TANAKAM

PS3 GTAV TrainMod SPRX

Feb 19th, 2021 (edited)
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  1. namespace TrainFunc
  2. {
  3.     int GetTrainSave, TrainType = 0; bool InTrainLoop; float Speed = 0;
  4.     void InTrain()
  5.     {
  6.         if (!PED::IS_PED_IN_ANY_VEHICLE(PLAYER::PLAYER_PED_ID(), 0))
  7.         {
  8.             Hash cablecar = GAMEPLAY::GET_HASH_KEY("cablecar");
  9.             Hash metrotrain = GAMEPLAY::GET_HASH_KEY("metrotrain");
  10.             Hash freight = GAMEPLAY::GET_HASH_KEY("freight");
  11.             Hash freightcar = GAMEPLAY::GET_HASH_KEY("freightcar");
  12.             Hash freightgrain = GAMEPLAY::GET_HASH_KEY("freightgrain");
  13.             Hash freightcont1 = GAMEPLAY::GET_HASH_KEY("freightcont1");
  14.             Hash freightcont2 = GAMEPLAY::GET_HASH_KEY("freightcont2");
  15.             Hash freighttrailer = GAMEPLAY::GET_HASH_KEY("freighttrailer");
  16.             STREAMING::REQUEST_MODEL(cablecar);
  17.             STREAMING::REQUEST_MODEL(metrotrain);
  18.             STREAMING::REQUEST_MODEL(freight);
  19.             STREAMING::REQUEST_MODEL(freightcar);
  20.             STREAMING::REQUEST_MODEL(freightgrain);
  21.             STREAMING::REQUEST_MODEL(freightcont1);
  22.             STREAMING::REQUEST_MODEL(freightcont2);
  23.             STREAMING::REQUEST_MODEL(freighttrailer);
  24.             if (STREAMING::HAS_MODEL_LOADED(cablecar) && STREAMING::HAS_MODEL_LOADED(metrotrain) && STREAMING::HAS_MODEL_LOADED(freight) && STREAMING::HAS_MODEL_LOADED(freightcar) && STREAMING::HAS_MODEL_LOADED(freightgrain) && STREAMING::HAS_MODEL_LOADED(freightcont1) && STREAMING::HAS_MODEL_LOADED(freightcont2) && STREAMING::HAS_MODEL_LOADED(freighttrailer))
  25.             {
  26.                 if (!ENTITY::DOES_ENTITY_EXIST(GetTrainSave))
  27.                 {
  28.                     Vector3 CODE = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 0);
  29.                     GetTrainSave = VEHICLE::CREATE_MISSION_TRAIN(TrainType, CODE.x, CODE.y, CODE.z, 1);
  30.                     VEHICLE::SET_VEHICLE_UNDRIVEABLE(GetTrainSave, false);
  31.                     AI::TASK_WARP_PED_INTO_VEHICLE(PLAYER::PLAYER_PED_ID(), GetTrainSave, -1);
  32.                     PRINT("~y~列車をスポーンした", 5000);
  33.                 }
  34.             }
  35.         }
  36.         else
  37.         {
  38.             if (ENTITY::GET_ENTITY_MODEL(PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 0)) == 0x3D6AAA9B || ENTITY::GET_ENTITY_MODEL(PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 0)) == 0x33C9E158)
  39.             {
  40.                 ButtonExplanation("~y~加速:R2 減速:L2 停止:X 降りる:三角");
  41.                 if (isPressed(Button_R2))
  42.                 {
  43.                     Speed = Speed + 0.5f;
  44.                 }
  45.                 else if (isPressed(Button_L2))
  46.                 {
  47.                     Speed = Speed - 0.5f;
  48.                 }
  49.                 if (isPressed(Button_Y))
  50.                 {
  51.                     AI::CLEAR_PED_TASKS_IMMEDIATELY(PLAYER::PLAYER_PED_ID());
  52.                     VEHICLE::DELETE_MISSION_TRAIN(&GetTrainSave);
  53.                     InTrainLoop = false;
  54.                     PRINT("~y~降りたため動作を停止しました", 5000);
  55.                     return;
  56.                 }
  57.                 if (isPressed(Button_A))
  58.                 {
  59.                     Speed = 0;
  60.                 }
  61.                 VEHICLE::SET_TRAIN_SPEED(GetTrainSave, Speed);
  62.             }
  63.         }
  64.     }
  65. }
  66.  
  67. //Loop
  68. if (TrainFunc::InTrainLoop)
  69.     {
  70.         TrainFunc::InTrain();
  71.     }
  72.  
  73. //case
  74. TrainFunc::TrainType = 23; TrainFunc::InTrainLoop = true;//貨物列車
  75. TrainFunc::TrainType = 24; TrainFunc::InTrainLoop = true;//普通列車
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