpawnDistance = 0,
froggerSpawnDistance = 0,
police4SpawnDistance = 0;
void fbicars()
{
Ped playerPed = PLAYER::PLAYER_PED_ID();
Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed);
Vector3 position = ENTITY::GET_ENTITY_COORDS(playerPed, 1);
DWORD fbi = GAMEPLAY::GET_HASH_KEY("fbi"); // FBI Buffalo
int fbiSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(140.914, -744.040, 32.779, position.x, position.y, position.z, 0);
if (fbiSpawnDistance < 100)
{
if (fbiSpawned == 0)
{
STREAMING::REQUEST_MODEL(fbi);
while (!STREAMING::HAS_MODEL_LOADED(fbi))
WAIT(0);
fbiVeh1 = VEHICLE::CREATE_VEHICLE(fbi, 133.274, -741.387, 32.781, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbiVeh1, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbiVeh1);
fbiSpawned += 1;
fbiVeh2 = VEHICLE::CREATE_VEHICLE(fbi, 137.026, -742.728, 32.779, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbiVeh2, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbiVeh2);
fbiSpawned += 1;
fbiVeh3 = VEHICLE::CREATE_VEHICLE(fbi, 140.914, -744.040, 32.779, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbiVeh3, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbiVeh3);
fbiSpawned += 1;
fbiVeh4 = VEHICLE::CREATE_VEHICLE(fbi, 147.477, -746.371, 32.779, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbiVeh4, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbiVeh4);
fbiSpawned += 1;
fbiVeh5 = VEHICLE::CREATE_VEHICLE(fbi, 151.132, -747.872, 32.779, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbiVeh5, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbiVeh5);
fbiSpawned += 1;
}
}
Vector3 fbiVehPosition = ENTITY::GET_ENTITY_COORDS(fbiVeh3, 1);
int fbiVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(fbiVehPosition.x, fbiVehPosition.y, fbiVehPosition.z, position.x, position.y, position.z, 0);
if (fbiSpawnDistance > 100 && fbiVehDistance > 100)
{
if (fbiSpawned == 5)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbiVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbiVeh2);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbiVeh3);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbiVeh4);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbiVeh5);
fbiSpawned -= 5;
}
}
DWORD fbi2 = GAMEPLAY::GET_HASH_KEY("fbi2"); // FBI Granger
int fbi2SpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(104.097, -730.600, 32.756, position.x, position.y, position.z, 0);
if (fbi2SpawnDistance < 100)
{
if (fbi2Spawned == 0)
{
STREAMING::REQUEST_MODEL(fbi2);
while (!STREAMING::HAS_MODEL_LOADED(fbi2))
WAIT(0);
fbi2Veh1 = VEHICLE::CREATE_VEHICLE(fbi2, 115.290, -734.525, 32.756, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbi2Veh1, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbi2Veh1);
fbi2Spawned += 1;
fbi2Veh2 = VEHICLE::CREATE_VEHICLE(fbi2, 118.986, -735.744, 32.756, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbi2Veh2, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbi2Veh2);
fbi2Spawned += 1;
fbi2Veh3 = VEHICLE::CREATE_VEHICLE(fbi2, 104.097, -730.600, 32.756, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbi2Veh3, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbi2Veh3);
fbi2Spawned += 1;
fbi2Veh4 = VEHICLE::CREATE_VEHICLE(fbi2, 100.164, -729.019, 32.755, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbi2Veh4, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbi2Veh4);
fbi2Spawned += 1;
fbi2Veh5 = VEHICLE::CREATE_VEHICLE(fbi2, 110.952, -735.907, 32.756, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(fbi2Veh5, 340.0);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(fbi2Veh5);
fbi2Spawned += 1;
}
}
Vector3 fbi2VehPosition = ENTITY::GET_ENTITY_COORDS(fbi2Veh3, 1);
int fbi2VehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(fbi2VehPosition.x, fbi2VehPosition.y, fbi2VehPosition.z, position.x, position.y, position.z, 0);
if (fbi2SpawnDistance > 100 && fbi2VehDistance > 100)
{
if (fbi2Spawned == 5)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbi2Veh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbi2Veh2);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbi2Veh3);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbi2Veh4);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&fbi2Veh5);
fbi2Spawned -= 5;
}
}
DWORD riot = GAMEPLAY::GET_HASH_KEY("riot"); // Riot
int riotSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(93.386, -720.295, 32.786, position.x, position.y, position.z, 0);
if (riotSpawnDistance < 100)
{
if (riotSpawned == 0)
{
STREAMING::REQUEST_MODEL(riot);
while (!STREAMING::HAS_MODEL_LOADED(riot))
WAIT(0);
riotVeh1 = VEHICLE::CREATE_VEHICLE(riot, 93.386, -720.295, 32.786, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(riotVeh1, 252.440);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(riotVeh1);
riotSpawned += 1;
riotVeh2 = VEHICLE::CREATE_VEHICLE(riot, 95.960, -712.938, 32.787, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(riotVeh2, 252.440);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(riotVeh2);
riotSpawned += 1;
}
}
Vector3 riotVehPosition = ENTITY::GET_ENTITY_COORDS(riotVeh1, 1);
int riotVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(riotVehPosition.x, riotVehPosition.y, riotVehPosition.z, position.x, position.y, position.z, 0);
if (riotSpawnDistance > 100 && riotVehDistance > 100)
{
if (riotSpawned == 2)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&riotVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&riotVeh2);
riotSpawned -= 2;
}
}
DWORD police4 = GAMEPLAY::GET_HASH_KEY("police4"); // Interceptor
int police4SpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(163.070, -741.207, 32.739, position.x, position.y, position.z, 0);
if (police4SpawnDistance < 100)
{
if (police4Spawned == 0)
{
STREAMING::REQUEST_MODEL(police4);
while (!STREAMING::HAS_MODEL_LOADED(police4))
WAIT(0);
police4Veh1 = VEHICLE::CREATE_VEHICLE(police4, 163.070, -741.207, 32.739, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(police4Veh1, 70.780);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police4Veh1);
police4Spawned += 1;
police4Veh2 = VEHICLE::CREATE_VEHICLE(police4, 164.386, -737.460, 32.739, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(police4Veh2, 70.780);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police4Veh2);
police4Spawned += 1;
police4Veh3 = VEHICLE::CREATE_VEHICLE(police4, 165.798, -733.659, 32.739, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(police4Veh3, 70.780);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police4Veh3);
police4Spawned += 1;
}
}
Vector3 police4VehPosition = ENTITY::GET_ENTITY_COORDS(police4Veh2, 1);
int police4VehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(police4VehPosition.x, police4VehPosition.y, police4VehPosition.z, position.x, position.y, position.z, 0);
if (police4SpawnDistance > 100 && police4VehDistance > 100)
{
if (police4Spawned == 3)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police4Veh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police4Veh2);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police4Veh3);
police4Spawned -= 3;
}
}
DWORD pcj = GAMEPLAY::GET_HASH_KEY("pcj"); // PC
int pcjSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(140.914, -744.040, 32.779, position.x, position.y, position.z, 0);
if (pcjSpawnDistance < 100)
{
if (pcjSpawned == 0)
{
STREAMING::REQUEST_MODEL(pcj);
while (!STREAMING::HAS_MODEL_LOADED(pcj))
WAIT(0);
pcjVeh1 = VEHICLE::CREATE_VEHICLE(pcj, 93.643, -715.955, 32.635, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(pcjVeh1, 252.440);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(pcjVeh1);
pcjSpawned += 1;
pcjVeh2 = VEHICLE::CREATE_VEHICLE(pcj, 95.951, -708.136, 32.643, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(pcjVeh2, 252.440);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(pcjVeh2);
pcjSpawned += 1;
}
}
Vector3 pcjVehPosition = ENTITY::GET_ENTITY_COORDS(pcjVeh1, 1);
int pcjVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(pcjVehPosition.x, pcjVehPosition.y, pcjVehPosition.z, position.x, position.y, position.z, 0);
if (pcjSpawnDistance > 100 && pcjVehDistance > 100)
{
if (pcjSpawned == 2)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&pcjVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&pcjVeh2);
pcjSpawned -= 2;
}
}
DWORD frogger = GAMEPLAY::GET_HASH_KEY("frogger"); // Frogger
int froggerSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(138.607, -750.402, 262.590, position.x, position.y, position.z, 0);
if (froggerSpawnDistance < 100)
{
if (froggerSpawned == 0)
{
STREAMING::REQUEST_MODEL(frogger);
while (!STREAMING::HAS_MODEL_LOADED(frogger))
WAIT(0);
froggerVeh1 = VEHICLE::CREATE_VEHICLE(frogger, 123.158, -743.525, 262.561, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(froggerVeh1, 252.440);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(froggerVeh1);
froggerSpawned += 1;
froggerVeh2 = VEHICLE::CREATE_VEHICLE(frogger, 148.607, -756.402, 262.590, 0.0, 1, 1);
ENTITY::SET_ENTITY_HEADING(froggerVeh2, 252.440);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(froggerVeh2);
froggerSpawned += 1;
}
}
Vector3 froggerVehPosition = ENTITY::GET_ENTITY_COORDS(froggerVeh1, 1);
int froggerVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(froggerVehPosition.x, froggerVehPosition.y, froggerVehPosition.z, position.x, position.y, position.z, 0);
if (froggerSpawnDistance > 100 && froggerVehDistance > 100)
{
if (froggerSpawned == 2)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&froggerVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&froggerVeh2);
froggerSpawned -= 2;
}
}
}
Не в этом суть, без нее работало... а потом я какую-то херню поменял, размер файла уменьшился с 107кб до 104кб и нихера не работаетА где код иньекции?
Должно заработатьКак в SF плагине сделать задержку?
Игру будет стопить. Либо таймером, либо в новом потокеДолжно заработать
#include "windows.h"
Sleep(кол-во миллесекунд);
void lspd1cars()
{
Vehicle police3Veh1, police3Veh2, police3Veh3, police3Veh4, police3Veh5, // Машины
policebVeh1, policebVeh2, policebVeh3,
policeVeh1, policeVeh2, policeVeh3,
police2Veh1, police2Veh2,
polmavVeh1, polmavVeh2,
policetVeh1, policetVeh2;
int police3Spawned = 0, // Количество заспавненных машин
policebSpawned = 0,
policeSpawned = 0,
police2Spawned = 0,
polmavSpawned = 0,
policetSpawned = 0;
int police3SpawnDistance = 0, // Дальность спауна от игрока
policebSpawnDistance = 0,
policeSpawnDistance = 0,
police2SpawnDistance = 0,
polmavSpawnDistance = 0,
policetSpawnDistance = 0;
Ped playerPed = PLAYER::PLAYER_PED_ID();
Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed);
Vector3 position = ENTITY::GET_ENTITY_COORDS(playerPed, 1);
DWORD police3 = GAMEPLAY::GET_HASH_KEY("police3"); // ПД машина
police3SpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(408.203, -988.917, 29.021, position.x, position.y, position.z, 0);
if (police3SpawnDistance < 750)
{
if (police3Spawned == 0)
{
STREAMING::REQUEST_MODEL(police3);
while (!STREAMING::HAS_MODEL_LOADED(police3))
WAIT(0);
police3Veh1 = VEHICLE::CREATE_VEHICLE(police3, 408.172, -980.228, 29.023, 230.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police3Veh1);
police3Spawned += 1;
police3Veh2 = VEHICLE::CREATE_VEHICLE(police3, 407.991, -984.251, 29.021, 230.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police3Veh2);
police3Spawned += 1;
police3Veh3 = VEHICLE::CREATE_VEHICLE(police3, 408.203, -988.917, 29.021, 230.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police3Veh3);
police3Spawned += 1;
police3Veh4 = VEHICLE::CREATE_VEHICLE(police3, 407.931, -993.089, 29.021, 230.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police3Veh4);
police3Spawned += 1;
police3Veh5 = VEHICLE::CREATE_VEHICLE(police3, 408.210, -997.956, 29.022, 230.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police3Veh5);
police3Spawned += 1;
}
}
Vector3 police3VehPosition = ENTITY::GET_ENTITY_COORDS(police3Veh3, 1);
int police3VehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(police3VehPosition.x, police3VehPosition.y, police3VehPosition.z, position.x, position.y, position.z, 0);
if (police3SpawnDistance > 100 && police3VehDistance > 100)
{
if (police3Spawned == 5)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police3Veh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police3Veh2);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police3Veh3);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police3Veh4);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police3Veh5);
police3Spawned -= 5;
}
}
DWORD policeb = GAMEPLAY::GET_HASH_KEY("policeb"); // Мотоцикл
policebSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(409.370, -1004.351, 28.742, position.x, position.y, position.z, 0);
if (policebSpawnDistance < 750)
{
if (policebSpawned == 0)
{
STREAMING::REQUEST_MODEL(policeb);
while (!STREAMING::HAS_MODEL_LOADED(policeb))
WAIT(0);
policebVeh1 = VEHICLE::CREATE_VEHICLE(policeb, 409.057, -1007.126, 28.739, 122.5, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policebVeh1);
policebSpawned += 1;
policebVeh2 = VEHICLE::CREATE_VEHICLE(policeb, 409.370, -1004.351, 28.742, 122.5, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policebVeh2);
policebSpawned += 1;
policebVeh3 = VEHICLE::CREATE_VEHICLE(policeb, 407.668, -1002.042, 28.745, 122.5, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policebVeh3);
policebSpawned += 1;
}
}
Vector3 policebVehPosition = ENTITY::GET_ENTITY_COORDS(policebVeh2, 1);
int policebVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(policebVehPosition.x, policebVehPosition.y, policebVehPosition.z, position.x, position.y, position.z, 0);
if (policebSpawnDistance > 100 && policebVehDistance > 100)
{
if (policebSpawned == 3)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policebVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policebVeh2);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policebVeh3);
policebSpawned -= 3;
}
}
DWORD police = GAMEPLAY::GET_HASH_KEY("police"); // Stainer
policeSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(431.053, -1026.89, 28.518, position.x, position.y, position.z, 0);
if (policeSpawnDistance < 750)
{
if (policeSpawned == 0)
{
STREAMING::REQUEST_MODEL(police);
while (!STREAMING::HAS_MODEL_LOADED(police))
WAIT(0);
policeVeh1 = VEHICLE::CREATE_VEHICLE(police, 427.269, -1027.138, 28.586, 5.8, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policeVeh1);
policeSpawned += 1;
policeVeh2 = VEHICLE::CREATE_VEHICLE(police, 431.053, -1026.89, 28.518, 5.8, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policeVeh2);
policeSpawned += 1;
policeVeh3 = VEHICLE::CREATE_VEHICLE(police, 434.827, -1026.661, 28.456, 5.8, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policeVeh3);
policeSpawned += 1;
}
}
Vector3 policeVehPosition = ENTITY::GET_ENTITY_COORDS(policeVeh2, 1);
int policeVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(policeVehPosition.x, policeVehPosition.y, policeVehPosition.z, position.x, position.y, position.z, 0);
if (policeSpawnDistance > 100 && policeVehDistance > 100)
{
if (policeSpawned == 3)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policeVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policeVeh2);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policeVeh3);
policeSpawned -= 3;
}
}
DWORD police2 = GAMEPLAY::GET_HASH_KEY("police2"); // Buffalo
police2SpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(438.583, -1026.324, 28.391, position.x, position.y, position.z, 0);
if (police2SpawnDistance < 750)
{
if (police2Spawned == 0)
{
STREAMING::REQUEST_MODEL(police2);
while (!STREAMING::HAS_MODEL_LOADED(police2))
WAIT(0);
police2Veh1 = VEHICLE::CREATE_VEHICLE(police2, 438.583, -1026.324, 28.391, 5.8, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police2Veh1);
police2Spawned += 1;
police2Veh2 = VEHICLE::CREATE_VEHICLE(police2, 442.408, -1026.017, 28.319, 5.8, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(police2Veh2);
police2Spawned += 1;
}
}
Vector3 police2VehPosition = ENTITY::GET_ENTITY_COORDS(police2Veh1, 1);
int police2VehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(police2VehPosition.x, police2VehPosition.y, police2VehPosition.z, position.x, position.y, position.z, 0);
if (police2SpawnDistance > 100 && police2VehDistance > 100)
{
if (police2Spawned == 2)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police2Veh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&police2Veh2);
police2Spawned -= 2;
}
}
DWORD polmav = GAMEPLAY::GET_HASH_KEY("polmav"); // Вертолет
polmavSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(450.454, -981.296, 44.078, position.x, position.y, position.z, 0);
if (polmavSpawnDistance < 750)
{
if (polmavSpawned == 0)
{
STREAMING::REQUEST_MODEL(polmav);
while (!STREAMING::HAS_MODEL_LOADED(polmav))
WAIT(0);
polmavVeh1 = VEHICLE::CREATE_VEHICLE(polmav, 450.454, -981.296, 44.078, 272.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(polmavVeh1);
polmavSpawned += 1;
polmavVeh2 = VEHICLE::CREATE_VEHICLE(polmav, 482.948, -982.156, 41.395, 272.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(polmavVeh2);
polmavSpawned += 1;
}
}
Vector3 polmavVehPosition = ENTITY::GET_ENTITY_COORDS(polmavVeh1, 1);
int polmavVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(polmavVehPosition.x, polmavVehPosition.y, polmavVehPosition.z, position.x, position.y, position.z, 0);
if (polmavSpawnDistance > 100 && polmavVehDistance > 100)
{
if (polmavSpawned == 2)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&polmavVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&polmavVeh2);
polmavSpawned -= 2;
}
}
DWORD policet = GAMEPLAY::GET_HASH_KEY("policet"); // Автозак
policetSpawnDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(462.846, -1019.376, 28.076, position.x, position.y, position.z, 0);
if (policetSpawnDistance < 750)
{
if (policetSpawned == 0)
{
STREAMING::REQUEST_MODEL(policet);
while (!STREAMING::HAS_MODEL_LOADED(policet))
WAIT(0);
policetVeh1 = VEHICLE::CREATE_VEHICLE(policet, 462.846, -1019.376, 28.076, 90.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policetVeh1);
policetSpawned += 1;
policetVeh2 = VEHICLE::CREATE_VEHICLE(policet, 463.017, -1014.739, 28.063, 90.0, 1, 1);
VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(policetVeh2);
policetSpawned += 1;
}
}
Vector3 policetVehPosition = ENTITY::GET_ENTITY_COORDS(policetVeh1, 1);
int policetVehDistance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(policetVehPosition.x, policetVehPosition.y, policetVehPosition.z, position.x, position.y, position.z, 0);
if (policetSpawnDistance > 100 && policetVehDistance > 100)
{
if (policetSpawned == 2)
{
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policetVeh1);
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&policetVeh2);
policetSpawned -= 2;
}
}
}
#include <windows.h>
#include <string>
#include <assert.h>
#include <process.h>
#include "SAMPFUNCS_API.h"
#include "game_api\game_api.h"
SAMPFUNCS *SF = new SAMPFUNCS();
void CALLBACK cmd_show_info_player(std::string param)
{
if (param.empty()) return;
int i = std::stoi(param);
char buf[128];
stRemotePlayer *pPlayer = SF->getSAMP()->getPlayers()->pRemotePlayer[i];
if (!pPlayer) return;
sprintf(buf, "Nickname - %s, Ping - %d, Score - %d, isNPC - %d, AFKState - %d",
pPlayer->szPlayerName,
pPlayer->iPing,
pPlayer->iScore,
pPlayer->iIsNPC,
pPlayer->pPlayerData->iAFKState == 2);
SF->getSAMP()->getChat()->AddChatMessage(-1, buf);
};
void CALLBACK mainloop()
{
static bool init = false;
if (!init)
{
if (GAME == nullptr)
return;
if (GAME->GetSystemState() != eSystemState::GS_PLAYING_GAME)
return;
GAME->GetAudio()->PlayBeatTrack(2);
if (!SF->getSAMP()->IsInitialized())
return;
SF->getSAMP()->getChat()->AddChatMessage( D3DCOLOR_XRGB( 0, 0xAA, 0 ), "SAMPFUNCS Plugin loaded )" );
SF->getSAMP()->registerChatCommand("showinfo", cmd_show_info_player);
init = true;
}
}
BOOL APIENTRY DllMain(HMODULE hModule, DWORD dwReasonForCall, LPVOID lpReserved)
{
switch (dwReasonForCall)
{
case DLL_PROCESS_ATTACH:
SF->initPlugin(mainloop, hModule);
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
#ifndef _fileName_H_
#define _fileName_H_
... //функции,
... //функции,
... //функции
#endif;