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Improved "Spawn UFO" effect #3059
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Improved "Spawn UFO" effect #3059
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holy fuck thats awesome man |
Only the cannibal camp? would be cooler if existed more locations that the UFO can go |
Well, when I did the elevation part of the effect, I thought, "now what?" at first I thought the ufo would fly high into the sky and disappear, but that means I can't pick up the player because at some point I need to release him... so then I thought wouldn't it be fun, if aliens delivered people to cannibals? xD but you are absolutely right, ufo can deliver peds somewhere else, the question is to where? |
i can think of some: |
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I'm not sure if there is still any desire to merge as it's been half a year now (I apologize for the delay).
You'd need to adapt the changes to reflect the current state of the codebase and take a look at all the suggestions, mostly nitpicks. You should also let clang-fmt format the file.
const float UFO_RADIUS = 26.f; | ||
const int MAX_UFO_AMOUNT = 3; | ||
const int SPAWN_INTERVAL = 13000; |
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const float UFO_RADIUS = 26.f; | |
const int MAX_UFO_AMOUNT = 3; | |
const int SPAWN_INTERVAL = 13000; | |
static const float UFO_RADIUS = 26.f; | |
static const int MAX_UFO_AMOUNT = 3; | |
static const int SPAWN_INTERVAL = 13000; |
(or just make them macros)
#include <algorithm> | ||
#include <math.h> | ||
#include <random> | ||
#include <stdafx.h> |
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#include <algorithm> | |
#include <math.h> | |
#include <random> | |
#include <stdafx.h> | |
#include <stdafx.h> | |
#include <algorithm> | |
#include <math.h> | |
#include <random> |
stdafx.h should always be the first header. Adding a blank line ensures clangfmt doesn't shuffle it around
for (auto ufo : ufoList) | ||
if (ufo.target == player) | ||
return 0; |
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for (auto ufo : ufoList) | |
if (ufo.target == player) | |
return 0; | |
for (auto ufo : ufoList) | |
{ | |
if (ufo.target == player) | |
{ | |
return 0; | |
} | |
} |
For the sake of consistency with the rest of the project
if (ped == player) | ||
continue; |
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if (ped == player) | |
continue; | |
if (ped == player) | |
{ | |
continue; | |
} |
if (ped == 0) | ||
continue; |
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if (ped == 0) | |
continue; | |
if (ped == 0) | |
{ | |
continue; | |
} |
if (toDropPosVec.Length() < 400) | ||
ufo.destination = DROP_POS; | ||
else | ||
ufo.destination = ufo.destination + toDropPosVec * (350.f / toDropPosVec.Length()) * timeDiff; | ||
|
||
if (IS_ENTITY_A_PED(target) && !IS_PED_RAGDOLL(target)) | ||
SET_PED_TO_RAGDOLL(target, 5000, 5000, 0, true, true, false); |
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if (toDropPosVec.Length() < 400) | |
ufo.destination = DROP_POS; | |
else | |
ufo.destination = ufo.destination + toDropPosVec * (350.f / toDropPosVec.Length()) * timeDiff; | |
if (IS_ENTITY_A_PED(target) && !IS_PED_RAGDOLL(target)) | |
SET_PED_TO_RAGDOLL(target, 5000, 5000, 0, true, true, false); | |
if (toDropPosVec.Length() < 400) | |
{ | |
ufo.destination = DROP_POS; | |
} | |
else | |
{ | |
ufo.destination = ufo.destination + toDropPosVec * (350.f / toDropPosVec.Length()) * timeDiff; | |
} | |
if (IS_ENTITY_A_PED(target) && !IS_PED_RAGDOLL(target)) | |
{ | |
SET_PED_TO_RAGDOLL(target, 5000, 5000, 0, true, true, false); | |
} |
else | ||
DRAW_SPOT_LIGHT(ufoPos.x, ufoPos.y, ufoPos.z, ufoPedDir.x, ufoPedDir.y, ufoPedDir.z, 255, 255, 255, 500, | ||
1.f, 0.f, 7.f, 1.f); |
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else | |
DRAW_SPOT_LIGHT(ufoPos.x, ufoPos.y, ufoPos.z, ufoPedDir.x, ufoPedDir.y, ufoPedDir.z, 255, 255, 255, 500, | |
1.f, 0.f, 7.f, 1.f); | |
else | |
{ | |
DRAW_SPOT_LIGHT(ufoPos.x, ufoPos.y, ufoPos.z, ufoPedDir.x, ufoPedDir.y, ufoPedDir.z, 255, 255, 255, 500, | |
1.f, 0.f, 7.f, 1.f); | |
} |
else | ||
ufo.destination = Vector3(targetPos.x, targetPos.y, targetPos.z + 75.f); |
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else | |
ufo.destination = Vector3(targetPos.x, targetPos.y, targetPos.z + 75.f); | |
else | |
{ | |
ufo.destination = Vector3(targetPos.x, targetPos.y, targetPos.z + 75.f); | |
} |
if (DOES_ENTITY_EXIST(prop)) | ||
DELETE_OBJECT(&prop); |
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if (DOES_ENTITY_EXIST(prop)) | |
DELETE_OBJECT(&prop); | |
if (DOES_ENTITY_EXIST(prop)) | |
{ | |
DELETE_OBJECT(&prop); | |
} |
static RegisterEffect registerEffect(EFFECT_SPAWN_UFO, OnStart, OnStop, OnTick, EffectInfo | ||
{ | ||
.Name = "Spawn UFO", | ||
.Id = "misc_spawnufo", | ||
.EEffectGroupType = EEffectGroupType::SpawnGeneric | ||
} | ||
); |
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static RegisterEffect registerEffect(EFFECT_SPAWN_UFO, OnStart, OnStop, OnTick, EffectInfo | |
{ | |
.Name = "Spawn UFO", | |
.Id = "misc_spawnufo", | |
.EEffectGroupType = EEffectGroupType::SpawnGeneric | |
} | |
); | |
// clang-format off | |
REGISTER_EFFECT(OnStart, OnStop, OnTick, EffectInfo | |
{ | |
.Name = "Spawn UFO", | |
.Id = "misc_spawnufo", | |
.EffectGroupType = EEffectGroupType::SpawnGeneric | |
} | |
); |
I changed the "Spawn UFO" effect, before it just spawned a UFO on the top of the player's head, now the UFO will select a ped or plater, hover over the him, pick him up, carry him to the cannibal camp and drop him there.