adv0cate Posted December 5, 2015 Share Posted December 5, 2015 (edited) Menu Beeps void menu_beep_cancel() { AUDIO::PLAY_SOUND_FRONTEND(-1, "CANCEL", "HUD_FRONTEND_DEFAULT_SOUNDSET", 1); }void menu_beep_up_down() { AUDIO::PLAY_SOUND_FRONTEND(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", 1); }void menu_beep_select() { AUDIO::PLAY_SOUND_FRONTEND(-1, "SELECT", "HUD_FRONTEND_DEFAULT_SOUNDSET", 1); } Status Text Above Map std::string statusText;DWORD statusTextDrawTicksMax;bool statusTextGxtEntry;void update_status_text(){ if (GetTickCount() < statusTextDrawTicksMax) { if (statusTextGxtEntry) { UI::_SET_NOTIFICATION_TEXT_ENTRY((char *)statusText.c_str()); } else { UI::_SET_NOTIFICATION_TEXT_ENTRY("STRING"); UI::_ADD_TEXT_COMPONENT_STRING((char *)statusText.c_str()); } UI::_DRAW_NOTIFICATION(FALSE, FALSE); }}void set_status_text(std::string str, DWORD time = 250, bool isGxtEntry = FALSE){ statusText = str; statusTextDrawTicksMax = GetTickCount() + time; statusTextGxtEntry = isGxtEntry;} Notifications void set_player_text(char *message, char *name){char text[100];sprintf_s(text, message, name);UI::_SET_NOTIFICATION_TEXT_ENTRY("STRING");UI::_ADD_TEXT_COMPONENT_STRING(text);UI::_DRAW_NOTIFICATION(FALSE, FALSE);}void map_player_status(char *message, char *name, int health, int armor, float distance, char *me){char text[500];sprintf_s(text, message, name , health, armor, distance, me);UI::_SET_NOTIFICATION_TEXT_ENTRY("STRING");UI::_ADD_TEXT_COMPONENT_STRING(text);UI::_DRAW_NOTIFICATION(FALSE, FALSE);}void player_coords() { Vector3 playerCoord = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 0); std::string textX = "~r~x~s~: "; std::string xText = std::to_string(playerCoord.x); std::string textY = "~n~~r~y~s~: "; std::string yText = std::to_string(playerCoord.y); std::string textZ = "~n~~r~z~s~: "; std::string zText = std::to_string(playerCoord.z); set_status_text(textX + xText + textY + yText + textZ + zText);} char* me = PLAYER::GET_PLAYER_NAME(x);char* name = PLAYER::GET_PLAYER_NAME(x);int health = ENTITY::GET_ENTITY_HEALTH(x);int armor = PED::GET_PED_ARMOUR(x);float distance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), FALSE).x, ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), FALSE).y, ENTITY::GET_ENTITY_COORDS(x, FALSE).z, ENTITY::GET_ENTITY_COORDS(x, FALSE).x, ENTITY::GET_ENTITY_COORDS(x), FALSE).y, ENTITY::GET_ENTITY_COORDS(x, FALSE).z, TRUE);map_player_status("~r~Username: ~s~%s\n~g~Health: ~s~%d\n~b~Armor: ~s~%d\n~y~Distance: ~s~%.02f from ~g~%s", name, health, armor, distance, me); ESP if (featureEspPed) { Vector3 entityCoords = ENTITY::GET_ENTITY_COORDS(peds[offsettedID], TRUE); float x, y; if (GRAPHICS::_WORLD3D_TO_SCREEN2D(entityCoords.x, entityCoords.y, entityCoords.z, &x, &y)) { Vector3 playerCoords = ENTITY::GET_ENTITY_COORDS(ped, TRUE); float distance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(playerCoords.x, playerCoords.y, playerCoords.z, entityCoords.x, entityCoords.y, entityCoords.z, TRUE); if (distance < 100.0 && !ENTITY::IS_ENTITY_DEAD(peds[offsettedID])) { char text[250]; sprintf_s(text, "~y~Neutral ~y~%.02f", distance); UI::SET_TEXT_OUTLINE(); UI::SET_TEXT_FONT(0); UI::SET_TEXT_SCALE(0.2f, 0.2f); UI::SET_TEXT_COLOUR(255, 0, 0, 255); UI::SET_TEXT_WRAP(0.0f, 1.0f); UI::SET_TEXT_CENTRE(TRUE); UI::_SET_TEXT_ENTRY("STRING"); UI::_ADD_TEXT_COMPONENT_STRING(text); UI::_DRAW_TEXT(x, y); } } } Delete objects you spawn with pointing your gun Object object; if (weaponDeleteObjects && bPlayerExists && PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player, &object) && ENTITY::IS_ENTITY_AN_OBJECT(object) && ENTITY::GET_ENTITY_ALPHA(object) == 255.0) { OBJECT::DELETE_OBJECT(&object); } Vehicle Slammed // vehicle slammed if (featureVehSlammedUpdated && PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0)) { VEHICLE::_SET_VEHICLE_ENGINE_POWER_MULTIPLIER(veh, 0.0f); } if (featureVehSlammed && PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0)) { applyForceToEntity(veh, 0.0f, 0.0f, -0.666f); VEHICLE::_SET_VEHICLE_ENGINE_TORQUE_MULTIPLIER(veh, 1.0f); VEHICLE::_SET_VEHICLE_ENGINE_POWER_MULTIPLIER(veh, 100.0f); } Edited December 5, 2015 by adv0cate Link to comment Share on other sites More sharing options...
ISOFX Posted December 5, 2015 Share Posted December 5, 2015 Nice! Isn't some of the code from Native Trainer source? Link to comment Share on other sites More sharing options...
adv0cate Posted December 5, 2015 Author Share Posted December 5, 2015 Nice! Isn't some of the code from Native Trainer source? status text is i edited it alittle and menu beeps Link to comment Share on other sites More sharing options...
jedijosh920 Posted December 7, 2015 Share Posted December 7, 2015 lol this is all from native trainer xDDD Link to comment Share on other sites More sharing options...
adv0cate Posted December 7, 2015 Author Share Posted December 7, 2015 lol this is all from native trainer xDDD yea cool i dont give a f*ck about your opinion guy jedijosh920 1 Link to comment Share on other sites More sharing options...
DankChaos Posted April 5, 2021 Share Posted April 5, 2021 On 12/6/2015 at 8:12 PM, jedijosh920 said: lol this is all from native trainer xDDD yeah go somewhere else with your useless comment guy Link to comment Share on other sites More sharing options...
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