Small changes
This commit is contained in:
@ -12,14 +12,11 @@ using LemonUI.Elements;
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namespace CoopClient.Entities
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namespace CoopClient.Entities
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{
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{
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/// <summary>
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/// <summary>
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/// Please DO NOT CHANGE any val
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/// ?
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/// </summary>
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/// </summary>
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public class EntitiesPed
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public class EntitiesPed
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{
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{
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/// <summary>
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internal long NPCVehHandle { get; set; } = 0;
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/// ?
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/// </summary>
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public long NPCVehHandle { get; internal set; } = 0;
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/// <summary>
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/// <summary>
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/// 0 = Nothing
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/// 0 = Nothing
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/// 1 = Character
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/// 1 = Character
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@ -27,16 +24,13 @@ namespace CoopClient.Entities
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/// </summary>
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/// </summary>
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private byte ModelNotFound = 0;
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private byte ModelNotFound = 0;
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private bool AllDataAvailable = false;
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private bool AllDataAvailable = false;
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internal bool LastSyncWasFull { get; set; } = false;
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/// <summary>
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/// <summary>
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/// ?
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/// Get the last update = TickCount64()
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/// </summary>
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public bool LastSyncWasFull { get; internal set; } = false;
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/// <summary>
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/// ?
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/// </summary>
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/// </summary>
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public ulong LastUpdateReceived { get; internal set; }
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public ulong LastUpdateReceived { get; internal set; }
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/// <summary>
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/// <summary>
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/// ?
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/// Get the player latency
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/// </summary>
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/// </summary>
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public float Latency { get; internal set; }
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public float Latency { get; internal set; }
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@ -45,13 +39,13 @@ namespace CoopClient.Entities
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/// </summary>
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/// </summary>
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public Ped Character { get; internal set; }
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public Ped Character { get; internal set; }
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/// <summary>
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/// <summary>
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/// ?
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/// The latest character health (may not have been applied yet)
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/// </summary>
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/// </summary>
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public int Health { get; internal set; }
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public int Health { get; internal set; }
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private int LastModelHash = 0;
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private int LastModelHash = 0;
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private int CurrentModelHash = 0;
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private int CurrentModelHash = 0;
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/// <summary>
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/// <summary>
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/// ?
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/// The latest character model hash (may not have been applied yet)
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/// </summary>
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/// </summary>
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public int ModelHash
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public int ModelHash
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{
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{
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@ -63,79 +57,43 @@ namespace CoopClient.Entities
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}
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}
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}
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}
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private Dictionary<int, int> LastProps = new Dictionary<int, int>();
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private Dictionary<int, int> LastProps = new Dictionary<int, int>();
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internal Dictionary<int, int> Props { get; set; }
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/// <summary>
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/// <summary>
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/// ?
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/// The latest character position (may not have been applied yet)
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/// </summary>
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public Dictionary<int, int> Props { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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/// </summary>
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public Vector3 Position { get; internal set; }
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public Vector3 Position { get; internal set; }
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#region -- ON FOOT --
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#region -- ON FOOT --
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/// <summary>
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/// <summary>
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/// ?
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/// The latest character rotation (may not have been applied yet)
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/// </summary>
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/// </summary>
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public Vector3 Rotation { get; internal set; }
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public Vector3 Rotation { get; internal set; }
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/// <summary>
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/// <summary>
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/// ?
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/// The latest character velocity (may not have been applied yet)
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/// </summary>
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/// </summary>
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public Vector3 Velocity { get; internal set; }
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public Vector3 Velocity { get; internal set; }
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/// <summary>
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internal byte Speed { get; set; }
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/// ?
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/// </summary>
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public byte Speed { get; internal set; }
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private bool LastIsJumping = false;
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private bool LastIsJumping = false;
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/// <summary>
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internal bool IsJumping { get; set; }
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/// ?
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internal bool IsRagdoll { get; set; }
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/// </summary>
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internal bool IsOnFire { get; set; }
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public bool IsJumping { get; internal set; }
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internal Vector3 AimCoords { get; set; }
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/// <summary>
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internal bool IsAiming { get; set; }
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/// ?
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internal bool IsShooting { get; set; }
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/// </summary>
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internal bool IsReloading { get; set; }
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public bool IsRagdoll { get; internal set; }
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internal int CurrentWeaponHash { get; set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool IsOnFire { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public Vector3 AimCoords { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool IsAiming { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool IsShooting { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool IsReloading { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public int CurrentWeaponHash { get; internal set; }
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#endregion
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#endregion
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/// <summary>
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internal Blip PedBlip = null;
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/// ?
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/// </summary>
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public Blip PedBlip;
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#region -- IN VEHICLE --
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#region -- IN VEHICLE --
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private ulong VehicleStopTime { get; set; }
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private ulong VehicleStopTime { get; set; }
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/// <summary>
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internal bool IsInVehicle { get; set; }
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/// ?
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/// </summary>
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public bool IsInVehicle { get; internal set; }
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private int LastVehicleModelHash = 0;
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private int LastVehicleModelHash = 0;
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private int CurrentVehicleModelHash = 0;
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private int CurrentVehicleModelHash = 0;
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/// <summary>
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/// <summary>
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/// ?
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/// The latest vehicle model hash (may not have been applied yet)
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/// </summary>
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/// </summary>
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public int VehicleModelHash
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public int VehicleModelHash
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{
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{
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@ -147,106 +105,53 @@ namespace CoopClient.Entities
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}
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}
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}
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}
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private int[] LastVehicleColors = new int[] { 0, 0 };
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private int[] LastVehicleColors = new int[] { 0, 0 };
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/// <summary>
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internal int[] VehicleColors { get; set; }
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/// ?
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/// </summary>
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public int[] VehicleColors { get; internal set; }
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private Dictionary<int, int> LastVehicleMods = new Dictionary<int, int>();
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private Dictionary<int, int> LastVehicleMods = new Dictionary<int, int>();
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/// <summary>
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internal Dictionary<int, int> VehicleMods { get; set; }
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/// ?
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internal bool VehicleDead { get; set; }
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/// </summary>
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internal float VehicleEngineHealth { get; set; }
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public Dictionary<int, int> VehicleMods { get; internal set; }
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internal int VehicleSeatIndex { get; set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool VehicleDead { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public float VehicleEngineHealth { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public int VehicleSeatIndex { get; internal set; }
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/// <summary>
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/// <summary>
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/// ?
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/// ?
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/// </summary>
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/// </summary>
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public Vehicle MainVehicle { get; internal set; }
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public Vehicle MainVehicle { get; internal set; }
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/// <summary>
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/// <summary>
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/// ?
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/// The latest vehicle position (may not have been applied yet)
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/// </summary>
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/// </summary>
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public Vector3 VehiclePosition { get; internal set; }
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public Vector3 VehiclePosition { get; internal set; }
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/// <summary>
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/// <summary>
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/// ?
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/// The latest vehicle rotation (may not have been applied yet)
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/// </summary>
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/// </summary>
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public Quaternion VehicleRotation { get; internal set; }
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public Quaternion VehicleRotation { get; internal set; }
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/// <summary>
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internal Vector3 VehicleVelocity { get; set; }
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/// ?
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/// </summary>
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public Vector3 VehicleVelocity { get; internal set; }
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private float LastVehicleSpeed { get; set; }
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private float LastVehicleSpeed { get; set; }
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private float CurrentVehicleSpeed { get; set; }
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private float CurrentVehicleSpeed { get; set; }
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/// <summary>
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internal float VehicleSpeed
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/// ?
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/// </summary>
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public float VehicleSpeed
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{
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{
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get => CurrentVehicleSpeed;
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get => CurrentVehicleSpeed;
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internal set
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set
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{
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{
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LastVehicleSpeed = CurrentVehicleSpeed;
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LastVehicleSpeed = CurrentVehicleSpeed;
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CurrentVehicleSpeed = value;
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CurrentVehicleSpeed = value;
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}
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}
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}
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}
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/// <summary>
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internal float VehicleSteeringAngle { get; set; }
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/// ?
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/// </summary>
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public float VehicleSteeringAngle { get; internal set; }
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private int LastVehicleAim;
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private int LastVehicleAim;
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/// <summary>
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internal bool VehIsEngineRunning { get; set; }
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/// ?
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internal float VehRPM { get; set; }
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/// </summary>
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public bool VehIsEngineRunning { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public float VehRPM { get; internal set; }
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private bool LastTransformed = false;
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private bool LastTransformed = false;
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/// <summary>
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internal bool Transformed { get; set; }
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/// ?
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/// </summary>
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public bool Transformed { get; internal set; }
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private bool LastHornActive = false;
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private bool LastHornActive = false;
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/// <summary>
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internal bool IsHornActive { get; set; }
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/// ?
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internal bool VehAreLightsOn { get; set; }
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/// </summary>
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internal bool VehAreHighBeamsOn { get; set; }
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public bool IsHornActive { get; internal set; }
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internal byte VehLandingGear { get; set; }
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/// <summary>
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/// ?
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internal bool VehIsSireneActive { get; set; }
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/// </summary>
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public bool VehAreLightsOn { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool VehAreHighBeamsOn { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public byte VehLandingGear { get; internal set; }
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/// <summary>
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/// ?
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/// </summary>
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public bool VehIsSireneActive { get; internal set; }
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private VehicleDoors[] LastVehDoors;
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private VehicleDoors[] LastVehDoors;
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/// <summary>
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internal VehicleDoors[] VehDoors { get; set; }
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/// ?
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/// </summary>
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public VehicleDoors[] VehDoors { get; internal set; }
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private int LastVehTires;
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private int LastVehTires;
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/// <summary>
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internal int VehTires { get; set; }
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/// ?
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/// </summary>
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public int VehTires { get; internal set; }
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#endregion
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#endregion
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internal void DisplayLocally(string username)
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internal void DisplayLocally(string username)
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@ -28,25 +28,13 @@ namespace CoopClient
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internal static bool NPCsAllowed = false;
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internal static bool NPCsAllowed = false;
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private static bool IsGoingToCar = false;
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private static bool IsGoingToCar = false;
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/// <summary>
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internal static Settings MainSettings = null;
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/// Don't use it!
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internal static Networking MainNetworking = null;
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/// </summary>
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public static Settings MainSettings = null;
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/// <summary>
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/// Don't use it!
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/// </summary>
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public static Networking MainNetworking = null;
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#if !NON_INTERACTIVE
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#if !NON_INTERACTIVE
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/// <summary>
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internal static MenusMain MainMenu = null;
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/// Don't use it!
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/// </summary>
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public static MenusMain MainMenu = null;
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#endif
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#endif
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/// <summary>
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internal static Chat MainChat = null;
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/// Don't use it!
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/// </summary>
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public static Chat MainChat = null;
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internal static long LocalNetHandle = 0;
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internal static long LocalNetHandle = 0;
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internal static Dictionary<long, EntitiesPlayer> Players = null;
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internal static Dictionary<long, EntitiesPlayer> Players = null;
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Reference in New Issue
Block a user