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Code XMC v4.5 Source Pack

  • Thread starter Emmanuel U
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Emmanuel U

Emmanuel U

ЖMC - Mx3
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Hey everybody, I realized I've been sorta lazy recently so I decided to release some sources from my personal v4.5, after this I'm going to begin working on mods again. If you saw a mod in my V4/4.5 that you wanted the source of just pm me or post here and I'll be happy to post. Here ya go ya'll

Here is the latest CMD compiler from XMC 5.0+

Code:
//XMC V4.5 Source Pack - A few sources of mods in my 4.5
//some sources may require declares
 
//Super Punch/Kick
if(superfight){
if(IS_BUTTON_PRESSED(0,BUTTON_L) && IS_BUTTON_JUST_PRESSED(0,BUTTON_X) && !IS_CHAR_IN_ANY_CAR(pPlayer)){
WAIT(400);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 1, 0, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_GRENADE,35.0,false,true,0.0);
}
else if(IS_BUTTON_PRESSED(0,BUTTON_L) && IS_BUTTON_JUST_PRESSED(0,BUTTON_B) && !IS_CHAR_IN_ANY_CAR(pPlayer)){
WAIT(400);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 1, 1.5, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_GRENADE,35.0,false,true,0.0);
}
}
 
//Inferno Man
void inferno_shoot(void){
speed = 0;
REQUEST_ANIMS("mini_bowling");
while(!HAVE_ANIMS_LOADED("mini_bowling")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"shot","mini_bowling",8.0,0,0);
WAIT(700);
for(i = 0;i <= 10;i++){
speed += 2.0;
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, speed, 0, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_MOLOTOV,35.0,false,false,0.0);
}
print("Fire field! (Fire textures may not load sometimes)");
return;
}
 
//Dragons Breathe Shotgun
void dragon_gun(void){
for(i = 0; i<16; i++){
if(!IS_NETWORK_PLAYER_ACTIVE(i)) continue;
if (i == GetPlayerIndex()) continue;
if(is_whitelisted(i)) continue;
GET_PLAYER_CHAR(i, &online_char);
if(!DOES_CHAR_EXIST(online_char)) continue;
GET_CURRENT_CHAR_WEAPON(pPlayer, &wep);
if(wep == WEAPON_BARETTA){
if(HAS_CHAR_BEEN_DAMAGED_BY_CHAR(online_char, pPlayer, false)){
if(HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(online_char, WEAPON_BARETTA)) START_CHAR_FIRE(online_char);
CLEAR_CHAR_LAST_DAMAGE_ENTITY(online_char);
CLEAR_CHAR_LAST_WEAPON_DAMAGE(pPlayer);
}
}
}
}
 
//Heli Bomb (my edit of skorpos)
void helibomb(void){
float zground, repeat;
Object ObjectProjectile;
REQUEST_MODEL(0x7E339194);
while (!HAS_MODEL_LOADED(0x7E339194)) WAIT(0);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0.5, -2.1, -2.1, &x, &y, &z);
GET_CAR_CHAR_IS_USING(pPlayer, &pveh);
CREATE_OBJECT(0x7E339194, x, y, z, &ObjectProjectile, 1);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
SET_OBJECT_HEALTH(ObjectProjectile, 100.0);
SET_OBJECT_ROTATION(ObjectProjectile, 90.0, 0.0, 0.0);
GET_GROUND_Z_FOR_3D_COORD(x, y, z, &zground);
repeat = z - zground;
//repeat
for (i = 1; i <= repeat; i++) {
WAIT(27);
SLIDE_OBJECT(ObjectProjectile, x, y, zground, 0.0, 0.0, 1.3, 0);
}
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
 
// repeat end!
WAIT(100);
 
//---------------- In Heli
//BombType(X, Y, Z, width, highness, spacing)
//BombType(x, y, zground, 7, 2, 2);
create_big_explosion(x,y,zground);
create_big_explosion(x,y,zground + 2);
create_big_explosion(x + 7,y,zground);
create_big_explosion(x + 7,y,zground);
create_big_explosion(x - 7,y,zground);
create_big_explosion(x,y + 7,zground);
create_big_explosion(x,y - 7,zground);
 
DELETE_OBJECT(&ObjectProjectile);
MARK_MODEL_AS_NO_LONGER_NEEDED(0x7E339194);
}
 
//Kick Players out of Car/Refresh Car
if(IS_CHAR_IN_ANY_CAR(pPlayer)){
GET_CAR_CHAR_IS_USING(pPlayer,&pveh);
GET_CAR_MODEL(pveh, &model);
GET_CAR_COLOURS(pveh, &color1, &color2);
GET_EXTRA_CAR_COLOURS(pveh, &color3, &color4);
REQUEST_MODEL(model);
while(!HAS_MODEL_LOADED(model)) WAIT(0);
GET_CHAR_COORDINATES(pPlayer,&x,&y,&z);
GET_CHAR_HEADING(pPlayer,&heading);
GET_CAR_SPEED(pveh,&speed);
speed = true;
GET_DRIVER_OF_CAR(pveh,&driver);
WARP_CHAR_FROM_CAR_TO_COORD(pPlayer,x,y,z);
if(!DOES_CHAR_EXIST(driver) || pPlayer == driver || !IS_NETWORK_SESSION()){
DELETE_CAR(&pveh);
MARK_CAR_AS_NO_LONGER_NEEDED(&pveh);
}
CREATE_CAR(model,x,y,z,&pveh,true);
MARK_MODEL_AS_NO_LONGER_NEEDED(model);
CHANGE_CAR_COLOUR(pveh, color1, color2);
SET_EXTRA_CAR_COLOURS(pveh, color3, color4);
SET_VEHICLE_DIRT_LEVEL(pveh, 0);
WASH_VEHICLE_TEXTURES(pveh, 255);
SET_CAR_ENGINE_ON(pveh,true,true);
WARP_CHAR_INTO_CAR(pPlayer,pveh);
SET_CAR_PROOFS(pveh, true, true, true, true, true);
SET_CAR_HEADING(pveh,heading);
SET_CAR_FORWARD_SPEED(pveh,speed);
return;
}
 
//SuperLock Car
if(DOES_VEHICLE_EXIST(superlock_veh)){
GET_NETWORK_ID_FROM_VEHICLE(superlock_veh,&nvid);
if(HAS_CONTROL_OF_NETWORK_ID(nvid)){
SET_NETWORK_ID_CAN_MIGRATE(nvid,true);
LOCK_CAR_DOORS(superlock_veh,1);
superlock_veh = INVALID_HANDLE;
print("Super Lock ~r~OFF");
return;
}
}
else{
if(IS_CHAR_IN_ANY_CAR(pPlayer)){
GET_CAR_CHAR_IS_USING(pPlayer,&pveh);
GET_NETWORK_ID_FROM_VEHICLE(pveh,&nvid);
if(HAS_CONTROL_OF_NETWORK_ID(nvid)){
superlock_veh = pveh;
SET_NETWORK_ID_CAN_MIGRATE(nvid,false);
LOCK_CAR_DOORS(superlock_veh,4);
GET_CHAR_COORDINATES(pPlayer, &x, &y, &z);
z += 1;
WARP_CHAR_FROM_CAR_TO_COORD(pPlayer, x, y, z);
print("Super Lock ~g~ON");
return;
}
}
else print("You must be in a car to lock it");
return;
}
 
//Tele In nearest car
GET_CHAR_COORDINATES(pPlayer,&x, &y, &z);
ClosestCar = GET_CLOSEST_CAR(x,y,z, 50, false, 70);
if(!DOES_VEHICLE_EXIST(ClosestCar))
ClosestCar = GET_CLOSEST_CAR(x,y,z, 50, false, 71);
if(!DOES_VEHICLE_EXIST(ClosestCar))
ClosestCar = GET_CLOSEST_CAR(x,y,z, 50, false, 69);
if(!DOES_VEHICLE_EXIST(ClosestCar)) return;
GET_DRIVER_OF_CAR(ClosestCar,&driver);
if(!DOES_CHAR_EXIST(driver)){
WARP_CHAR_INTO_CAR(pPlayer,ClosestCar);
print("Teleported into Nearest Car as Driver");
}
else{
for(i = 0;i <= 2;i++){
if(IS_CAR_PASSENGER_SEAT_FREE(ClosestCar,i)){
WARP_CHAR_INTO_CAR_AS_PASSENGER(pPlayer,ClosestCar,i);
print("Teleported into Nearest Car as Passenger");
}
}
}
 
//Ram Bus
if(DOES_CHAR_EXIST(players[index].ped)){
#ifndef EMMAN
if(is_whitelisted(index)){
print("Player is whitelisted");
return;
}
#endif
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(players[index].ped, 0, 45, 0, &x, &y, &z);
GET_CHAR_HEADING(players[index].ped, &heading);
REQUEST_MODEL(MODEL_BUS);
while(!HAS_MODEL_LOADED(MODEL_BUS)) WAIT(0);
CREATE_CAR(MODEL_BUS,x,y,z,&pveh,true);
MARK_MODEL_AS_NO_LONGER_NEEDED(MODEL_BUS);
WAIT(10);
SET_CAR_VISIBLE(pveh,false);
SET_CAR_ON_GROUND_PROPERLY(pveh);
if(heading > 180.0) heading -= 180.0;
else heading += 180.0;
SET_CAR_HEADING(pveh, heading);
CHANGE_CAR_COLOUR(pveh, 0, 0);
SET_EXTRA_CAR_COLOURS(pveh, 0, 0);
SET_VEHICLE_DIRT_LEVEL(pveh, 0);
WASH_VEHICLE_TEXTURES(pveh, 255);
SET_CAR_PROOFS(pveh, true, true, true, true, true);
FREEZE_CAR_POSITION(pveh,false);
SET_CAR_COLLISION(pveh, true);
SET_CAR_ENGINE_ON(pveh,true,true);
SET_CAR_VISIBLE(pveh,true);
WAIT(10);
SET_CAR_FORWARD_SPEED(pveh,150);
//APPLY_FORCE_TO_CAR(pveh,true,0.0,10000.0,-100.0,0.0,0.0,0.0,true,true,true,true);
print("Sent a Ram Bus");
return;
}


Requests:
martinh;psx said:
Hey, this is fantastic.

Please may I have the following sources in a PM :smile:

Clear Nearby Cars
Clear Nearby Peds
Smart Protection
Shuffle seats

Thanks
Martin
Code:
//Clear Nearby Cars
GET_CHAR_COORDINATES(pPlayer,&x, &y, &z);
CLEAR_AREA_OF_CARS(x,y,z,500);
for(i = 0; i <= 30; i++){
ClosestCar = GET_CLOSEST_CAR(x,y,z, 500, false, 70);
if(!DOES_VEHICLE_EXIST(ClosestCar)) ClosestCar = GET_CLOSEST_CAR(x,y,z, 500, false, 71);
if(!DOES_VEHICLE_EXIST(ClosestCar)) ClosestCar = GET_CLOSEST_CAR(x,y,z, 500, false, 69);
if(!DOES_VEHICLE_EXIST(ClosestCar)) return;
 
GET_NETWORK_ID_FROM_VEHICLE(ClosestCar, &nvid);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 200){
print("Deleted all available cars");
return;
}
WAIT(0);
}
DELETE_CAR(&ClosestCar);
MARK_CAR_AS_NO_LONGER_NEEDED(&ClosestCar);
}
 
//Clear Nearby Peds
GET_CHAR_COORDINATES(pPlayer,&x, &y, &z);
CLEAR_AREA_OF_CHARS(x,y,z,500);
for(i = 0; i <= 30; i++){
        GET_CLOSEST_CHAR(x,y,z, 500, false, 70, &ClosestChar);
if(!DOES_CHAR_EXIST(ClosestChar)) GET_CLOSEST_CHAR(x,y,z, 500, false, 71, &ClosestChar);
if(!DOES_CHAR_EXIST(ClosestChar)) GET_CLOSEST_CHAR(x,y,z, 500, false, 69, &ClosestChar);
if(!DOES_CHAR_EXIST(ClosestChar)) return;
 
GET_NETWORK_ID_FROM_PED(ClosestChar, &nvid);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 200){
print("Deleted all available peds");
return;
}
WAIT(0);
}
DELETE_CHAR(&ClosestChar);
}
 
//Shuffle Car seats
if(IS_CHAR_IN_ANY_CAR(pPlayer)){
GET_CAR_CHAR_IS_USING(pPlayer,&pveh);
TASK_SHUFFLE_TO_NEXT_CAR_SEAT(pPlayer, pveh);
}
 
//smart protection
if(pprotection){
uint pos[4];
GET_POSITION_OF_ANALOGUE_STICKS(0,&pos[0],&pos[1],&pos[2],&pos[3]);
if(pos[0] == 0 && pos[1] == 0)
FREEZE_CHAR_POSITION(pPlayer,true);
else
FREEZE_CHAR_POSITION(pPlayer,false);
}

keyFlamer;psx said:
Hey Emmanuel U, could you please share the part of your engine code for the compact menu style. I love how your compact menu looks and i want to use that style. Also if you wouldn't mind shareing your ninja mod, could you please share the source for that aswell? thanks
Code:
//Ninja
if(ninja){
if(!IS_CHAR_IN_ANY_CAR(pPlayer)){
uint pos[4];
GET_POSITION_OF_ANALOGUE_STICKS(0,&pos[0],&pos[1],&pos[2],&pos[3]);
if(pos[0] == 0 && pos[1] == 0){
SET_CHAR_VISIBLE(pPlayer, false);
SET_PLAYER_CONTROL(GetPlayerIndex(), false);
}
else{
SET_CHAR_VISIBLE(pPlayer, true);
SET_PLAYER_CONTROL(GetPlayerIndex(), true);
}
}
else SET_PLAYER_CONTROL(GetPlayerIndex(), true);
}
 
 
//Compact Mode (replace in your engine.c or core.cpp)
                        #define pos_x 0.60
#define start_y 0.25
#define spacing 0.025
float pos_y = start_y;
drawWindow();
s_a = 255;
set_up_draw(4,0.35,0.35,s_r,s_g,s_b,255);
//if(!display) draw_text("STRING",pos_x,start_y-.02,footer);
draw_text("STRING",pos_x,start_y-.02,footer);
uint i = 1;
for(i;i <= item_count;i++){
r = 255;g = 255;b = 255;a = 255;
pos_y = pos_y + spacing;
/**
if(item_select == i){
r = s_r; g = s_g; b = s_b; a = s_a;
//DRAW_RECT(pos_x+0.11, pos_y+0.013, 0.25 ,0.019,s_r,s_g,s_b, 100);
DRAW_RECT(pos_x+0.05, pos_y+0.013, 0.25 ,0.019,s_r,s_g,s_b, 100);
}
**/
if(item_select == i){
r = s_r;
g = s_g;
b = s_b;
}
if(menu[i].type == 1){
if(menu[i].value){
set_up_draw(3,0.35,0.35,s_r,s_g,s_b,a);
//draw_text("STRING",(pos_x + 0.2),pos_y,"On");
draw_text("STRING",(pos_x + 0.26),pos_y,"On");
}
}
if(menu[i].type == 2){
set_up_draw(3,0.35,0.35,s_r,s_g,s_b,a);
draw_text("STRING",(pos_x + 0.19),pos_y,"(");
set_up_draw(3,0.35,0.35,255,255,255,a);
draw_number("NUMBR",(pos_x + 0.205),pos_y,menu[i].value);
set_up_draw(3,0.35,0.35,s_r,s_g,s_b,a);
if(menu[i].value > 99) draw_text("STRING",(pos_x + 0.245),pos_y,")");
else if(menu[i].value > 9) draw_text("STRING",(pos_x + 0.23),pos_y,")");
else draw_text("STRING",(pos_x + 0.215),pos_y,")");
}
if(menu[i].type == 3){
set_up_draw(3,0.35,0.35,r,g,b,a);
//draw_text("STRING",pos_x,pos_y,GET_STRING_FROM_TEXT_FILE(GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(menu[i].value)));
draw_text("STRING",pos_x,pos_y,GET_STRING_FROM_TEXT_FILE(GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(menu[i].value)));
}
if(menu[i].type == 4){
if(item_select == i){
r = s_r;
g = s_g;
b = s_b;
}
else GET_PLAYER_RGB_COLOUR(menu[i].value,&r,&g,&b);
set_up_draw(3,0.35,0.35,r,g,b,a);
draw_text("STRING", pos_x, pos_y, menu[i].item_name);
}
else{
set_up_draw(3,0.35,0.35,r,g,b,a);
//draw_text("STRING",pos_x,pos_y,menu[i].item_name);
draw_text("STRING",pos_x,pos_y,menu[i].item_name);
}
}
 
///Buttons
if(IS_BUTTON_JUST_PRESSED(0,DPAD_UP)){
if(item_select == 1){
item_select = item_count;
}
else item_select--;
}
else if(IS_BUTTON_JUST_PRESSED(0,DPAD_DOWN)){
if(item_select == item_count){
item_select = 1;
}
else item_select++;
}
else if(IS_BUTTON_JUST_PRESSED(0,DPAD_RIGHT) && menu[item_select].type == 2){
if(menu[item_select].value == menu[item_select].maxval)
menu[item_select].value = 1;
else
menu[item_select].value += 1;
}
else if(IS_BUTTON_JUST_PRESSED(0,DPAD_LEFT) && menu[item_select].type == 2){
if(menu[item_select].value == 1)
menu[item_select].value = menu[item_select].maxval;
else
menu[item_select].value -= 1;
}
else if(IS_BUTTON_JUST_PRESSED(0,BUTTON_A)){
if(menu[item_select].action){
menu_functions();
}
else{
uint i = 1;
for(i;i <= item_count;i++){
menu[i].action = false;
menu[i].type = 0;
}
last_selected[menu_level] = item_select;
menu_level++;
menu_setup();
item_select = 1;
}
}
else if(IS_BUTTON_JUST_PRESSED(0,BUTTON_B)){
if(menu_level > 0){
uint i = 1;
for(i;i <= item_count;i++){
menu[i].action = false;
menu[i].type = 0;
}
menu_level--;
item_select = last_selected[menu_level];
menu_setup();
}
else menu_shutdown();
}

Annihilator;psx said:
Would you mind posting your shortcut player code?
Code:
//Shortcut Players
Ped shortcut_players[5];
 
if(DOES_CHAR_EXIST(players[index].ped)){
for(i = 0;i <= 4;i++){
if(!DOES_CHAR_EXIST(shortcut_players[i])){
shortcut_players[i] = players[index].ped;
print("Added player to shortcut");
      return;
              }
}
print("Shortcut list full (5 Max)");
return;
}
 
//Example mod using shortcut players
for(i = 0;i <= 4;i++){
if(DOES_CHAR_EXIST(shortcut_players[i])) REMOVE_ALL_CHAR_WEAPONS(shortcut_players[i]);
}
print("All Shortcut Players are now unarmed!");
return;
 
//Deleting all shortcut players from shortcut list
for(i = 0;i <= 4;i++){
shortcut_players[i] = INVALID_HANDLE;
}
print("Removed all shortcut players from list");
return;
 
Last edited:
IIV NATHAN VII

IIV NATHAN VII

You never know for sure unless you try
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XMC replica's inbound!
---
It's good to see you're back Emmanual :smile:, how are the limbs? :rolleyes:
 
SneakiestKent

SneakiestKent

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Welcome back.:smile:Thanks for these codes man and thanks for adding me on facebook.
 
Baddog

krutch54

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Hey everybody, I realized I've been sorta lazy recently so I decided to release some sources from my personal v4.5, after this I'm going to begin working on mods again. If you saw a mod in my V4/4.5 that you wanted the source of just pm me or post here and I'll be happy to post. Here ya go ya'll
Code:
//XMC V4.5 Source Pack - A few sources of mods in my 4.5
//some sources may require declares
 
//Super Punch/Kick
if(superfight){
if(IS_BUTTON_PRESSED(0,BUTTON_L) && IS_BUTTON_JUST_PRESSED(0,BUTTON_X) && !IS_CHAR_IN_ANY_CAR(pPlayer)){
WAIT(400);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 1, 0, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_GRENADE,35.0,false,true,0.0);
}
else if(IS_BUTTON_PRESSED(0,BUTTON_L) && IS_BUTTON_JUST_PRESSED(0,BUTTON_B) && !IS_CHAR_IN_ANY_CAR(pPlayer)){
WAIT(400);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 1, 1.5, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_GRENADE,35.0,false,true,0.0);
}
}
 
//Inferno Man
void inferno_shoot(void){
speed = 0;
REQUEST_ANIMS("mini_bowling");
while(!HAVE_ANIMS_LOADED("mini_bowling")) WAIT(0);
TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"shot","mini_bowling",8.0,0,0);
WAIT(700);
for(i = 0;i <= 10;i++){
speed += 2.0;
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, speed, 0, &x, &y, &z);
ADD_EXPLOSION(x,y,z,EXPLOSION_MOLOTOV,35.0,false,false,0.0);
}
print("Fire field! (Fire textures may not load sometimes)");
return;
}
 
//Dragons Breathe Shotgun
void dragon_gun(void){
for(i = 0; i<16; i++){
if(!IS_NETWORK_PLAYER_ACTIVE(i)) continue;
if (i == GetPlayerIndex()) continue;
if(is_whitelisted(i)) continue;
GET_PLAYER_CHAR(i, &online_char);
if(!DOES_CHAR_EXIST(online_char)) continue;
GET_CURRENT_CHAR_WEAPON(pPlayer, &wep);
if(wep == WEAPON_BARETTA){
if(HAS_CHAR_BEEN_DAMAGED_BY_CHAR(online_char, pPlayer, false)){
if(HAS_CHAR_BEEN_DAMAGED_BY_WEAPON(online_char, WEAPON_BARETTA)) START_CHAR_FIRE(online_char);
CLEAR_CHAR_LAST_DAMAGE_ENTITY(online_char);
CLEAR_CHAR_LAST_WEAPON_DAMAGE(pPlayer);
}
}
}
}
 
//Heli Bomb (my edit of skorpos)
void helibomb(void){
float zground, repeat;
Object ObjectProjectile;
REQUEST_MODEL(0x7E339194);
while (!HAS_MODEL_LOADED(0x7E339194)) WAIT(0);
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0.5, -2.1, -2.1, &x, &y, &z);
GET_CAR_CHAR_IS_USING(pPlayer, &pveh);
CREATE_OBJECT(0x7E339194, x, y, z, &ObjectProjectile, 1);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
SET_OBJECT_HEALTH(ObjectProjectile, 100.0);
SET_OBJECT_ROTATION(ObjectProjectile, 90.0, 0.0, 0.0);
GET_GROUND_Z_FOR_3D_COORD(x, y, z, &zground);
repeat = z - zground;
//repeat
for (i = 1; i <= repeat; i++) {
WAIT(27);
SLIDE_OBJECT(ObjectProjectile, x, y, zground, 0.0, 0.0, 1.3, 0);
}
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
PLAY_SOUND_FROM_VEHICLE(-1, "F5_TRUCK_ARSON_BOMB_BLEEP", pveh);
 
// repeat end!
WAIT(100);
 
//---------------- In Heli
//BombType(X, Y, Z, width, highness, spacing)
//BombType(x, y, zground, 7, 2, 2);
create_big_explosion(x,y,zground);
create_big_explosion(x,y,zground + 2);
create_big_explosion(x + 7,y,zground);
create_big_explosion(x + 7,y,zground);
create_big_explosion(x - 7,y,zground);
create_big_explosion(x,y + 7,zground);
create_big_explosion(x,y - 7,zground);
 
DELETE_OBJECT(&ObjectProjectile);
MARK_MODEL_AS_NO_LONGER_NEEDED(0x7E339194);
}
 
//Kick Players out of Car/Refresh Car
if(IS_CHAR_IN_ANY_CAR(pPlayer)){
GET_CAR_CHAR_IS_USING(pPlayer,&pveh);
GET_CAR_MODEL(pveh, &model);
GET_CAR_COLOURS(pveh, &color1, &color2);
GET_EXTRA_CAR_COLOURS(pveh, &color3, &color4);
REQUEST_MODEL(model);
while(!HAS_MODEL_LOADED(model)) WAIT(0);
GET_CHAR_COORDINATES(pPlayer,&x,&y,&z);
GET_CHAR_HEADING(pPlayer,&heading);
GET_CAR_SPEED(pveh,&speed);
speed = true;
GET_DRIVER_OF_CAR(pveh,&driver);
WARP_CHAR_FROM_CAR_TO_COORD(pPlayer,x,y,z);
if(!DOES_CHAR_EXIST(driver) || pPlayer == driver || !IS_NETWORK_SESSION()){
DELETE_CAR(&pveh);
MARK_CAR_AS_NO_LONGER_NEEDED(&pveh);
}
CREATE_CAR(model,x,y,z,&pveh,true);
MARK_MODEL_AS_NO_LONGER_NEEDED(model);
CHANGE_CAR_COLOUR(pveh, color1, color2);
SET_EXTRA_CAR_COLOURS(pveh, color3, color4);
SET_VEHICLE_DIRT_LEVEL(pveh, 0);
WASH_VEHICLE_TEXTURES(pveh, 255);
SET_CAR_ENGINE_ON(pveh,true,true);
WARP_CHAR_INTO_CAR(pPlayer,pveh);
SET_CAR_PROOFS(pveh, true, true, true, true, true);
SET_CAR_HEADING(pveh,heading);
SET_CAR_FORWARD_SPEED(pveh,speed);
return;
}
 
//SuperLock Car
if(DOES_VEHICLE_EXIST(superlock_veh)){
GET_NETWORK_ID_FROM_VEHICLE(superlock_veh,&nvid);
if(HAS_CONTROL_OF_NETWORK_ID(nvid)){
SET_NETWORK_ID_CAN_MIGRATE(nvid,true);
LOCK_CAR_DOORS(superlock_veh,1);
superlock_veh = INVALID_HANDLE;
print("Super Lock ~r~OFF");
return;
}
}
else{
if(IS_CHAR_IN_ANY_CAR(pPlayer)){
GET_CAR_CHAR_IS_USING(pPlayer,&pveh);
GET_NETWORK_ID_FROM_VEHICLE(pveh,&nvid);
if(HAS_CONTROL_OF_NETWORK_ID(nvid)){
superlock_veh = pveh;
SET_NETWORK_ID_CAN_MIGRATE(nvid,false);
LOCK_CAR_DOORS(superlock_veh,4);
GET_CHAR_COORDINATES(pPlayer, &x, &y, &z);
z += 1;
WARP_CHAR_FROM_CAR_TO_COORD(pPlayer, x, y, z);
print("Super Lock ~g~ON");
return;
}
}
else print("You must be in a car to lock it");
return;
}
 
//Tele In nearest car
GET_CHAR_COORDINATES(pPlayer,&x, &y, &z);
ClosestCar = GET_CLOSEST_CAR(x,y,z, 50, false, 70);
if(!DOES_VEHICLE_EXIST(ClosestCar))
ClosestCar = GET_CLOSEST_CAR(x,y,z, 50, false, 71);
if(!DOES_VEHICLE_EXIST(ClosestCar))
ClosestCar = GET_CLOSEST_CAR(x,y,z, 50, false, 69);
if(!DOES_VEHICLE_EXIST(ClosestCar)) return;
GET_DRIVER_OF_CAR(ClosestCar,&driver);
if(!DOES_CHAR_EXIST(driver)){
WARP_CHAR_INTO_CAR(pPlayer,ClosestCar);
print("Teleported into Nearest Car as Driver");
}
else{
for(i = 0;i <= 2;i++){
if(IS_CAR_PASSENGER_SEAT_FREE(ClosestCar,i)){
WARP_CHAR_INTO_CAR_AS_PASSENGER(pPlayer,ClosestCar,i);
print("Teleported into Nearest Car as Passenger");
}
}
}
 
//Ram Bus
if(DOES_CHAR_EXIST(players[index].ped)){
#ifndef EMMAN
if(is_whitelisted(index)){
print("Player is whitelisted");
return;
}
#endif
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(players[index].ped, 0, 45, 0, &x, &y, &z);
GET_CHAR_HEADING(players[index].ped, &heading);
REQUEST_MODEL(MODEL_BUS);
while(!HAS_MODEL_LOADED(MODEL_BUS)) WAIT(0);
CREATE_CAR(MODEL_BUS,x,y,z,&pveh,true);
MARK_MODEL_AS_NO_LONGER_NEEDED(MODEL_BUS);
WAIT(10);
SET_CAR_VISIBLE(pveh,false);
SET_CAR_ON_GROUND_PROPERLY(pveh);
if(heading > 180.0) heading -= 180.0;
else heading += 180.0;
SET_CAR_HEADING(pveh, heading);
CHANGE_CAR_COLOUR(pveh, 0, 0);
SET_EXTRA_CAR_COLOURS(pveh, 0, 0);
SET_VEHICLE_DIRT_LEVEL(pveh, 0);
WASH_VEHICLE_TEXTURES(pveh, 255);
SET_CAR_PROOFS(pveh, true, true, true, true, true);
FREEZE_CAR_POSITION(pveh,false);
SET_CAR_COLLISION(pveh, true);
SET_CAR_ENGINE_ON(pveh,true,true);
SET_CAR_VISIBLE(pveh,true);
WAIT(10);
SET_CAR_FORWARD_SPEED(pveh,150);
//APPLY_FORCE_TO_CAR(pveh,true,0.0,10000.0,-100.0,0.0,0.0,0.0,true,true,true,true);
print("Sent a Ram Bus");
return;
}


Requests:

Code:
//Clear Nearby Cars
GET_CHAR_COORDINATES(pPlayer,&x, &y, &z);
CLEAR_AREA_OF_CARS(x,y,z,500);
for(i = 0; i <= 30; i++){
ClosestCar = GET_CLOSEST_CAR(x,y,z, 500, false, 70);
if(!DOES_VEHICLE_EXIST(ClosestCar)) ClosestCar = GET_CLOSEST_CAR(x,y,z, 500, false, 71);
if(!DOES_VEHICLE_EXIST(ClosestCar)) ClosestCar = GET_CLOSEST_CAR(x,y,z, 500, false, 69);
if(!DOES_VEHICLE_EXIST(ClosestCar)) return;
 
GET_NETWORK_ID_FROM_VEHICLE(ClosestCar, &nvid);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 200){
print("Deleted all available cars");
return;
}
WAIT(0);
}
DELETE_CAR(&ClosestCar);
MARK_CAR_AS_NO_LONGER_NEEDED(&ClosestCar);
}
 
//Clear Nearby Peds
GET_CHAR_COORDINATES(pPlayer,&x, &y, &z);
CLEAR_AREA_OF_CHARS(x,y,z,500);
for(i = 0; i <= 30; i++){
        GET_CLOSEST_CHAR(x,y,z, 500, false, 70, &ClosestChar);
if(!DOES_CHAR_EXIST(ClosestChar)) GET_CLOSEST_CHAR(x,y,z, 500, false, 71, &ClosestChar);
if(!DOES_CHAR_EXIST(ClosestChar)) GET_CLOSEST_CHAR(x,y,z, 500, false, 69, &ClosestChar);
if(!DOES_CHAR_EXIST(ClosestChar)) return;
 
GET_NETWORK_ID_FROM_PED(ClosestChar, &nvid);
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
tick = 0;
while(!HAS_CONTROL_OF_NETWORK_ID(nvid)){
tick++;
REQUEST_CONTROL_OF_NETWORK_ID(nvid);
if(tick >= 200){
print("Deleted all available peds");
return;
}
WAIT(0);
}
DELETE_CHAR(&ClosestChar);
}
 
//Shuffle Car seats
if(IS_CHAR_IN_ANY_CAR(pPlayer)){
GET_CAR_CHAR_IS_USING(pPlayer,&pveh);
TASK_SHUFFLE_TO_NEXT_CAR_SEAT(pPlayer, pveh);
}
 
//smart protection
if(pprotection){
uint pos[4];
GET_POSITION_OF_ANALOGUE_STICKS(0,&pos[0],&pos[1],&pos[2],&pos[3]);
if(pos[0] == 0 && pos[1] == 0)
FREEZE_CHAR_POSITION(pPlayer,true);
else
FREEZE_CHAR_POSITION(pPlayer,false);
}


Code:
//Ninja
if(ninja){
if(!IS_CHAR_IN_ANY_CAR(pPlayer)){
uint pos[4];
GET_POSITION_OF_ANALOGUE_STICKS(0,&pos[0],&pos[1],&pos[2],&pos[3]);
if(pos[0] == 0 && pos[1] == 0){
SET_CHAR_VISIBLE(pPlayer, false);
SET_PLAYER_CONTROL(GetPlayerIndex(), false);
}
else{
SET_CHAR_VISIBLE(pPlayer, true);
SET_PLAYER_CONTROL(GetPlayerIndex(), true);
}
}
else SET_PLAYER_CONTROL(GetPlayerIndex(), true);
}
 
 
//Compact Mode (replace in your engine.c or core.cpp)
                        #define pos_x 0.60
#define start_y 0.25
#define spacing 0.025
float pos_y = start_y;
drawWindow();
s_a = 255;
set_up_draw(4,0.35,0.35,s_r,s_g,s_b,255);
//if(!display) draw_text("STRING",pos_x,start_y-.02,footer);
draw_text("STRING",pos_x,start_y-.02,footer);
uint i = 1;
for(i;i <= item_count;i++){
r = 255;g = 255;b = 255;a = 255;
pos_y = pos_y + spacing;
/**
if(item_select == i){
r = s_r; g = s_g; b = s_b; a = s_a;
//DRAW_RECT(pos_x+0.11, pos_y+0.013, 0.25 ,0.019,s_r,s_g,s_b, 100);
DRAW_RECT(pos_x+0.05, pos_y+0.013, 0.25 ,0.019,s_r,s_g,s_b, 100);
}
**/
if(item_select == i){
r = s_r;
g = s_g;
b = s_b;
}
if(menu[i].type == 1){
if(menu[i].value){
set_up_draw(3,0.35,0.35,s_r,s_g,s_b,a);
//draw_text("STRING",(pos_x + 0.2),pos_y,"On");
draw_text("STRING",(pos_x + 0.26),pos_y,"On");
}
}
if(menu[i].type == 2){
set_up_draw(3,0.35,0.35,s_r,s_g,s_b,a);
draw_text("STRING",(pos_x + 0.19),pos_y,"(");
set_up_draw(3,0.35,0.35,255,255,255,a);
draw_number("NUMBR",(pos_x + 0.205),pos_y,menu[i].value);
set_up_draw(3,0.35,0.35,s_r,s_g,s_b,a);
if(menu[i].value > 99) draw_text("STRING",(pos_x + 0.245),pos_y,")");
else if(menu[i].value > 9) draw_text("STRING",(pos_x + 0.23),pos_y,")");
else draw_text("STRING",(pos_x + 0.215),pos_y,")");
}
if(menu[i].type == 3){
set_up_draw(3,0.35,0.35,r,g,b,a);
//draw_text("STRING",pos_x,pos_y,GET_STRING_FROM_TEXT_FILE(GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(menu[i].value)));
draw_text("STRING",pos_x,pos_y,GET_STRING_FROM_TEXT_FILE(GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(menu[i].value)));
}
if(menu[i].type == 4){
if(item_select == i){
r = s_r;
g = s_g;
b = s_b;
}
else GET_PLAYER_RGB_COLOUR(menu[i].value,&r,&g,&b);
set_up_draw(3,0.35,0.35,r,g,b,a);
draw_text("STRING", pos_x, pos_y, menu[i].item_name);
}
else{
set_up_draw(3,0.35,0.35,r,g,b,a);
//draw_text("STRING",pos_x,pos_y,menu[i].item_name);
draw_text("STRING",pos_x,pos_y,menu[i].item_name);
}
}
 
///Buttons
if(IS_BUTTON_JUST_PRESSED(0,DPAD_UP)){
if(item_select == 1){
item_select = item_count;
}
else item_select--;
}
else if(IS_BUTTON_JUST_PRESSED(0,DPAD_DOWN)){
if(item_select == item_count){
item_select = 1;
}
else item_select++;
}
else if(IS_BUTTON_JUST_PRESSED(0,DPAD_RIGHT) && menu[item_select].type == 2){
if(menu[item_select].value == menu[item_select].maxval)
menu[item_select].value = 1;
else
menu[item_select].value += 1;
}
else if(IS_BUTTON_JUST_PRESSED(0,DPAD_LEFT) && menu[item_select].type == 2){
if(menu[item_select].value == 1)
menu[item_select].value = menu[item_select].maxval;
else
menu[item_select].value -= 1;
}
else if(IS_BUTTON_JUST_PRESSED(0,BUTTON_A)){
if(menu[item_select].action){
menu_functions();
}
else{
uint i = 1;
for(i;i <= item_count;i++){
menu[i].action = false;
menu[i].type = 0;
}
last_selected[menu_level] = item_select;
menu_level++;
menu_setup();
item_select = 1;
}
}
else if(IS_BUTTON_JUST_PRESSED(0,BUTTON_B)){
if(menu_level > 0){
uint i = 1;
for(i;i <= item_count;i++){
menu[i].action = false;
menu[i].type = 0;
}
menu_level--;
item_select = last_selected[menu_level];
menu_setup();
}
else menu_shutdown();
}


Code:
//Shortcut Players
Ped shortcut_players[5];
 
if(DOES_CHAR_EXIST(players[index].ped)){
for(i = 0;i <= 4;i++){
if(!DOES_CHAR_EXIST(shortcut_players[i])){
shortcut_players[i] = players[index].ped;
print("Added player to shortcut");
      return;
              }
}
print("Shortcut list full (5 Max)");
return;
}
 
//Example mod using shortcut players
for(i = 0;i <= 4;i++){
if(DOES_CHAR_EXIST(shortcut_players[i])) REMOVE_ALL_CHAR_WEAPONS(shortcut_players[i]);
}
print("All Shortcut Players are now unarmed!");
return;
 
//Deleting all shortcut players from shortcut list
for(i = 0;i <= 4;i++){
shortcut_players[i] = INVALID_HANDLE;
}
print("Removed all shortcut players from list");
return;
 
yyyyyeeeeeaaaaaa
 
DemonxMoDz

DemonxMoDz

**The One And Only**
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Nice one . Now to see the 5 year olds making new edits ;D
 
zRegann

zRegann

Ye Diggin It Kid?
Greeter Mr. Nice Guy Grizzled Veteran
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Nice work, was nice of you to release your sources. Then again was it a good idea or bad...
 
GTA Imperium

GTA Imperium

Getting There
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Emmanuel U thx fro the release :smile:
can u please make a .sco from the source thx smithy44
 
Duck

Duck

Quack Quack!
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Emmanuel U Emmanuel U - Welcome back, great to see you're continuing with XMC. Will you take my comments for improving XMC into consideration? I'd really appreciate it!
 
Al Afghany

Al Afghany

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Is there a native called GET_CLOSEST_VEHICLE instead of GET_CLOSEST_CAR to remove nearby vehicles generally by using your source?
 
Emmanuel U

Emmanuel U

ЖMC - Mx3
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Emmanuel U Emmanuel U - Welcome back, great to see you're continuing with XMC. Will you take my comments for improving XMC into consideration? I'd really appreciate it!

Can I have a link?
Is there a native called GET_CLOSEST_VEHICLE instead of GET_CLOSEST_CAR to remove nearby vehicles generally by using your source?
nope the only native is GET_CLOSEST_CAR 
Emmanuel U do you make a XMC ModMenu v6.0 ?

we'll see
 
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