git is broke af

master
Supopur 1 year ago
parent 546bb77c6e
commit 6ba3f433a7

@ -3,12 +3,10 @@ using System.Linq;
using Rage; using Rage;
using LSPD_First_Response.Mod.API; using LSPD_First_Response.Mod.API;
using LSPD_First_Response.Mod.Callouts; using LSPD_First_Response.Mod.Callouts;
using CalloutInterfaceAPI;
namespace Code_Blue_Calls.Callouts namespace Code_Blue_Calls.Callouts
{ {
[CalloutInfo("Domestic Violence", CalloutProbability.High)] [CalloutInfo("Domestic Violence", CalloutProbability.High)]
[CalloutInterface("Domestic Violence", CalloutProbability.Medium, "Code 3", "LSPD")]
public class DomesticViolence : Callout public class DomesticViolence : Callout
{ {
private Ped victim, suspect; private Ped victim, suspect;
@ -16,52 +14,47 @@ namespace Code_Blue_Calls.Callouts
private Blip blip_victim; private Blip blip_victim;
private Vector3 location_suspect; private Vector3 location_suspect;
private Vector3 location_victim; private Vector3 location_victim;
private bool victimFleeing; private bool Victimfleeing;
private bool suspectKillingPlayer; private bool SuspectKillingPlayer;
private bool shotAtVictim; private bool ShotAtVictim;
public override bool OnBeforeCalloutDisplayed() public override bool OnBeforeCalloutDisplayed()
{ {
// Set the locations for the suspect and victim
location_suspect = new Vector3(-111.19f, -8.28f, 70.52f); location_suspect = new Vector3(-111.19f, -8.28f, 70.52f);
location_victim = new Vector3(-111.19f, -11f, 70.52f); location_victim = new Vector3(-111.19f, -11f, 70.52f);
// Show the callout area blip before accepting the callout
ShowCalloutAreaBlipBeforeAccepting(location_suspect, 30f); ShowCalloutAreaBlipBeforeAccepting(location_suspect, 30f);
// Set the callout message and position
CalloutMessage = "Domestic Violence"; CalloutMessage = "Domestic Violence";
CalloutPosition = location_suspect; CalloutPosition = location_suspect;
Functions.PlayScannerAudioUsingPosition("WE_HAVE CRIME_RESISTING_ARREST_02 IN_OR_ON_POSITION", location_suspect);
// Play scanner audio to announce the callout
LSPD_First_Response.Mod.API.Functions.PlayScannerAudioUsingPosition("WE_HAVE CRIME_RESISTING_ARREST_02 IN_OR_ON_POSITION", location_suspect);
return base.OnBeforeCalloutDisplayed(); return base.OnBeforeCalloutDisplayed();
} }
public override bool OnCalloutAccepted() public override bool OnCalloutAccepted()
{ {
// Create relationship groups for the suspect and victim
new RelationshipGroup("Attacker"); new RelationshipGroup("Attacker");
new RelationshipGroup("Victims"); new RelationshipGroup("Victims");
// Create the suspect and set properties
suspect = new Ped(location_suspect); suspect = new Ped(location_suspect);
suspect.IsPersistent = true; suspect.IsPersistent = true;
suspect.BlockPermanentEvents = true; suspect.BlockPermanentEvents = true;
suspect.RelationshipGroup = "Attacker"; suspect.RelationshipGroup = "Attacker";
suspect.Inventory.GiveNewWeapon("WEAPON_NAVYREVOLVER", 1, true); suspect.Inventory.GiveNewWeapon("WEAPON_NAVYREVOLVER", 1, true);
// Create the victim and set properties
victim = new Ped(location_victim); victim = new Ped(location_victim);
victim.IsPersistent = true; victim.IsPersistent = true;
victim.BlockPermanentEvents = true; victim.BlockPermanentEvents = true;
victim.RelationshipGroup = "Victims"; victim.RelationshipGroup = "Victims";
// Set the relationship between the suspect and victim to hate //Game.LocalPlayer.Character.RelationshipGroup = "Victims";
Game.SetRelationshipBetweenRelationshipGroups("Attacker", "Victims", Relationship.Hate);
suspect.Tasks.StandStill(-1);
Game.SetRelationshipBetweenRelationshipGroups("Attacker", "Victim", Relationship.Hate);
// Attach blips to the suspect and victim
blip_suspect = suspect.AttachBlip(); blip_suspect = suspect.AttachBlip();
blip_suspect.Color = System.Drawing.Color.Red; blip_suspect.Color = System.Drawing.Color.Red;
blip_suspect.IsRouteEnabled = true; blip_suspect.IsRouteEnabled = true;
@ -77,29 +70,27 @@ namespace Code_Blue_Calls.Callouts
{ {
base.Process(); base.Process();
// If the player is near the suspect and hasn't shot at the victim yet, make the suspect fight the victim if (Game.LocalPlayer.Character.DistanceTo(suspect) < 40f && !ShotAtVictim && !SuspectKillingPlayer && !victim.IsDead)
if (Game.LocalPlayer.Character.DistanceTo(suspect) < 40f && !shotAtVictim && !suspectKillingPlayer && !victim.IsDead)
{ {
suspect.Tasks.FightAgainst(victim); suspect.Tasks.FightAgainst(victim);
shotAtVictim = true; ShotAtVictim = true;
} }
// If the player is near the suspect and hasn't been attacked by the suspect yet, make the suspect attack the player if (Game.LocalPlayer.Character.DistanceTo(suspect) < 15f && !SuspectKillingPlayer)
if (Game.LocalPlayer.Character.DistanceTo(suspect) < 15f && !suspectKillingPlayer)
{ {
//Give the suspect a weapon and make him attack the player
suspect.Tasks.Clear(); suspect.Tasks.Clear();
suspect.Inventory.EquippedWeapon.Ammo = 6; suspect.Inventory.EquippedWeapon.Ammo = 6;
suspectKillingPlayer = true; SuspectKillingPlayer = true;
suspect.Tasks.FightAgainst(Game.LocalPlayer.Character); suspect.Tasks.FightAgainst(Game.LocalPlayer.Character);
} }
// End the callout if the suspect is dead or cuffed
if (suspect.IsDead || suspect.IsCuffed) if (suspect.IsDead || suspect.IsCuffed)
{ {
End(); End();
} }
// If the suspect is still alive and the victim is null, create a new victim and make them fight the suspect
if (suspect.Exists() && victim == null) if (suspect.Exists() && victim == null)
{ {
victim = new Ped(location_victim); victim = new Ped(location_victim);
@ -107,94 +98,17 @@ namespace Code_Blue_Calls.Callouts
Game.DisplaySubtitle("Investigate the domestic violence report and neutralize the threat.", 5000); Game.DisplaySubtitle("Investigate the domestic violence report and neutralize the threat.", 5000);
} }
// If the victim is dead, display a message to neutralize the suspect and end the callout
if (victim != null && victim.IsDead) if (victim != null && victim.IsDead)
{ {
Game.DisplaySubtitle("The victim is dead. Neutralize the suspect.", 5000); Game.DisplaySubtitle("The victim is dead. Neutralize the suspect.", 5000);
End();
}
// Randomly determine the outcome of the callout
Random random = new Random();
int outcome = random.Next(1, 101);
if (outcome <= 20)
{
// AG kills VI
if (!victim.IsDead)
{
suspect.Tasks.FightAgainst(victim);
}
}
else if (outcome <= 30)
{
// AG kills VI and PL
if (!victim.IsDead)
{
suspect.Tasks.FightAgainst(victim);
}
if (!Game.LocalPlayer.Character.IsDead)
{
suspect.Tasks.FightAgainst(Game.LocalPlayer.Character);
}
}
else if (outcome <= 35)
{
// AG kills VI and commits suicide
if (!victim.IsDead)
{
suspect.Tasks.FightAgainst(victim);
}
if (!suspect.IsDead)
{
suspect.Kill();
}
}
else if (outcome <= 50)
{
// AG kills PL
if (!Game.LocalPlayer.Character.IsDead)
{
suspect.Tasks.FightAgainst(Game.LocalPlayer.Character);
}
}
else if (outcome <= 60)
{
// AG takes VI hostage
if (!victim.IsDead)
{
suspect.Tasks.AimWeaponAt(victim, 999999);
}
}
else if (outcome <= 80)
{
// AG flees
if (!suspect.IsDead)
{
suspect.Tasks.ReactAndFlee(Game.LocalPlayer.Character);
}
}
else
{
// AG is drunk and noncompliant, eventually flees on foot
if (!suspect.IsDead)
{
suspect.Tasks.Wander();
}
} }
} }
public override void End() public override void End()
{ {
base.End(); base.End();
if (blip_suspect.Exists()) blip_suspect.Delete();
// Delete the suspect and victim blips if they exist if (blip_victim.Exists()) blip_victim.Delete();
if (blip_suspect.Exists())
blip_suspect.Delete();
if (blip_victim.Exists())
blip_victim.Delete();
// Dismiss the suspect if they exist
if (suspect.Exists()) if (suspect.Exists())
{ {
suspect.Dismiss(); suspect.Dismiss();

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