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djhonga2001

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Jan 1st, 2017
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  1. void PlayParticlesAt(Ped ped, char *ptAsset, char *ptFX)
  2. {
  3. int time_for = 100;
  4. STREAMING::REQUEST_NAMED_PTFX_ASSET(ptAsset);
  5. DWORD start = GetTickCount();
  6. while (!STREAMING::HAS_NAMED_PTFX_ASSET_LOADED(ptAsset))
  7. {
  8. DWORD end = GetTickCount();
  9. if (end - start <= 2000) WAIT(0);
  10. else return;
  11. }
  12.  
  13. if (PED::IS_PED_IN_ANY_VEHICLE(ped, 0))
  14. {
  15. int tick = 0;
  16. Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(ped);
  17. while (tick < time_for) {
  18.  
  19. Vector3 vStartPos;
  20. Vector3 vEndPos;
  21.  
  22. vStartPos.x = 0.6826f;
  23. vStartPos.y = 1.6707f;
  24. vStartPos.z = 0.3711f;
  25.  
  26. vEndPos.x = vStartPos.x;
  27. vEndPos.y = vStartPos.y + 10.00f;
  28. vEndPos.z = vStartPos.z - 0.10f;
  29.  
  30. Vector3 vOffset1 = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ped, vStartPos.x, vStartPos.y, vStartPos.z);
  31. Vector3 vOffset2 = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ped, vEndPos.x, vEndPos.y, vEndPos.z);
  32. float vOffsetX = -1.35f;
  33. vOffset1.z = vOffset1.z + 0.2;
  34. vOffset2.z = vOffset2.z + 0.2;
  35.  
  36. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(ptAsset);
  37. GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2(ptFX, veh, vStartPos.x, vStartPos.y, vStartPos.z, 0, 0, 90, 1.0, 0, 0, 0);
  38. //GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_AT_COORD_2(ptFX, vStartPos.x, vStartPos.y, vStartPos.z, 0, 0, 90, 1.0, 0, 0, 0);
  39.  
  40. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(ptAsset);
  41. GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2(ptFX, veh, vStartPos.x - 1.35, vStartPos.y, vStartPos.z, 0, 0, 90, 1.0, 0, 0, 0);
  42. //GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_AT_COORD_2(ptFX, vStartPos.x - 1.35, vStartPos.y, vStartPos.z, 0, 0, 90, 1.0, 0, 0, 0);
  43. tick++;
  44. }
  45. }
  46. else
  47. {
  48. int tick = 0;
  49. while (tick < time_for) {
  50. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(ptAsset);
  51. GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2(ptFX, ped, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
  52. //GRAPHICS::_START_PARTICLE_FX_NON_LOOPED_AT_COORD_2(ptFX, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
  53. tick++;
  54. }
  55. }
  56. }
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