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Examples/Callouts/One project with multiple callouts/Callouts.sln
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Callouts", "Callouts\Callouts.csproj", "{458057BC-1BFA-41D7-AC60-5075A88582AA}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{458057BC-1BFA-41D7-AC60-5075A88582AA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{458057BC-1BFA-41D7-AC60-5075A88582AA}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{458057BC-1BFA-41D7-AC60-5075A88582AA}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{458057BC-1BFA-41D7-AC60-5075A88582AA}.Release|Any CPU.Build.0 = Release|Any CPU | ||
EndGlobalSection | ||
EndGlobal |
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Examples/Callouts/One project with multiple callouts/Callouts/ActiveShooters.cs
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using System.Collections.Generic; | ||
using System.Threading.Tasks; | ||
using CitizenFX.Core; | ||
using FivePD.API; | ||
using FivePD.API.Utils; | ||
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namespace Callouts | ||
{ | ||
[CalloutProperties("Active shooters", "FivePD", "1.0")] | ||
public class ActiveShooters : FivePD.API.Callout | ||
{ | ||
private Ped ped, ped2; | ||
private bool hasStarted; | ||
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public ActiveShooters() | ||
{ | ||
InitInfo(World.GetNextPositionOnStreet(Game.PlayerPed.GetOffsetPosition(Utils.GetRandomPosition(300,800)))); | ||
ShortName = "Active shooters"; | ||
CalloutDescription = ""; | ||
ResponseCode = 3; | ||
StartDistance = 150f; | ||
} | ||
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public override async Task OnAccept() | ||
{ | ||
InitBlip(); | ||
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ped = await SpawnPed(RandomUtils.GetRandomPed(), Location); | ||
ped.KeepTask(); | ||
ped.Armor = 3000; | ||
ped2 = await SpawnPed(RandomUtils.GetRandomPed(), Location); | ||
ped2.KeepTask(); | ||
ped2.Armor = 3000; | ||
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var weapons = new[] | ||
{ | ||
WeaponHash.Pistol, | ||
WeaponHash.MicroSMG, | ||
WeaponHash.SawnOffShotgun, | ||
WeaponHash.AssaultRifle, | ||
WeaponHash.SawnOffShotgun, | ||
WeaponHash.HeavySniper | ||
}; | ||
ped.Weapons.Give(weapons[Utils.rnd.Next(weapons.Length)], int.MaxValue, true, true); | ||
ped2.Weapons.Give(weapons[Utils.rnd.Next(weapons.Length)], int.MaxValue, true, true); | ||
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Tick += Action; | ||
} | ||
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public override void OnStart(Ped closest) | ||
{ | ||
base.OnStart(closest); | ||
hasStarted = true; | ||
ped.Task.ShootAt(closest); | ||
ped2.Task.ShootAt(closest); | ||
} | ||
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public override void OnCancelBefore() | ||
{ | ||
Tick -= Action; | ||
base.OnCancelBefore(); | ||
} | ||
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private async Task Action() | ||
{ | ||
if (hasStarted) | ||
{ | ||
if(ped.Exists() && ped.IsAlive) await DoTheAction(ped, AssignedPlayers); | ||
if(ped2.Exists() && ped2.IsAlive) await DoTheAction(ped2, AssignedPlayers); | ||
} | ||
else | ||
{ | ||
if(ped.Exists() && ped.IsAlive) await DoTheAction(ped, null); | ||
if(ped2.Exists() && ped2.IsAlive) await DoTheAction(ped2, null); | ||
} | ||
await BaseScript.Delay(Utils.rnd.Next(1000, 4500)); | ||
} | ||
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private async Task DoTheAction(Ped ped, List<Ped> pedsToShoot) | ||
{ | ||
Ped pedToShoot = pedsToShoot == null ? Utilities.GetClosestPed(ped) : ped.GetClosestPedFromPedList(pedsToShoot); | ||
if (pedToShoot == null || pedToShoot.IsDead) return; | ||
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int chance = Utils.rnd.Next(10); | ||
if(chance >= 0 && chance <= 5) | ||
{ | ||
ped.Task.ShootAt(pedToShoot); | ||
} | ||
else | ||
{ | ||
Vector3 pos = ped.GetOffsetPosition(Utils.GetRandomPosition(5, 25)); | ||
ped.Task.RunTo(pos); | ||
while (World.GetDistance(pos, ped.Position) >= 3f) | ||
{ | ||
await BaseScript.Delay(10); | ||
} | ||
ped.Task.ShootAt(pedToShoot); | ||
} | ||
} | ||
} | ||
} |
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Examples/Callouts/One project with multiple callouts/Callouts/Callouts.csproj
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectGuid>{458057BC-1BFA-41D7-AC60-5075A88582AA}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<AppDesignerFolder>Properties</AppDesignerFolder> | ||
<RootNamespace>Callouts</RootNamespace> | ||
<AssemblyName>Callouts.net</AssemblyName> | ||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion> | ||
<FileAlignment>512</FileAlignment> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<PlatformTarget>AnyCPU</PlatformTarget> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<PlatformTarget>AnyCPU</PlatformTarget> | ||
<DebugType>pdbonly</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release\</OutputPath> | ||
<DefineConstants>TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="CitizenFX.Core, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"> | ||
<HintPath>..\packages\CitizenFX.Core.1.3.0\lib\net45\CitizenFX.Core.dll</HintPath> | ||
<Private>True</Private> | ||
</Reference> | ||
<Reference Include="FivePD.net, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null"> | ||
<HintPath>..\packages\FivePD.net.1.2.0\lib\net452\FivePD.net.dll</HintPath> | ||
<Private>True</Private> | ||
</Reference> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="System.Data" /> | ||
<Reference Include="System.Xml" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="ActiveShooters.cs" /> | ||
<Compile Include="Mugging.cs" /> | ||
<Compile Include="SlowVehicle.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
<Compile Include="UnconsciousPerson.cs" /> | ||
<Compile Include="Utils.cs" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<None Include="packages.config" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | ||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. | ||
Other similar extension points exist, see Microsoft.Common.targets. | ||
<Target Name="BeforeBuild"> | ||
</Target> | ||
<Target Name="AfterBuild"> | ||
</Target> | ||
--> | ||
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</Project> |
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Examples/Callouts/One project with multiple callouts/Callouts/Mugging.cs
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using System.Threading.Tasks; | ||
using CitizenFX.Core; | ||
using FivePD.API; | ||
using FivePD.API.Utils; | ||
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namespace Callouts | ||
{ | ||
[CalloutProperties("Mugging", "FivePD", "1.0")] | ||
public class Mugging : FivePD.API.Callout | ||
{ | ||
private Ped suspect, victim; | ||
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public Mugging() | ||
{ | ||
InitInfo(World.GetNextPositionOnStreet(Game.PlayerPed.GetOffsetPosition(Utils.GetRandomPosition()))); | ||
ShortName = "Mugging"; | ||
CalloutDescription = ""; | ||
ResponseCode = 3; | ||
StartDistance = 120f; | ||
} | ||
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public override async Task OnAccept() | ||
{ | ||
InitBlip(); | ||
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suspect = await SpawnPed(RandomUtils.GetRandomPed(), Location); | ||
victim = await SpawnPed(RandomUtils.GetRandomPed(), Location); | ||
suspect.KeepTask(); | ||
victim.KeepTask(); | ||
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suspect.Weapons.Give(WeaponHash.Knife, 1, true, true); | ||
} | ||
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public override void OnStart(Ped closest) | ||
{ | ||
base.OnStart(closest); | ||
Tick += Action; | ||
suspect.Task.FightAgainst(victim, -1); | ||
} | ||
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public override void OnCancelBefore() | ||
{ | ||
Tick -= Action; | ||
base.OnCancelBefore(); | ||
} | ||
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private async Task Action() | ||
{ | ||
Ped closest = (!victim.Exists() || victim.IsDead) ? suspect.GetClosestPedFromPedList(AssignedPlayers) : victim; | ||
if (closest == null || closest.IsDead) return; | ||
suspect.Task.ClearAll(); | ||
if (World.GetDistance(closest.Position, suspect.Position) <= 20f) | ||
{ | ||
suspect.Task.FightAgainst(closest); | ||
} | ||
await BaseScript.Delay(2000); | ||
} | ||
} | ||
} |
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Examples/Callouts/One project with multiple callouts/Callouts/Properties/AssemblyInfo.cs
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using System.Reflection; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle("Callouts")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyCompany("")] | ||
[assembly: AssemblyProduct("Callouts")] | ||
[assembly: AssemblyCopyright("Copyright © 2020")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("458057BC-1BFA-41D7-AC60-5075A88582AA")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |
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Examples/Callouts/One project with multiple callouts/Callouts/SlowVehicle.cs
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using System.Threading.Tasks; | ||
using CitizenFX.Core; | ||
using FivePD.API; | ||
using FivePD.API.Utils; | ||
using static CitizenFX.Core.Native.API; | ||
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namespace Callouts | ||
{ | ||
[CalloutProperties("Slow vehicle", "FivePD", "1.0")] | ||
public class SlowVehicle : FivePD.API.Callout | ||
{ | ||
private Ped driver; | ||
private Vehicle vehicle; | ||
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public SlowVehicle() | ||
{ | ||
InitInfo(World.GetNextPositionOnStreet(Game.PlayerPed.GetOffsetPosition(Utils.GetRandomPosition()))); | ||
ShortName = "Slow vehicle"; | ||
CalloutDescription = ""; | ||
ResponseCode = 2; | ||
StartDistance = 120f; | ||
} | ||
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public override async Task OnAccept() | ||
{ | ||
InitBlip(); | ||
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driver = await SpawnPed(RandomUtils.GetRandomPed(), Location); | ||
vehicle = await SpawnVehicle(RandomUtils.GetRandomVehicle(), Location); | ||
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driver.KeepTask(); | ||
TaskVehicleDriveWander(driver.Handle, vehicle.Handle, 5f, 143); | ||
} | ||
} | ||
} |
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Examples/Callouts/One project with multiple callouts/Callouts/UnconsciousPerson.cs
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using System.Threading.Tasks; | ||
using CitizenFX.Core; | ||
using FivePD.API; | ||
using FivePD.API.Utils; | ||
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namespace Callouts | ||
{ | ||
[CalloutProperties("Unconscious person", "FivePD", "1.0")] | ||
public class UnconsciousPerson : FivePD.API.Callout | ||
{ | ||
private Ped ped; | ||
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public UnconsciousPerson() | ||
{ | ||
InitInfo(World.GetNextPositionOnStreet(Game.PlayerPed.GetOffsetPosition(Utils.GetRandomPosition()))); | ||
ShortName = "Unconscious person"; | ||
CalloutDescription = ""; | ||
ResponseCode = 3; | ||
StartDistance = 200f; | ||
} | ||
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public override async Task OnAccept() | ||
{ | ||
InitBlip(); | ||
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ped = await SpawnPed(RandomUtils.GetRandomPed(), Location); | ||
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ped.KeepTask(); | ||
ped.Kill(); | ||
} | ||
} | ||
} |
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