├── Dependencies ├── NativeUI.dll ├── ScriptHookVDotNet.dll └── ScriptHookVDotNet.xml ├── PlayerPedAction.cs ├── packages.config ├── Direction.cs ├── TwoPlayerMod.ini ├── DeviceState.cs ├── DeviceButton.cs ├── VehicleAction.cs ├── DpadType.cs ├── PedExtensions.cs ├── TwoPlayerMod.sln ├── README.md ├── Properties └── AssemblyInfo.cs ├── PlayerSettings.cs ├── TwoPlayerMod.csproj ├── .gitignore ├── InputManager.cs ├── ControllerWizard.cs ├── XInputManager.cs ├── DirectInputManager.cs ├── TwoPlayerMod.cs ├── PlayerPed.cs └── LICENSE.txt /Dependencies/NativeUI.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/BenjaminFaal/TwoPlayerMod/HEAD/Dependencies/NativeUI.dll -------------------------------------------------------------------------------- /Dependencies/ScriptHookVDotNet.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/BenjaminFaal/TwoPlayerMod/HEAD/Dependencies/ScriptHookVDotNet.dll -------------------------------------------------------------------------------- /PlayerPedAction.cs: -------------------------------------------------------------------------------- 1 | namespace Benjamin94 2 | { 3 | enum PlayerPedAction 4 | { 5 | SelectWeapon, SelectTarget, Shoot, Jump, ThrowTrowable 6 | } 7 | } -------------------------------------------------------------------------------- /packages.config: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /Direction.cs: -------------------------------------------------------------------------------- 1 | namespace Benjamin94 2 | { 3 | namespace Input 4 | { 5 | /// 6 | /// This enum will be used for determining stick directions 7 | /// 8 | public enum Direction 9 | { 10 | Forward, Left, Right, Backward, ForwardLeft, ForwardRight, BackwardLeft, BackwardRight, None, 11 | } 12 | } 13 | } -------------------------------------------------------------------------------- /TwoPlayerMod.ini: -------------------------------------------------------------------------------- 1 | [TWOPLAYERMOD] 2 | TOGGLEMENUKEY = F11 3 | CUSTOMCAMERA = True 4 | 5 | [PLAYERTWO] 6 | ENABLED = True 7 | CHARACTERHASH = Trevor 8 | BLIPSPRITE = Standard 9 | BLIPCOLOR = Green 10 | 11 | [PLAYERTHREE] 12 | ENABLED = True 13 | CHARACTERHASH = Michael 14 | BLIPSPRITE = Standard 15 | BLIPCOLOR = Blue 16 | 17 | [PLAYERFOUR] 18 | ENABLED = False 19 | CHARACTERHASH = LamarDavis 20 | BLIPSPRITE = Standard 21 | BLIPCOLOR = Red -------------------------------------------------------------------------------- /DeviceState.cs: -------------------------------------------------------------------------------- 1 | using GTA.Math; 2 | using System.Collections.Generic; 3 | 4 | namespace Benjamin94 5 | { 6 | namespace Input 7 | { 8 | public class DeviceState 9 | { 10 | // the X and Y values of the sticks 11 | public Vector2 LeftThumbStick, RightThumbStick; 12 | // the buttons 13 | public List Buttons = new List(); 14 | 15 | public override string ToString() 16 | { 17 | return "LeftStick: " + LeftThumbStick + ", RightStick: " + RightThumbStick + ", Buttons: " + string.Join(",", Buttons); 18 | } 19 | } 20 | } 21 | } -------------------------------------------------------------------------------- /DeviceButton.cs: -------------------------------------------------------------------------------- 1 | namespace Benjamin94 2 | { 3 | namespace Input 4 | { 5 | /// 6 | /// This enum is used for mapping button indexes to logical naming 7 | /// 8 | public enum DeviceButton 9 | { 10 | DPadUp, 11 | DPadDown, 12 | DPadLeft, 13 | DPadRight, 14 | Back, 15 | BigButton, 16 | Start, 17 | LeftStick, 18 | RightStick, 19 | A, 20 | B, 21 | X, 22 | Y, 23 | LeftShoulder, 24 | LeftTrigger, 25 | RightShoulder, 26 | RightTrigger 27 | } 28 | } 29 | } -------------------------------------------------------------------------------- /VehicleAction.cs: -------------------------------------------------------------------------------- 1 | namespace Benjamin94 2 | { 3 | public enum VehicleAction 4 | { 5 | Brake = 1, 6 | ReverseStraight = 3, 7 | HandBrakeLeft = 4, 8 | HandBrakeRight = 5, 9 | HandBrakeStraight = 6, 10 | GoForwardLeft = 7, 11 | GoForwardRight = 8, 12 | GoForwardStraightWeak = 9, 13 | SwerveRight = 10, 14 | SwerveLeft = 11, 15 | ReverseLeft = 13, 16 | ReverseRight = 14, 17 | SwerveAndBrakeLeft = 20, 18 | SwerveAndBrakeRight = 21, 19 | GoForwardWithCustomSteeringAngle = 23, 20 | GoForwardStraightBraking = 24, 21 | BrakeReverseFast = 28, 22 | BurnOut = 30, 23 | RevEngine = 31, 24 | GoForwardStraightFast = 32, 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /DpadType.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace Benjamin94 8 | { 9 | namespace Input 10 | { 11 | /// 12 | /// To determine what type of dpad a controller has 13 | /// 14 | enum DpadType 15 | { 16 | /// 17 | /// For generic usb gamepads 18 | /// 19 | ButtonsDpad, 20 | 21 | /// 22 | /// For controllers like a PS4 or with digital dpad 23 | /// 24 | DigitalDpad, 25 | 26 | /// 27 | /// For unrecognized controllers 28 | /// 29 | Unknown 30 | } 31 | } 32 | } -------------------------------------------------------------------------------- /PedExtensions.cs: -------------------------------------------------------------------------------- 1 | using GTA; 2 | 3 | namespace Benjamin94 4 | { 5 | public static class PedExtensions 6 | { 7 | 8 | /// 9 | /// Helper method to check if the given Ped is a PlayerPed 10 | /// 11 | /// Target Ped to check 12 | /// true or false whether the Ped is a PlayerPed 13 | public static bool IsPlayerPed(this Ped ped) 14 | { 15 | if (TwoPlayerMod.player1 == ped) 16 | { 17 | return true; 18 | } 19 | foreach (PlayerPed playerPed in TwoPlayerMod.playerPeds) 20 | { 21 | if (playerPed.Ped == ped) 22 | { 23 | return true; 24 | } 25 | } 26 | return false; 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /TwoPlayerMod.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | VisualStudioVersion = 15.0.26228.12 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TwoPlayerMod", "TwoPlayerMod.csproj", "{2A8BD777-76D5-4EE5-8162-A1B107659D25}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {2A8BD777-76D5-4EE5-8162-A1B107659D25}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {2A8BD777-76D5-4EE5-8162-A1B107659D25}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {2A8BD777-76D5-4EE5-8162-A1B107659D25}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {2A8BD777-76D5-4EE5-8162-A1B107659D25}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | EndGlobal 23 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # TwoPlayerMod [.NET] 2 | [![Build status](https://ci.appveyor.com/api/projects/status/t2ilmjndrk9vu9ow?svg=true)](https://ci.appveyor.com/project/BenjaminFaal/twoplayermod) 3 | 4 | This is a ScriptHookV .NET plugin for Grand Theft Auto V, which will enable you to add a secondary player and control it with any USB gamepad. 5 | 6 | The issues page should be primarily used for bug reports and enhancement ideas. 7 | 8 | ## Roadmap / todo 9 | * Fully implement player 2 functions 10 | * ... 11 | 12 | ## Requirements 13 | 14 | * [C++ ScriptHook by Alexander Blade](http://www.dev-c.com/gtav/scripthookv/) 15 | * [Community Script Hook V .NET by crosire](https://github.com/crosire) 16 | * [SharpDX by http://sharpdx.org](http://sharpdx.org) 17 | * [NativeUI by Guadmaz](http://gtaforums.com/topic/809284-net-nativeui/) 18 | 19 | ## Downloads 20 | 21 | Major releases can be found on the mod's [GTA5-Mods.com page](https://www.gta5-mods.com/scripts/twoplayermod-net). 22 | 23 | ## Contributing 24 | 25 | Any contributions to the project are welcomed, it's recommended to use GitHub [pull requests](https://help.github.com/articles/using-pull-requests/). 26 | 27 | ## License 28 | 29 | All the source code is licensed under the conditions of this [license](https://github.com/BenjaminFaal/TwoPlayerMod/blob/master/LICENSE.txt). 30 | -------------------------------------------------------------------------------- /Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // General Information about an assembly is controlled through the following 6 | // set of attributes. Change these attribute values to modify the information 7 | // associated with an assembly. 8 | [assembly: AssemblyTitle("TwoPlayerMod")] 9 | [assembly: AssemblyDescription("This mod spawns up to 3 extra players to the game so you can play together.")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("Benjamin94")] 12 | [assembly: AssemblyProduct("TwoPlayerMod")] 13 | [assembly: AssemblyCopyright("Copyright © Benjamin94 2016")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Setting ComVisible to false makes the types in this assembly not visible 18 | // to COM components. If you need to access a type in this assembly from 19 | // COM, set the ComVisible attribute to true on that type. 20 | [assembly: ComVisible(false)] 21 | 22 | // The following GUID is for the ID of the typelib if this project is exposed to COM 23 | [assembly: Guid("2a8bd777-76d5-4ee5-8162-a1b107659d25")] 24 | 25 | // Version information for an assembly consists of the following four values: 26 | // 27 | // Major Version 28 | // Minor Version 29 | // Build Number 30 | // Revision 31 | // 32 | // You can specify all the values or you can default the Build and Revision Numbers 33 | // by using the '*' as shown below: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("2.2")] 36 | [assembly: AssemblyFileVersion("2.2")] 37 | -------------------------------------------------------------------------------- /PlayerSettings.cs: -------------------------------------------------------------------------------- 1 | using GTA; 2 | using SharpDX.XInput; 3 | using System; 4 | 5 | namespace Benjamin94 6 | { 7 | class PlayerSettings 8 | { 9 | private static ScriptSettings settings = ScriptSettings.Load("scripts//" + TwoPlayerMod.ScriptName + ".ini"); 10 | 11 | private const string PlayerKey = "Player"; 12 | 13 | public static void SetValue(UserIndex player, string key, string value) 14 | { 15 | settings.SetValue(PlayerKey + player, key, value); 16 | settings.Save(); 17 | settings = ScriptSettings.Load("scripts//" + TwoPlayerMod.ScriptName + ".ini"); 18 | } 19 | 20 | public static string GetValue(UserIndex player, string key, string defaultValue) 21 | { 22 | try 23 | { 24 | string value = settings.GetValue(PlayerKey + player, key, defaultValue); 25 | if (string.IsNullOrEmpty(value)) 26 | { 27 | value = defaultValue; 28 | } 29 | return value; 30 | } 31 | catch (Exception) 32 | { 33 | } 34 | return defaultValue; 35 | } 36 | 37 | public static TEnum GetEnumValue(UserIndex player, string key, string defaultValue) 38 | { 39 | try 40 | { 41 | string value = GetValue(player, key, defaultValue); 42 | return (TEnum)Enum.Parse(typeof(TEnum), value); 43 | } 44 | catch (Exception) 45 | { 46 | return (TEnum)Enum.Parse(typeof(TEnum), defaultValue); 47 | } 48 | } 49 | } 50 | } -------------------------------------------------------------------------------- /TwoPlayerMod.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Release 6 | AnyCPU 7 | {2A8BD777-76D5-4EE5-8162-A1B107659D25} 8 | Library 9 | Properties 10 | TwoPlayerMod 11 | TwoPlayerMod 12 | v4.5.2 13 | 512 14 | 15 | 16 | true 17 | full 18 | false 19 | bin\Debug\ 20 | DEBUG;TRACE 21 | prompt 22 | 4 23 | 24 | 25 | pdbonly 26 | true 27 | bin\Release\ 28 | TRACE 29 | prompt 30 | 4 31 | 32 | 33 | 34 | 35 | 36 | 37 | Always 38 | 39 | 40 | 41 | 42 | False 43 | Dependencies\NativeUI.dll 44 | 45 | 46 | False 47 | Dependencies\ScriptHookVDotNet.dll 48 | False 49 | 50 | 51 | packages\SharpDX.3.1.1\lib\net45\SharpDX.dll 52 | 53 | 54 | packages\SharpDX.DirectInput.3.1.1\lib\net45\SharpDX.DirectInput.dll 55 | 56 | 57 | packages\SharpDX.XInput.3.1.1\lib\net45\SharpDX.XInput.dll 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | xcopy /S /Y /I "$(SolutionDir)bin\$(ConfigurationName)" "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\scripts" 87 | 88 | 89 | 90 | 91 | 92 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | 4 | # User-specific files 5 | *.suo 6 | *.user 7 | *.userosscache 8 | *.sln.docstates 9 | 10 | # User-specific files (MonoDevelop/Xamarin Studio) 11 | *.userprefs 12 | 13 | # Build results 14 | [Dd]ebug/ 15 | [Dd]ebugPublic/ 16 | [Rr]elease/ 17 | [Rr]eleases/ 18 | x64/ 19 | x86/ 20 | bld/ 21 | [Bb]in/ 22 | [Oo]bj/ 23 | 24 | # Visual Studio 2015 cache/options directory 25 | .vs/ 26 | # Uncomment if you have tasks that create the project's static files in wwwroot 27 | #wwwroot/ 28 | 29 | # MSTest test Results 30 | [Tt]est[Rr]esult*/ 31 | [Bb]uild[Ll]og.* 32 | 33 | # NUNIT 34 | *.VisualState.xml 35 | TestResult.xml 36 | 37 | # Build Results of an ATL Project 38 | [Dd]ebugPS/ 39 | [Rr]eleasePS/ 40 | dlldata.c 41 | 42 | # DNX 43 | project.lock.json 44 | artifacts/ 45 | 46 | *_i.c 47 | *_p.c 48 | *_i.h 49 | *.ilk 50 | *.meta 51 | *.obj 52 | *.pch 53 | *.pdb 54 | *.pgc 55 | *.pgd 56 | *.rsp 57 | *.sbr 58 | *.tlb 59 | *.tli 60 | *.tlh 61 | *.tmp 62 | *.tmp_proj 63 | *.log 64 | *.vspscc 65 | *.vssscc 66 | .builds 67 | *.pidb 68 | *.svclog 69 | *.scc 70 | 71 | # Chutzpah Test files 72 | _Chutzpah* 73 | 74 | # Visual C++ cache files 75 | ipch/ 76 | *.aps 77 | *.ncb 78 | *.opendb 79 | *.opensdf 80 | *.sdf 81 | *.cachefile 82 | 83 | # Visual Studio profiler 84 | *.psess 85 | *.vsp 86 | *.vspx 87 | *.sap 88 | 89 | # TFS 2012 Local Workspace 90 | $tf/ 91 | 92 | # Guidance Automation Toolkit 93 | *.gpState 94 | 95 | # ReSharper is a .NET coding add-in 96 | _ReSharper*/ 97 | *.[Rr]e[Ss]harper 98 | *.DotSettings.user 99 | 100 | # JustCode is a .NET coding add-in 101 | .JustCode 102 | 103 | # TeamCity is a build add-in 104 | _TeamCity* 105 | 106 | # DotCover is a Code Coverage Tool 107 | *.dotCover 108 | 109 | # NCrunch 110 | _NCrunch_* 111 | .*crunch*.local.xml 112 | nCrunchTemp_* 113 | 114 | # MightyMoose 115 | *.mm.* 116 | AutoTest.Net/ 117 | 118 | # Web workbench (sass) 119 | .sass-cache/ 120 | 121 | # Installshield output folder 122 | [Ee]xpress/ 123 | 124 | # DocProject is a documentation generator add-in 125 | DocProject/buildhelp/ 126 | DocProject/Help/*.HxT 127 | DocProject/Help/*.HxC 128 | DocProject/Help/*.hhc 129 | DocProject/Help/*.hhk 130 | DocProject/Help/*.hhp 131 | DocProject/Help/Html2 132 | DocProject/Help/html 133 | 134 | # Click-Once directory 135 | publish/ 136 | 137 | # Publish Web Output 138 | *.[Pp]ublish.xml 139 | *.azurePubxml 140 | # TODO: Comment the next line if you want to checkin your web deploy settings 141 | # but database connection strings (with potential passwords) will be unencrypted 142 | *.pubxml 143 | *.publishproj 144 | 145 | # NuGet Packages 146 | *.nupkg 147 | # The packages folder can be ignored because of Package Restore 148 | **/packages/* 149 | # except build/, which is used as an MSBuild target. 150 | !**/packages/build/ 151 | # Uncomment if necessary however generally it will be regenerated when needed 152 | #!**/packages/repositories.config 153 | # NuGet v3's project.json files produces more ignoreable files 154 | *.nuget.props 155 | *.nuget.targets 156 | 157 | # Microsoft Azure Build Output 158 | csx/ 159 | *.build.csdef 160 | 161 | # Microsoft Azure Emulator 162 | ecf/ 163 | rcf/ 164 | 165 | # Microsoft Azure ApplicationInsights config file 166 | ApplicationInsights.config 167 | 168 | # Windows Store app package directory 169 | AppPackages/ 170 | BundleArtifacts/ 171 | 172 | # Visual Studio cache files 173 | # files ending in .cache can be ignored 174 | *.[Cc]ache 175 | # but keep track of directories ending in .cache 176 | !*.[Cc]ache/ 177 | 178 | # Others 179 | ClientBin/ 180 | ~$* 181 | *~ 182 | *.dbmdl 183 | *.dbproj.schemaview 184 | *.pfx 185 | *.publishsettings 186 | node_modules/ 187 | orleans.codegen.cs 188 | 189 | # RIA/Silverlight projects 190 | Generated_Code/ 191 | 192 | # Backup & report files from converting an old project file 193 | # to a newer Visual Studio version. Backup files are not needed, 194 | # because we have git ;-) 195 | _UpgradeReport_Files/ 196 | Backup*/ 197 | UpgradeLog*.XML 198 | UpgradeLog*.htm 199 | 200 | # SQL Server files 201 | *.mdf 202 | *.ldf 203 | 204 | # Business Intelligence projects 205 | *.rdl.data 206 | *.bim.layout 207 | *.bim_*.settings 208 | 209 | # Microsoft Fakes 210 | FakesAssemblies/ 211 | 212 | # GhostDoc plugin setting file 213 | *.GhostDoc.xml 214 | 215 | # Node.js Tools for Visual Studio 216 | .ntvs_analysis.dat 217 | 218 | # Visual Studio 6 build log 219 | *.plg 220 | 221 | # Visual Studio 6 workspace options file 222 | *.opt 223 | 224 | # Visual Studio LightSwitch build output 225 | **/*.HTMLClient/GeneratedArtifacts 226 | **/*.DesktopClient/GeneratedArtifacts 227 | **/*.DesktopClient/ModelManifest.xml 228 | **/*.Server/GeneratedArtifacts 229 | **/*.Server/ModelManifest.xml 230 | _Pvt_Extensions 231 | 232 | # Paket dependency manager 233 | .paket/paket.exe 234 | 235 | # FAKE - F# Make 236 | .fake/ 237 | -------------------------------------------------------------------------------- /InputManager.cs: -------------------------------------------------------------------------------- 1 | using SharpDX.DirectInput; 2 | using SharpDX.XInput; 3 | using System.Collections.Generic; 4 | 5 | namespace Benjamin94 6 | { 7 | namespace Input 8 | { 9 | /// 10 | /// Abstract class for managing any type of input device 11 | /// 12 | public abstract class InputManager 13 | { 14 | protected float X_CENTER_L = 0; 15 | protected float Y_CENTER_L = 0; 16 | protected float X_CENTER_R = 0; 17 | protected float Y_CENTER_R = 0; 18 | 19 | /// 20 | /// Getter for user friendly device name 21 | /// 22 | public abstract string DeviceName { get; } 23 | 24 | /// 25 | /// Getter for GUID 26 | /// 27 | public abstract string DeviceGuid { get; } 28 | 29 | /// 30 | /// To determine if one or more DeviceButtons is/are pressed at this moment or not 31 | /// 32 | /// True or false whether all given DeviceButtons need to pressed or just any of the DeviceButtons 33 | /// The DeviceButtons to check 34 | /// true or false whether the DeviceButton is pressed 35 | private bool IsPressed(bool allPressed, params DeviceButton[] btns) 36 | { 37 | DeviceState state = GetState(); 38 | 39 | if (allPressed) 40 | { 41 | foreach (DeviceButton btn in btns) 42 | { 43 | allPressed = state.Buttons.Contains(btn); 44 | if (!allPressed) 45 | { 46 | return false; 47 | } 48 | } 49 | return allPressed; 50 | } 51 | else 52 | { 53 | foreach (DeviceButton btn in btns) 54 | { 55 | if (state.Buttons.Contains(btn)) 56 | { 57 | return true; 58 | } 59 | } 60 | } 61 | return false; 62 | } 63 | 64 | /// 65 | /// Checks if a single of the given DeviceButtons is pressed 66 | /// 67 | /// The DeviceButton to check 68 | /// 69 | public bool isPressed(DeviceButton btn) 70 | { 71 | return GetState().Buttons.Contains(btn); 72 | } 73 | 74 | /// 75 | /// Checks if all of the given DeviceButtons are pressed 76 | /// 77 | /// The DeviceButtons to check 78 | /// 79 | public bool isAllPressed(params DeviceButton[] btns) 80 | { 81 | return IsPressed(true, btns); 82 | } 83 | 84 | /// 85 | /// Checks if one of the given DeviceButtons is pressed 86 | /// 87 | /// The DeviceButtons to check 88 | /// 89 | public bool isAnyPressed(params DeviceButton[] btns) 90 | { 91 | return IsPressed(false, btns); 92 | } 93 | 94 | /// 95 | /// This method is useful when you want to do more advanced things with the device 96 | /// 97 | /// A DeviceState object which will contain all data 98 | public abstract DeviceState GetState(); 99 | 100 | /// 101 | /// Gets the direction that belongs to one of the Sticks 102 | /// 103 | /// The Direction corresponding with the X and Y value 104 | public Direction GetDirection(DeviceButton stick) 105 | { 106 | DeviceState state = GetState(); 107 | 108 | if (stick == DeviceButton.LeftStick) 109 | { 110 | return GetDirection(state.LeftThumbStick.X, state.LeftThumbStick.Y, X_CENTER_L, Y_CENTER_L); 111 | } 112 | else if (stick == DeviceButton.RightStick) 113 | { 114 | return GetDirection(state.RightThumbStick.X, state.RightThumbStick.Y, X_CENTER_R, Y_CENTER_R); 115 | } 116 | 117 | return Direction.None; 118 | } 119 | 120 | /// 121 | /// Helper method to check if any given Direction is left 122 | /// 123 | /// The Direction to check 124 | /// 125 | public bool IsDirectionLeft(Direction dir) 126 | { 127 | return dir == Direction.Left || dir == Direction.BackwardLeft || dir == Direction.ForwardLeft; 128 | } 129 | /// 130 | /// Helper method to check if any given Direction is right 131 | /// 132 | /// The Direction to check 133 | /// 134 | public bool IsDirectionRight(Direction dir) 135 | { 136 | return dir == Direction.Right || dir == Direction.BackwardRight || dir == Direction.ForwardRight; 137 | } 138 | 139 | /// 140 | /// Returns both XInput and DirectInput InputManager 141 | /// 142 | /// A List of InputManagers 143 | public static List GetAvailableInputManagers() 144 | { 145 | List managers = new List(); 146 | foreach (Controller ctrl in XInputManager.GetDevices()) 147 | { 148 | managers.Add(new XInputManager(ctrl)); 149 | } 150 | 151 | foreach (Joystick stick in DirectInputManager.GetDevices()) 152 | { 153 | managers.Add(new DirectInputManager(stick)); 154 | } 155 | return managers; 156 | } 157 | 158 | /// 159 | /// Gets the DirectInput direction from a X and Y value 160 | /// 161 | /// The input X value 162 | /// The input Y value 163 | /// The start value of X 164 | /// The start value of Y 165 | /// The Direction corresponding with the X and Y value 166 | protected abstract Direction GetDirection(float X, float Y, float xCenter, float yCenter); 167 | 168 | 169 | /// 170 | /// Call this method to cleanup this InputManager 171 | /// 172 | public abstract void Cleanup(); 173 | } 174 | } 175 | } -------------------------------------------------------------------------------- /ControllerWizard.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using SharpDX.DirectInput; 3 | using GTA; 4 | using System.Collections.Generic; 5 | 6 | namespace Benjamin94.Input 7 | { 8 | /// 9 | /// This class is useful for letting the user configure their controller 10 | /// 11 | class ControllerWizard 12 | { 13 | private readonly DeviceButton[] dpads = new DeviceButton[] { DeviceButton.DPadUp, DeviceButton.DPadDown, DeviceButton.DPadLeft, DeviceButton.DPadRight }; 14 | 15 | private Joystick stick; 16 | 17 | public ControllerWizard(Joystick stick) 18 | { 19 | this.stick = stick; 20 | } 21 | 22 | /// 23 | /// Starts a wizard in which the user gets asked for all buttons one by one 24 | /// 25 | /// The target INI file 26 | /// 27 | public bool StartConfiguration(string iniFile) 28 | { 29 | DirectInputManager input = new DirectInputManager(stick); 30 | 31 | ScriptSettings data = ScriptSettings.Load(iniFile); 32 | string guid = stick.Information.ProductGuid.ToString(); 33 | 34 | DpadType dpadType = DetermineDpadType(input); 35 | if (dpadType == (DpadType)3) 36 | { 37 | return false; 38 | } 39 | 40 | if (dpadType == DpadType.Unknown) 41 | { 42 | UI.Notify("Unknown Dpad type, controller configuration stopped."); 43 | return false; 44 | } 45 | data.SetValue(guid, DirectInputManager.DpadTypeKey, dpadType.ToString()); 46 | 47 | while (input.GetDpadValue() != -1) 48 | { 49 | UI.ShowSubtitle("Please let go the Dpad button."); 50 | Script.Wait(100); 51 | } 52 | 53 | Script.Wait(1000); 54 | 55 | UI.ShowSubtitle("Determined Dpad type: " + dpadType, 2500); 56 | 57 | Script.Wait(2500); 58 | 59 | foreach (DeviceButton btn in Enum.GetValues(typeof(DeviceButton))) 60 | { 61 | if (Array.Exists(dpads, item => { return item == btn ; }) && dpadType == DpadType.DigitalDpad) 62 | { 63 | bool result = ConfigureDigitalDpadButton(btn, data, input, guid); 64 | if (!result) 65 | { 66 | return false; 67 | } 68 | } 69 | else 70 | { 71 | bool result = Configure(btn, data, input, guid); 72 | if (!result) 73 | { 74 | return false; 75 | } 76 | } 77 | 78 | UI.Notify(GetBtnText(btn) + " button configured."); 79 | } 80 | 81 | data.Save(); 82 | return true; 83 | } 84 | 85 | /// 86 | /// Small wizard to determine what kind of Dpad the controller belonging to the InputManager has 87 | /// 88 | /// InputManager which to determine the Dpad of 89 | /// DpadType enum 90 | private DpadType DetermineDpadType(DirectInputManager input) 91 | { 92 | while (input.GetPressedButton() == -1 && input.GetDpadValue() == -1) 93 | { 94 | if (Game.IsKeyPressed(System.Windows.Forms.Keys.Escape)) return (DpadType)3; 95 | UI.ShowSubtitle("Press and hold at least one Dpad button for 1 second. Press the Esc key to cancel.", 120); 96 | Script.Wait(100); 97 | } 98 | 99 | UI.ShowSubtitle("Now keep holding that Dpad button."); 100 | Script.Wait(1000); 101 | 102 | int button = input.GetPressedButton(); 103 | int digitalDpadvalue = input.GetDpadValue(); 104 | 105 | if (digitalDpadvalue != -1) 106 | { 107 | return DpadType.DigitalDpad; 108 | } 109 | else if (button != -1) 110 | { 111 | return DpadType.ButtonsDpad; 112 | } 113 | return DpadType.Unknown; 114 | } 115 | 116 | /// 117 | /// Helper method to configure a single DeviceButton and add it the configuration 118 | /// 119 | /// The target DeviceButton 120 | /// The ScriptSettings object which it needs to be saved too 121 | /// InputManager object to handle input 122 | /// The GUID of the controller 123 | private bool Configure(DeviceButton btn, ScriptSettings data, DirectInputManager input, string guid) 124 | { 125 | while (input.GetPressedButton() == -1) 126 | { 127 | if (Game.IsKeyPressed(System.Windows.Forms.Keys.Escape)) return false; 128 | UI.ShowSubtitle("Press and hold the " + GetBtnText(btn) + " button on the controller for 1 second. Press the Esc key to cancel.", 120); 129 | Script.Wait(100); 130 | } 131 | 132 | int button = input.GetPressedButton(); 133 | UI.ShowSubtitle("Please hold the " + GetBtnText(btn) + " button to confirm it."); 134 | Script.Wait(1000); 135 | 136 | if (button != input.GetPressedButton()) 137 | { 138 | UI.ShowSubtitle("Now hold the " + GetBtnText(btn) + " button to confirm."); 139 | Script.Wait(1000); 140 | Configure(btn, data, input, guid); 141 | } 142 | else 143 | { 144 | data.SetValue(guid, btn.ToString(), button); 145 | while (input.GetPressedButton() != -1) 146 | { 147 | UI.ShowSubtitle("Now let go the button to configure the next one."); 148 | Script.Wait(100); 149 | } 150 | Script.Wait(1000); 151 | } 152 | 153 | return true; 154 | } 155 | 156 | /// 157 | /// Helper method to configure a single DeviceButton and add it the configuration 158 | /// 159 | /// The target DeviceButton 160 | /// The ScriptSettings object which it needs to be saved too 161 | /// InputManager object to handle input 162 | /// The GUID of the controller 163 | private bool ConfigureDigitalDpadButton(DeviceButton btn, ScriptSettings data, DirectInputManager input, string guid) 164 | { 165 | while (input.GetDpadValue() == -1) 166 | { 167 | if (Game.IsKeyPressed(System.Windows.Forms.Keys.Escape)) return false; 168 | UI.ShowSubtitle("Press and hold the " + GetBtnText(btn) + " button on the controller for 1 second. Press the Esc key to cancel.", 120); 169 | Script.Wait(100); 170 | } 171 | 172 | int dpadValue = input.GetDpadValue(); 173 | UI.ShowSubtitle("Please hold the " + GetBtnText(btn) + " button to confirm it."); 174 | Script.Wait(1000); 175 | 176 | if (dpadValue == -1) 177 | { 178 | UI.ShowSubtitle("Now hold the " + GetBtnText(btn) + " button to confirm."); 179 | Script.Wait(1000); 180 | ConfigureDigitalDpadButton(btn, data, input, guid); 181 | } 182 | else 183 | { 184 | data.SetValue(guid, btn.ToString(), dpadValue); 185 | while (input.GetDpadValue() != -1) 186 | { 187 | UI.ShowSubtitle("Now let go the button to configure the next one."); 188 | Script.Wait(100); 189 | } 190 | Script.Wait(1000); 191 | } 192 | 193 | return true; 194 | } 195 | 196 | /// 197 | /// Helper method which shows the DeviceButon in green text 198 | /// 199 | /// The specific DeviceButton 200 | /// "~g~'Start'~w~" for example 201 | private string GetBtnText(DeviceButton btn) 202 | { 203 | return "~g~'" + btn + "'~w~"; 204 | } 205 | } 206 | } 207 | -------------------------------------------------------------------------------- /XInputManager.cs: -------------------------------------------------------------------------------- 1 | using SharpDX.XInput; 2 | using System; 3 | using System.Collections.Generic; 4 | using GTA.Math; 5 | 6 | namespace Benjamin94 7 | { 8 | namespace Input 9 | { 10 | /// 11 | /// This class will be the InputManager for all XInput devices 12 | /// 13 | class XInputManager : InputManager 14 | { 15 | /// 16 | /// The XInput Controller which will be managed by this InputManager 17 | /// 18 | private Controller device; 19 | 20 | public XInputManager(Controller device) 21 | { 22 | this.device = device; 23 | DeviceState state = GetState(); 24 | X_CENTER_L = state.LeftThumbStick.X; 25 | Y_CENTER_L = state.LeftThumbStick.Y; 26 | X_CENTER_R = state.RightThumbStick.X; 27 | Y_CENTER_R = state.RightThumbStick.Y; 28 | } 29 | 30 | public override string DeviceName 31 | { 32 | get 33 | { 34 | return "XInput controller: " + device.UserIndex; 35 | } 36 | } 37 | 38 | public override string DeviceGuid 39 | { 40 | get 41 | { 42 | return DeviceName; 43 | } 44 | } 45 | 46 | /// 47 | /// Helper method to get all connected XInput devices 48 | /// 49 | /// A List with connected Controllers 50 | public static List GetDevices() 51 | { 52 | List controllers = new List(); 53 | foreach (UserIndex index in Enum.GetValues(typeof(UserIndex))) 54 | { 55 | if (index != UserIndex.Any) 56 | { 57 | Controller controller = new Controller(index); 58 | if (controller.IsConnected) 59 | { 60 | controllers.Add(controller); 61 | } 62 | } 63 | } 64 | return controllers; 65 | } 66 | 67 | public override DeviceState GetState() 68 | { 69 | try 70 | { 71 | Gamepad pad = device.GetState().Gamepad; 72 | 73 | DeviceState state = new DeviceState(); 74 | 75 | state.LeftThumbStick = NormalizeThumbStick(pad.LeftThumbX, pad.LeftThumbY, Gamepad.LeftThumbDeadZone); 76 | state.RightThumbStick = NormalizeThumbStick(pad.RightThumbX, pad.RightThumbY, Gamepad.RightThumbDeadZone); 77 | 78 | if (pad.LeftTrigger > Gamepad.TriggerThreshold) 79 | { 80 | state.Buttons.Add(DeviceButton.LeftTrigger); 81 | } 82 | if (pad.RightTrigger > Gamepad.TriggerThreshold) 83 | { 84 | state.Buttons.Add(DeviceButton.RightTrigger); 85 | } 86 | 87 | if (pad.Buttons != GamepadButtonFlags.None) 88 | { 89 | if ((pad.Buttons & GamepadButtonFlags.DPadUp) != 0) 90 | { 91 | state.Buttons.Add(DeviceButton.DPadUp); 92 | } 93 | if ((pad.Buttons & GamepadButtonFlags.DPadLeft) != 0) 94 | { 95 | state.Buttons.Add(DeviceButton.DPadLeft); 96 | } 97 | if ((pad.Buttons & GamepadButtonFlags.DPadRight) != 0) 98 | { 99 | state.Buttons.Add(DeviceButton.DPadRight); 100 | } 101 | if ((pad.Buttons & GamepadButtonFlags.DPadDown) != 0) 102 | { 103 | state.Buttons.Add(DeviceButton.DPadDown); 104 | } 105 | 106 | if ((pad.Buttons & GamepadButtonFlags.A) != 0) 107 | { 108 | state.Buttons.Add(DeviceButton.A); 109 | } 110 | if ((pad.Buttons & GamepadButtonFlags.B) != 0) 111 | { 112 | state.Buttons.Add(DeviceButton.B); 113 | } 114 | if ((pad.Buttons & GamepadButtonFlags.X) != 0) 115 | { 116 | state.Buttons.Add(DeviceButton.X); 117 | } 118 | if ((pad.Buttons & GamepadButtonFlags.Y) != 0) 119 | { 120 | state.Buttons.Add(DeviceButton.Y); 121 | } 122 | 123 | if ((pad.Buttons & GamepadButtonFlags.Start) != 0) 124 | { 125 | state.Buttons.Add(DeviceButton.Start); 126 | } 127 | if ((pad.Buttons & GamepadButtonFlags.Back) != 0) 128 | { 129 | state.Buttons.Add(DeviceButton.Back); 130 | } 131 | 132 | if ((pad.Buttons & GamepadButtonFlags.LeftShoulder) != 0) 133 | { 134 | state.Buttons.Add(DeviceButton.LeftShoulder); 135 | } 136 | if ((pad.Buttons & GamepadButtonFlags.RightShoulder) != 0) 137 | { 138 | state.Buttons.Add(DeviceButton.RightShoulder); 139 | } 140 | 141 | if ((pad.Buttons & GamepadButtonFlags.LeftThumb) != 0) 142 | { 143 | state.Buttons.Add(DeviceButton.LeftStick); 144 | } 145 | if ((pad.Buttons & GamepadButtonFlags.RightThumb) != 0) 146 | { 147 | state.Buttons.Add(DeviceButton.RightStick); 148 | } 149 | } 150 | return state; 151 | } 152 | catch (Exception) 153 | { 154 | return new DeviceState(); 155 | } 156 | } 157 | 158 | 159 | /// 160 | /// Removes deadzone from the input X and Y 161 | /// 162 | /// input X 163 | /// input Y 164 | /// the deadzone to remove 165 | /// 166 | private static Vector2 NormalizeThumbStick(short x, short y, int deadZone) 167 | { 168 | int fx = x; 169 | int fy = y; 170 | if (fx * fx < deadZone * deadZone) 171 | x = 0; 172 | if (fy * fy < deadZone * deadZone) 173 | y = 0; 174 | return new Vector2(x < 0 ? -((float)x / (float)short.MinValue) : (float)x / (float)short.MaxValue, 175 | y < 0 ? -((float)y / (float)short.MinValue) : (float)y / (float)short.MaxValue); 176 | } 177 | 178 | protected override Direction GetDirection(float X, float Y, float xCenter, float yCenter) 179 | { 180 | if (X < xCenter && Y > yCenter) 181 | { 182 | return Direction.ForwardLeft; 183 | } 184 | if (X > xCenter && Y > yCenter) 185 | { 186 | return Direction.ForwardRight; 187 | } 188 | if (X < xCenter && Y == yCenter) 189 | { 190 | return Direction.Left; 191 | } 192 | if (X == xCenter && Y > yCenter) 193 | { 194 | return Direction.Forward; 195 | } 196 | if (X == xCenter && Y < yCenter) 197 | { 198 | return Direction.Backward; 199 | } 200 | if (X < xCenter && Y < yCenter) 201 | { 202 | return Direction.BackwardLeft; 203 | } 204 | if (X > xCenter && Y < yCenter) 205 | { 206 | return Direction.BackwardRight; 207 | } 208 | if (X > xCenter && Y == yCenter) 209 | { 210 | return Direction.Right; 211 | } 212 | return Direction.None; 213 | } 214 | 215 | public override void Cleanup() 216 | { 217 | // nothing to do here 218 | } 219 | } 220 | } 221 | } 222 | -------------------------------------------------------------------------------- /DirectInputManager.cs: -------------------------------------------------------------------------------- 1 | using GTA; 2 | using SharpDX.DirectInput; 3 | using System; 4 | using System.Collections.Generic; 5 | using GTA.Math; 6 | using System.Linq; 7 | using SharpDX.XInput; 8 | 9 | namespace Benjamin94 10 | { 11 | namespace Input 12 | { 13 | 14 | /// 15 | /// This class will be the InputManager for all DirectInput devices 16 | /// 17 | class DirectInputManager : InputManager 18 | { 19 | public const string DpadTypeKey = "DpadType"; 20 | 21 | /// 22 | /// The Joystick which will be managed by this InputManager 23 | /// 24 | public Joystick device; 25 | 26 | /// 27 | /// Here the DeviceButton config from the ini file will be stored 28 | /// 29 | private List> config; 30 | 31 | public override string DeviceName 32 | { 33 | get 34 | { 35 | return device.Information.ProductName; 36 | } 37 | } 38 | 39 | public override string DeviceGuid 40 | { 41 | get 42 | { 43 | return device.Information.ProductGuid.ToString(); 44 | } 45 | } 46 | 47 | /// 48 | /// Initializes a default InputManager without config. 49 | /// This means almost none of the methods will work such as IsPressed() 50 | /// 51 | /// The target Joystick which needs to be managed 52 | public DirectInputManager(Joystick device) 53 | { 54 | this.device = device; 55 | if (device != null) 56 | { 57 | device.Acquire(); 58 | } 59 | config = new List>(); // for digital dpads 60 | 61 | DeviceState state = GetState(); 62 | X_CENTER_L = state.LeftThumbStick.X; 63 | Y_CENTER_L = state.LeftThumbStick.Y; 64 | X_CENTER_R = state.RightThumbStick.X; 65 | Y_CENTER_R = state.RightThumbStick.Y; 66 | } 67 | 68 | /// 69 | /// Helper method to get all connected DirectInput devices 70 | /// 71 | /// A List with connected Joysticks 72 | public static List GetDevices() 73 | { 74 | DirectInput directInput = new DirectInput(); 75 | List sticks = new List(); 76 | foreach (DeviceInstance dev in directInput.GetDevices(DeviceClass.GameControl, DeviceEnumerationFlags.AttachedOnly)) 77 | { 78 | var joystick = new Joystick(directInput, dev.InstanceGuid); 79 | 80 | // dont include Xbox controllers 81 | string name = joystick.Information.ProductName.ToLower(); 82 | 83 | if (!name.Contains("xbox") && !name.Contains("360") && !name.Contains("xinput")) 84 | { 85 | sticks.Add(joystick); 86 | } 87 | } 88 | return sticks; 89 | } 90 | 91 | /// 92 | /// Helper method to check if a Joystick is configured correctly 93 | /// 94 | /// The Joystick which needs to be configured 95 | /// The path to the config file 96 | /// true or false whether the config file contains a valid configuration 97 | public static bool IsConfigured(Joystick stick, string file) 98 | { 99 | try 100 | { 101 | LoadConfig(stick, file); 102 | return true; 103 | } 104 | catch (Exception) 105 | { 106 | return false; 107 | } 108 | } 109 | 110 | /// 111 | /// Constructs a new InputManager by reading the config from a file 112 | /// 113 | /// The file must contain something similar to this: 114 | /// 115 | ///[0268054C-0000-0000-0000-504944564944] 116 | ///DPADUP = 5 117 | ///DPADDOWN = 7 118 | ///DPADLEFT = 8 119 | ///DPADRIGHT = 6 120 | ///BACK = 1 121 | ///BIGBUTTON = 17 122 | ///START = 4 123 | ///LEFTSTICK = 2 124 | ///RIGHTSTICK = 3 125 | ///A = 15 126 | ///B = 14 127 | ///X = 16 128 | ///Y = 13 129 | ///LEFTSHOULDER = 11 130 | ///LEFTTRIGGER = 9 131 | ///RIGHTSHOULDER = 12 132 | ///RIGHTTRIGGER = 10 133 | /// 134 | /// 135 | /// The Joystick instance which should be managed by this InputManager 136 | /// Path to the file containing the config 137 | /// 138 | public static DirectInputManager LoadConfig(Joystick stick, string file) 139 | { 140 | DirectInputManager manager = new DirectInputManager(stick); 141 | try 142 | { 143 | string name = stick.Information.ProductGuid.ToString(); 144 | ScriptSettings data = ScriptSettings.Load(file); 145 | 146 | DpadType dpadType = DpadType.Unknown; 147 | try 148 | { 149 | dpadType = (DpadType)Enum.Parse(typeof(DpadType), data.GetValue(name, DpadTypeKey, DpadType.Unknown.ToString())); 150 | } 151 | catch (Exception) 152 | { 153 | throw new Exception("Invalid controller config, unknown " + DpadTypeKey + " reconfigure your controller from the menu."); 154 | } 155 | 156 | foreach (DeviceButton btn in Enum.GetValues(typeof(DeviceButton))) 157 | { 158 | int btnIndex = data.GetValue(name, btn.ToString(), -1); 159 | 160 | try 161 | { 162 | manager.config.Add(new Tuple(btnIndex, btn)); 163 | } 164 | catch (Exception) 165 | { 166 | throw new Exception("Invalid controller config, please reconfigure your controller from the menu."); 167 | } 168 | } 169 | } 170 | catch (Exception) 171 | { 172 | throw new Exception("Error reading controller config, make sure the file contains a valid controller config."); 173 | } 174 | return manager; 175 | } 176 | 177 | /// 178 | /// Helper method to get dpad value for digital dpads 179 | /// 180 | /// -1 if no dpad button pressed otherwise the value of the button 181 | public int GetDpadValue() 182 | { 183 | try 184 | { 185 | device.Poll(); 186 | JoystickState state = device.GetCurrentState(); 187 | foreach (int value in device.GetCurrentState().PointOfViewControllers) 188 | { 189 | if (value != -1) 190 | { 191 | return value; 192 | } 193 | } 194 | } 195 | catch (Exception) 196 | { 197 | } 198 | return -1; 199 | } 200 | 201 | /// 202 | /// Determines the first pressed button 203 | /// 204 | /// -1 if no pressed button or the button number if at least one pressed button 205 | public int GetPressedButton() 206 | { 207 | try 208 | { 209 | JoystickState state = device.GetCurrentState(); 210 | if (state == null) 211 | { 212 | return -1; 213 | } 214 | 215 | bool[] buttons = state.Buttons; 216 | 217 | for (int i = 0; i < buttons.Length; i++) 218 | { 219 | int button = i + 1; 220 | 221 | if (buttons[i]) 222 | { 223 | return button; 224 | } 225 | } 226 | } 227 | catch (Exception) 228 | { 229 | } 230 | return -1; 231 | } 232 | 233 | /// 234 | /// Removes deadzone from the input X and Y 235 | /// 236 | /// input X 237 | /// input Y 238 | /// 239 | private static Vector2 NormalizeThumbStick(float x, float y) 240 | { 241 | Vector2 vector = new Vector2((x - JOY_32767) / JOY_32767, -(y - JOY_32767) / JOY_32767); 242 | 243 | if (Math.Abs(vector.X) < 0.4f) 244 | { 245 | vector.X = 0; 246 | } 247 | if (Math.Abs(vector.Y) < 0.4f) 248 | { 249 | vector.Y = 0; 250 | } 251 | return vector; 252 | } 253 | 254 | public override DeviceState GetState() 255 | { 256 | try 257 | { 258 | device.Poll(); 259 | JoystickState state = device.GetCurrentState(); 260 | 261 | DeviceState devState = new DeviceState(); 262 | 263 | bool[] buttons = state.Buttons; 264 | 265 | for (int i = 0; i < buttons.Length; i++) 266 | { 267 | if (buttons[i]) 268 | { 269 | Tuple tuple = config.FirstOrDefault(item => item.Item1 == i + 1); 270 | if (tuple != null) 271 | { 272 | devState.Buttons.Add(tuple.Item2); 273 | } 274 | } 275 | } 276 | 277 | // for ps4 controllers or devices with dpads that are not recognized as buttons 278 | foreach (int pov in state.PointOfViewControllers) 279 | { 280 | Tuple tuple = config.FirstOrDefault(item => item.Item1 == pov); 281 | if (tuple != null) 282 | { 283 | devState.Buttons.Add(tuple.Item2); 284 | } 285 | } 286 | 287 | devState.LeftThumbStick = NormalizeThumbStick(state.X, state.Y); 288 | devState.RightThumbStick = NormalizeThumbStick(state.Z, state.RotationZ); 289 | 290 | return devState; 291 | } 292 | catch (Exception) 293 | { 294 | // most of times this exception occurs when its disconnected unexpectedly 295 | // by calling Acquire() it will always be reconnected as soon as the controller is plugged in again 296 | try 297 | { 298 | device.Acquire(); 299 | } 300 | catch (Exception) 301 | { 302 | } 303 | } 304 | return null; 305 | } 306 | 307 | private const int JOY_32767 = 32767; 308 | private const int JOY_0 = 0; 309 | private const int JOY_65535 = 65535; 310 | 311 | protected override Direction GetDirection(float X, float Y, float xCenter, float yCenter) 312 | { 313 | if (X < xCenter && Y > yCenter) 314 | { 315 | return Direction.ForwardLeft; 316 | } 317 | if (X > xCenter && Y > yCenter) 318 | { 319 | return Direction.ForwardRight; 320 | } 321 | if (X < xCenter && Y == yCenter) 322 | { 323 | return Direction.Left; 324 | } 325 | if (X == xCenter && Y > yCenter) 326 | { 327 | return Direction.Forward; 328 | } 329 | if (X == xCenter && Y < yCenter) 330 | { 331 | return Direction.Backward; 332 | } 333 | if (X < xCenter && Y < yCenter) 334 | { 335 | return Direction.BackwardLeft; 336 | } 337 | if (X > xCenter && Y < yCenter) 338 | { 339 | return Direction.BackwardRight; 340 | } 341 | if (X > xCenter && Y == yCenter) 342 | { 343 | return Direction.Right; 344 | } 345 | return Direction.None; 346 | } 347 | 348 | public override void Cleanup() 349 | { 350 | device.Unacquire(); 351 | device = null; 352 | config = null; 353 | } 354 | } 355 | } 356 | } 357 | -------------------------------------------------------------------------------- /TwoPlayerMod.cs: -------------------------------------------------------------------------------- 1 | using GTA; 2 | using GTA.Math; 3 | using GTA.Native; 4 | using SharpDX.DirectInput; 5 | using System; 6 | using NativeUI; 7 | using System.Windows.Forms; 8 | using System.Collections.Generic; 9 | using Benjamin94.Input; 10 | using Benjamin94; 11 | using SharpDX.XInput; 12 | using System.Linq; 13 | 14 | /// 15 | /// The main Script, this will handle all logic 16 | /// 17 | class TwoPlayerMod : Script 18 | { 19 | // for ini keys 20 | public static string ScriptName = "TwoPlayerMod"; 21 | private const string ToggleMenuKey = "ToggleMenuKey"; 22 | private const string CharacterHashKey = "CharacterHash"; 23 | private const string ControllerKey = "Controller"; 24 | private const string CustomCameraKey = "CustomCamera"; 25 | private const string BlipSpriteKey = "BlipSprite"; 26 | private const string BlipColorKey = "BlipColor"; 27 | private const string EnabledKey = "Enabled"; 28 | 29 | // Player 1 30 | private Player player; 31 | public static Ped player1; 32 | 33 | // PlayerPeds 34 | public static List playerPeds = new List(); 35 | 36 | // Menu 37 | private UIMenu menu; 38 | private MenuPool menuPool = new MenuPool(); 39 | 40 | // Settings 41 | private Keys toggleMenuKey = Keys.F11; 42 | 43 | // camera 44 | public static bool customCamera = false; 45 | private Camera camera; 46 | 47 | // players 48 | private readonly UserIndex[] userIndices = new UserIndex[] { UserIndex.Two, UserIndex.Three, UserIndex.Four }; 49 | 50 | public TwoPlayerMod() 51 | { 52 | ScriptName = Name; 53 | player = Game.Player; 54 | player1 = player.Character; 55 | player1.Task.ClearAll(); 56 | 57 | LoadSettings(); 58 | SetupMenu(); 59 | 60 | KeyDown += TwoPlayerMod_KeyDown; 61 | Tick += TwoPlayerMod_Tick; 62 | } 63 | 64 | /// 65 | /// Loads the mod settings, if there is an error it will revert the file back to default 66 | /// 67 | private void LoadSettings() 68 | { 69 | try 70 | { 71 | toggleMenuKey = (Keys)new KeysConverter().ConvertFromString(Settings.GetValue(Name, ToggleMenuKey, Keys.F11.ToString())); 72 | } 73 | catch (Exception) 74 | { 75 | toggleMenuKey = Keys.F11; 76 | UI.Notify("Failed to read '" + ToggleMenuKey + "', reverting to default " + ToggleMenuKey + " F11"); 77 | 78 | Settings.SetValue(Name, ToggleMenuKey, Keys.F11.ToString()); 79 | Settings.Save(); 80 | } 81 | 82 | try 83 | { 84 | customCamera = bool.Parse(Settings.GetValue(Name, CustomCameraKey, "False")); 85 | } 86 | catch (Exception) 87 | { 88 | customCamera = false; 89 | UI.Notify("Failed to read '" + CustomCameraKey + "', reverting to default " + CustomCameraKey + " False"); 90 | 91 | Settings.SetValue(Name, CustomCameraKey, "False"); 92 | Settings.Save(); 93 | } 94 | } 95 | 96 | /// 97 | /// Determines if the mod is enabled or disabled 98 | /// 99 | /// true or false whether the mod is enabled 100 | private bool Enabled() 101 | { 102 | return playerPeds.Count > 0; 103 | } 104 | 105 | /// 106 | /// Sets up the NativeUI menu 107 | /// 108 | private void SetupMenu() 109 | { 110 | if (menuPool != null) 111 | { 112 | menuPool.ToList().ForEach(menu => { menu.Clear(); }); 113 | } 114 | 115 | menu = new UIMenu("Two Player Mod", Enabled() ? "~g~Enabled" : "~r~Disabled"); 116 | menuPool.Add(menu); 117 | 118 | UIMenuItem toggleItem = new UIMenuItem("Toggle mod", "Toggle Two Player mode"); 119 | toggleItem.Activated += ToggleMod_Activated; 120 | menu.AddItem(toggleItem); 121 | 122 | UIMenu allPlayersMenu = menuPool.AddSubMenu(menu, "Players"); 123 | menu.MenuItems.FirstOrDefault(item => { return item.Text.Equals("Players"); }).Description = "Configure players"; 124 | 125 | foreach (UserIndex player in userIndices) 126 | { 127 | bool check = bool.Parse(PlayerSettings.GetValue(player, EnabledKey, false.ToString())); 128 | 129 | UIMenu playerMenu = menuPool.AddSubMenu(allPlayersMenu, "Player " + player); 130 | UIMenuItem playerItem = allPlayersMenu.MenuItems.FirstOrDefault(item => { return item.Text.Equals("Player " + player); }); 131 | 132 | string controllerGuid = PlayerSettings.GetValue(player, ControllerKey, ""); 133 | 134 | playerItem.Description = "Configure player " + player; 135 | 136 | if (!string.IsNullOrEmpty(controllerGuid)) 137 | { 138 | playerItem.SetRightBadge(UIMenuItem.BadgeStyle.Star); 139 | } 140 | 141 | UIMenuCheckboxItem togglePlayerItem = new UIMenuCheckboxItem("Toggle player " + player, check, "Enables/disables this player"); 142 | 143 | togglePlayerItem.CheckboxEvent += (s, enabled) => 144 | { 145 | PlayerSettings.SetValue(player, EnabledKey, enabled.ToString()); 146 | 147 | RefreshSubItems(togglePlayerItem, playerMenu, enabled); 148 | }; 149 | 150 | playerMenu.AddItem(togglePlayerItem); 151 | 152 | playerMenu.AddItem(ConstructSettingsListItem(player, "Character", "Select a character for player " + player, CharacterHashKey, PedHash.Trevor)); 153 | playerMenu.AddItem(ConstructSettingsListItem(player, "Blip sprite", "Select a blip sprite for player " + player, BlipSpriteKey, BlipSprite.Standard)); 154 | playerMenu.AddItem(ConstructSettingsListItem(player, "Blip color", "Select a blip color for player " + player, BlipColorKey, BlipColor.Green)); 155 | 156 | UIMenu controllerMenu = menuPool.AddSubMenu(playerMenu, "Assign controller"); 157 | playerMenu.MenuItems.FirstOrDefault(item => { return item.Text.Equals("Assign controller"); }).Description = "Assign controller to player " + player; 158 | 159 | foreach (InputManager manager in InputManager.GetAvailableInputManagers()) 160 | { 161 | UIMenuItem controllerItem = new UIMenuItem(manager.DeviceName, "Assign this controller to player " + player); 162 | 163 | string guid = manager.DeviceGuid; 164 | 165 | if (PlayerSettings.GetValue(player, ControllerKey, "").Equals(guid)) 166 | { 167 | controllerItem.SetRightBadge(UIMenuItem.BadgeStyle.Star); 168 | } 169 | 170 | if (manager is DirectInputManager) 171 | { 172 | DirectInputManager directManager = (DirectInputManager)manager; 173 | bool configured = DirectInputManager.IsConfigured(directManager.device, GetIniFile()); 174 | controllerItem.Enabled = configured; 175 | 176 | if (!configured) 177 | { 178 | controllerItem.Description = "Please configure this controller first from the main menu"; 179 | } 180 | } 181 | 182 | controllerItem.Activated += (s, i) => 183 | { 184 | if (i.Enabled) 185 | { 186 | PlayerSettings.SetValue(player, ControllerKey, guid); 187 | 188 | controllerMenu.MenuItems.ForEach(item => 189 | { 190 | if (item == controllerItem) 191 | { 192 | item.SetRightBadge(UIMenuItem.BadgeStyle.Star); 193 | } 194 | else 195 | { 196 | item.SetRightBadge(UIMenuItem.BadgeStyle.None); 197 | } 198 | }); 199 | } 200 | }; 201 | 202 | controllerMenu.AddItem(controllerItem); 203 | } 204 | 205 | RefreshSubItems(togglePlayerItem, playerMenu, check); 206 | } 207 | 208 | UIMenuCheckboxItem cameraItem = new UIMenuCheckboxItem("GTA:SA style camera", customCamera, "Enables/disables the GTA:SA style camera"); 209 | cameraItem.CheckboxEvent += (s, i) => 210 | { 211 | customCamera = !customCamera; 212 | Settings.SetValue(Name, CustomCameraKey, customCamera.ToString()); 213 | Settings.Save(); 214 | }; 215 | menu.AddItem(cameraItem); 216 | 217 | UIMenu controllersMenu = menuPool.AddSubMenu(menu, "Configure controllers"); 218 | menu.MenuItems.FirstOrDefault(item => { return item.Text.Equals("Configure controllers"); }).Description = "Configure controllers before assigning them to players"; 219 | foreach (Joystick stick in DirectInputManager.GetDevices()) 220 | { 221 | UIMenuItem stickItem = new UIMenuItem(stick.Information.ProductName, "Configure " + stick.Information.ProductName); 222 | 223 | controllersMenu.AddItem(stickItem); 224 | stickItem.Activated += (s, i) => 225 | { 226 | ControllerWizard wizard = new ControllerWizard(stick); 227 | bool success = wizard.StartConfiguration(GetIniFile()); 228 | if (success) 229 | { 230 | UI.Notify("Controller successfully configured, you can now assign this controller"); 231 | } 232 | else 233 | { 234 | UI.Notify("Controller configuration canceled, please configure your controller before playing"); 235 | } 236 | SetupMenu(); 237 | }; 238 | } 239 | 240 | menu.RefreshIndex(); 241 | } 242 | 243 | /// 244 | /// Refreshes all items in the UIMenu except the parentItem 245 | /// 246 | /// The parent UIMenuItem to ignore 247 | /// UIMenu 248 | /// Whether to enable or disable the sub items 249 | private void RefreshSubItems(UIMenuItem parentItem, UIMenu menu, bool enabled) 250 | { 251 | foreach (UIMenuItem item in menu.MenuItems) 252 | { 253 | if (!item.Equals(parentItem)) 254 | { 255 | item.Enabled = enabled; 256 | } 257 | } 258 | } 259 | 260 | /// 261 | /// Constructs a new UIMenuListItem with automatic handling of selected value 262 | /// 263 | /// The type of the enum 264 | /// The 265 | /// The menu item text 266 | /// The menu item description 267 | /// The settings key 268 | /// The initial selected value 269 | /// A fully working UIMenuListItem with automatic saving 270 | private UIMenuListItem ConstructSettingsListItem(UserIndex player, string text, string description, string settingsKey, TEnum defaultValue) 271 | { 272 | List items = GetDynamicEnumList(); 273 | 274 | TEnum value = PlayerSettings.GetEnumValue(player, settingsKey, defaultValue.ToString()); 275 | 276 | UIMenuListItem menuItem = new UIMenuListItem(text, items, items.IndexOf(value.ToString()), description); 277 | menuItem.OnListChanged += (s, i) => 278 | { 279 | if (s.Enabled) 280 | { 281 | TEnum selectedItem = Enum.Parse(typeof(TEnum), s.IndexToItem(s.Index)); 282 | PlayerSettings.SetValue(player, settingsKey, selectedItem.ToString()); 283 | } 284 | }; 285 | return menuItem; 286 | } 287 | 288 | /// 289 | /// This method will handle entering vehicles 290 | /// 291 | /// Target Ped 292 | public static void HandleEnterVehicle(Ped ped) 293 | { 294 | Vehicle v = World.GetClosestVehicle(ped.Position, 15); 295 | if (v == null) 296 | { 297 | return; 298 | } 299 | Ped driver = v.GetPedOnSeat(VehicleSeat.Driver); 300 | 301 | if (driver != null && driver.IsPlayerPed()) 302 | { 303 | ped.Task.EnterVehicle(v, VehicleSeat.Any); 304 | } 305 | else 306 | { 307 | if (driver != null) 308 | { 309 | driver.Delete(); 310 | } 311 | ped.Task.EnterVehicle(v, VehicleSeat.Any); 312 | } 313 | } 314 | 315 | /// 316 | /// Helper method to get all values of an Enum for displaying in a menu 317 | /// 318 | /// Type of the Enum 319 | /// Sorted list of all possible given Enum values 320 | private List GetDynamicEnumList() 321 | { 322 | List values = new List(); 323 | 324 | foreach (Enum pedHash in Enum.GetValues(typeof(TEnum))) 325 | { 326 | values.Add(pedHash.ToString()); 327 | } 328 | 329 | values.Sort(); 330 | return values; 331 | } 332 | 333 | /// 334 | /// Helper method to get the INI file 335 | /// 336 | /// "scripts//" + Name + ".ini" 337 | private string GetIniFile() 338 | { 339 | return "scripts//" + Name + ".ini"; 340 | } 341 | 342 | /// 343 | /// Gets called by NativeUI when the user selects "Toggle mod" in the menu 344 | /// 345 | private void ToggleMod_Activated(UIMenu sender, UIMenuItem selectedItem) 346 | { 347 | if (!Enabled()) 348 | { 349 | UI.ShowSubtitle("Like this mod? Please consider donating!", 10000); 350 | SetupPlayerPeds(); 351 | 352 | if (playerPeds.Count == 0) 353 | { 354 | UI.Notify("Please assign a controller to at least one player"); 355 | UI.Notify("Also make sure you have configured at least one controller"); 356 | return; 357 | } 358 | 359 | SetupCamera(); 360 | } 361 | else 362 | { 363 | Clean(); 364 | } 365 | menu.Subtitle.Caption = Enabled() ? "~g~Enabled" : "~r~Disabled"; 366 | } 367 | 368 | /// 369 | /// Sets up all correctly configured PlayerPed 370 | /// 371 | private void SetupPlayerPeds() 372 | { 373 | foreach (UserIndex player in userIndices) 374 | { 375 | if (bool.Parse(PlayerSettings.GetValue(player, EnabledKey, false.ToString()))) 376 | { 377 | string guid = PlayerSettings.GetValue(player, ControllerKey, ""); 378 | 379 | foreach (InputManager input in InputManager.GetAvailableInputManagers()) 380 | { 381 | if (input.DeviceGuid.Equals(guid)) 382 | { 383 | InputManager manager = input; 384 | if (input is DirectInputManager) 385 | { 386 | manager = DirectInputManager.LoadConfig(((DirectInputManager)input).device, GetIniFile()); 387 | } 388 | 389 | PedHash characterHash = PlayerSettings.GetEnumValue(player, CharacterHashKey, PedHash.Trevor.ToString()); 390 | BlipSprite blipSprite = PlayerSettings.GetEnumValue(player, BlipSpriteKey, BlipSprite.Standard.ToString()); 391 | BlipColor blipColor = PlayerSettings.GetEnumValue(player, BlipColorKey, BlipColor.Green.ToString()); 392 | 393 | PlayerPed playerPed = new PlayerPed(player, characterHash, blipSprite, blipColor, player1, manager); 394 | playerPeds.Add(playerPed); 395 | break; 396 | } 397 | } 398 | } 399 | } 400 | } 401 | 402 | /// 403 | /// This method will setup the camera system 404 | /// 405 | private void SetupCamera() 406 | { 407 | Function.Call(Hash.LOCK_MINIMAP_ANGLE, 0); 408 | camera = World.CreateCamera(player1.GetOffsetInWorldCoords(new Vector3(0, 10, 10)), Vector3.Zero, GameplayCamera.FieldOfView); 409 | } 410 | 411 | /// 412 | /// This method is overridden so we can cleanup the script 413 | /// 414 | protected override void Dispose(bool A_0) 415 | { 416 | Clean(); 417 | base.Dispose(A_0); 418 | } 419 | 420 | /// 421 | /// Toggles the menu 422 | /// 423 | private void TwoPlayerMod_KeyDown(object sender, KeyEventArgs e) 424 | { 425 | if (e.KeyCode == toggleMenuKey) 426 | { 427 | menu.Visible = !menu.Visible; 428 | } 429 | } 430 | 431 | 432 | /// 433 | /// Cleans up the script, deletes Player2 and cleans the InputManager system 434 | /// 435 | private void Clean() 436 | { 437 | Function.Call(Hash.UNLOCK_MINIMAP_ANGLE); 438 | 439 | CleanCamera(); 440 | CleanUpPlayerPeds(); 441 | } 442 | 443 | /// 444 | /// Cleans up all PlayerPeds 445 | /// 446 | private void CleanUpPlayerPeds() 447 | { 448 | playerPeds.ForEach((playerPed => { playerPed.Clean(); })); 449 | playerPeds.Clear(); 450 | if (player1 != null) 451 | { 452 | player1.Task.ClearAllImmediately(); 453 | } 454 | } 455 | 456 | /// 457 | /// This method will return the center of given vectors 458 | /// 459 | /// Vector3 A 460 | /// The center Vector3 of the two given Vector3s 461 | public Vector3 CenterOfVectors(params Vector3[] vectors) 462 | { 463 | Vector3 center = Vector3.Zero; 464 | foreach (Vector3 vector in vectors) 465 | { 466 | center += vector; 467 | } 468 | 469 | return center / vectors.Length; 470 | } 471 | 472 | private bool resetWalking = false; 473 | 474 | private void TwoPlayerMod_Tick(object sender, EventArgs e) 475 | { 476 | menuPool.ProcessMenus(); 477 | 478 | if (Enabled()) 479 | { 480 | if (!Player1Available()) 481 | { 482 | CleanCamera(); 483 | 484 | while (!Player1Available() || Function.Call(Hash.IS_SCREEN_FADING_IN)) 485 | { 486 | Wait(1000); 487 | } 488 | 489 | playerPeds.ForEach(playerPed => 490 | { 491 | playerPed.Respawn(); 492 | Wait(500); 493 | }); 494 | 495 | SetupCamera(); 496 | } 497 | 498 | playerPeds.ForEach((playerPed => { playerPed.Tick(); })); 499 | 500 | UpdateCamera(); 501 | 502 | if (customCamera && player1.IsOnFoot) 503 | { 504 | if (Game.IsControlPressed(0, GTA.Control.Jump)) 505 | { 506 | player1.Task.Climb(); 507 | } 508 | 509 | Vector2 offset = Vector2.Zero; 510 | 511 | if (Game.IsControlPressed(0, GTA.Control.MoveUpOnly)) 512 | { 513 | offset.Y++; 514 | } 515 | 516 | if (Game.IsControlPressed(0, GTA.Control.MoveLeftOnly)) 517 | { 518 | offset.X--; 519 | } 520 | 521 | if (Game.IsControlPressed(0, GTA.Control.MoveRightOnly)) 522 | { 523 | offset.X++; 524 | } 525 | 526 | if (Game.IsControlPressed(0, GTA.Control.MoveDownOnly)) 527 | { 528 | offset.Y--; 529 | } 530 | 531 | if (offset != Vector2.Zero) 532 | { 533 | if (Game.IsControlPressed(0, GTA.Control.Sprint)) 534 | { 535 | // needed for running 536 | offset *= 10; 537 | } 538 | Vector3 dest = Vector3.Zero; 539 | dest = player1.Position - new Vector3(offset.X, offset.Y, 0); 540 | player1.Task.RunTo(dest, true, -1); 541 | resetWalking = true; 542 | } 543 | else if (resetWalking) 544 | { 545 | player1.Task.ClearAll(); 546 | resetWalking = false; 547 | } 548 | } 549 | 550 | if (Game.IsControlJustReleased(0, GTA.Control.NextCamera)) 551 | { 552 | customCamera = !customCamera; 553 | } 554 | 555 | // for letting player get in a vehicle 556 | if (player1.IsOnFoot && Game.IsControlJustReleased(0, GTA.Control.VehicleExit)) 557 | { 558 | HandleEnterVehicle(player1); 559 | } 560 | } 561 | } 562 | 563 | /// 564 | /// Cleans the Camera system 565 | /// 566 | private void CleanCamera() 567 | { 568 | World.DestroyAllCameras(); 569 | World.RenderingCamera = null; 570 | } 571 | 572 | /// 573 | /// Helper method to check if Player 1 is still normally available 574 | /// 575 | /// True when Player 1 is still normally available to play 576 | private bool Player1Available() 577 | { 578 | return !player1.IsDead && !Function.Call(Hash.IS_PLAYER_BEING_ARRESTED, player, true) && !Function.Call(Hash.IS_PLAYER_BEING_ARRESTED, player, false) && !Function.Call(Hash.IS_SCREEN_FADING_OUT); 579 | } 580 | 581 | /// 582 | /// This will update the camera 583 | /// 584 | private void UpdateCamera() 585 | { 586 | // if all in same vehicle 587 | if (playerPeds.TrueForAll(p => { return p.Ped.CurrentVehicle != null && p.Ped.CurrentVehicle == player1.CurrentVehicle; })) 588 | { 589 | World.RenderingCamera = null; 590 | } 591 | else if (customCamera) 592 | { 593 | PlayerPed furthestPlayer = playerPeds.OrderByDescending(playerPed => { return player1.Position.DistanceTo(playerPed.Ped.Position); }).FirstOrDefault(); 594 | 595 | Vector3 center = CenterOfVectors(player1.Position, furthestPlayer.Ped.Position); 596 | 597 | World.RenderingCamera = camera; 598 | camera.PointAt(center); 599 | 600 | float dist = furthestPlayer.Ped.Position.DistanceTo(player1.Position); 601 | 602 | center.Y += 5f + (dist / 1.6f); 603 | center.Z += 2f + (dist / 1.4f); 604 | 605 | camera.Position = center; 606 | } 607 | else 608 | { 609 | World.RenderingCamera = null; 610 | } 611 | } 612 | } -------------------------------------------------------------------------------- /PlayerPed.cs: -------------------------------------------------------------------------------- 1 | using Benjamin94.Input; 2 | using GTA; 3 | using GTA.Math; 4 | using GTA.Native; 5 | using SharpDX.XInput; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Drawing; 9 | using System.Linq; 10 | 11 | namespace Benjamin94 12 | { 13 | /// 14 | /// This class will wrap around a normal Ped and will have properties like WeaponIndex, TargetIndex, InputManager 15 | /// 16 | class PlayerPed 17 | { 18 | // static properties 19 | private static WeaponHash[] weapons = (WeaponHash[])Enum.GetValues(typeof(WeaponHash)); 20 | private static WeaponHash[] meleeWeapons = new WeaponHash[] { WeaponHash.PetrolCan, WeaponHash.Knife, WeaponHash.Nightstick, WeaponHash.Hammer, WeaponHash.Bat, WeaponHash.GolfClub, WeaponHash.Crowbar, WeaponHash.Bottle, WeaponHash.SwitchBlade, WeaponHash.Dagger, WeaponHash.Hatchet, WeaponHash.Unarmed, WeaponHash.KnuckleDuster, WeaponHash.Machete, WeaponHash.Flashlight }; 21 | private static WeaponHash[] throwables = new WeaponHash[] { WeaponHash.StickyBomb, WeaponHash.Snowball, WeaponHash.SmokeGrenade, WeaponHash.ProximityMine, WeaponHash.Molotov, WeaponHash.Grenade, WeaponHash.Flare, WeaponHash.BZGas, WeaponHash.Ball }; 22 | 23 | // PlayerPed properties 24 | public Ped Ped { get; internal set; } 25 | // private Ped ped = null; 26 | private readonly Ped Player1; 27 | public readonly UserIndex UserIndex = UserIndex.Any; 28 | private VehicleAction LastVehicleAction = VehicleAction.Brake; 29 | private Ped[] Targets = null; 30 | 31 | private int MaxHealth = 100; 32 | 33 | private int weaponIndex = Array.IndexOf(weapons, WeaponHash.Unarmed); 34 | 35 | private int WeaponIndex 36 | { 37 | get 38 | { 39 | if (weaponIndex < 0) 40 | { 41 | weaponIndex = weapons.Length - 1; 42 | } 43 | if (weaponIndex >= weapons.Length) 44 | { 45 | weaponIndex = 0; 46 | } 47 | return weaponIndex; 48 | } 49 | set 50 | { 51 | weaponIndex = value; 52 | } 53 | } 54 | 55 | private int targetIndex = 0; 56 | private int TargetIndex 57 | { 58 | get 59 | { 60 | if (targetIndex < 0) 61 | { 62 | targetIndex = Targets.Length - 1; 63 | } 64 | if (targetIndex >= Targets.Length) 65 | { 66 | targetIndex = 0; 67 | } 68 | return targetIndex; 69 | } 70 | set 71 | { 72 | targetIndex = value; 73 | } 74 | } 75 | 76 | /// 77 | /// This proprty will return information like health, current weapon... 78 | /// 79 | public string Info 80 | { 81 | get 82 | { 83 | string info = ""; 84 | 85 | info += "Player " + UserIndex + " Weapon: ~n~" + weapons[WeaponIndex]; 86 | 87 | return info; 88 | } 89 | } 90 | 91 | private Dictionary lastActions = new Dictionary(); 92 | public readonly InputManager Input; 93 | private readonly PedHash CharacterHash; 94 | private readonly Color MarkerColor; 95 | 96 | /// 97 | /// Constructs a new PlayerPed and sets all required properties 98 | /// 99 | /// The UserIndex of this PlayerPed 100 | /// The PedHash off this PlayerPed 101 | /// Any BlipSprite 102 | /// Any BlipColor 103 | /// The Player 1 Ped 104 | /// InputManager instance 105 | public PlayerPed(UserIndex userIndex, PedHash characterHash, BlipSprite blipSprite, BlipColor blipColor, Ped player1, InputManager input) 106 | { 107 | UserIndex = userIndex; 108 | CharacterHash = characterHash; 109 | Player1 = player1; 110 | Input = input; 111 | 112 | SetupPed(); 113 | 114 | foreach (PlayerPedAction action in Enum.GetValues(typeof(PlayerPedAction))) 115 | { 116 | lastActions[action] = Game.GameTime; 117 | } 118 | 119 | switch (blipColor) 120 | { 121 | case BlipColor.White: 122 | MarkerColor = Color.White; 123 | break; 124 | case BlipColor.Red: 125 | MarkerColor = Color.Red; 126 | break; 127 | case BlipColor.Green: 128 | MarkerColor = Color.Green; 129 | break; 130 | case BlipColor.Blue: 131 | MarkerColor = Color.Blue; 132 | break; 133 | case BlipColor.Yellow: 134 | MarkerColor = Color.Yellow; 135 | break; 136 | default: 137 | MarkerColor = Color.OrangeRed; 138 | break; 139 | } 140 | 141 | UpdateBlip(blipSprite, blipColor); 142 | } 143 | 144 | /// 145 | /// This will setup the Ped and set all required properties 146 | /// 147 | private void SetupPed() 148 | { 149 | Ped = World.CreatePed(CharacterHash, Player1.Position.Around(5)); 150 | MaxHealth = Ped.Health; 151 | 152 | while (!Ped.Exists()) 153 | { 154 | Script.Wait(100); 155 | } 156 | 157 | Ped.Task.ClearAllImmediately(); 158 | 159 | Ped.AlwaysKeepTask = true; 160 | Ped.NeverLeavesGroup = true; 161 | Ped.CanBeTargetted = true; 162 | Ped.RelationshipGroup = Player1.RelationshipGroup; 163 | Ped.CanRagdoll = false; 164 | Ped.IsEnemy = false; 165 | Ped.DrownsInWater = false; 166 | Ped.DiesInstantlyInWater = false; 167 | Ped.DropsWeaponsOnDeath = false; 168 | 169 | // dont let the playerped decide what to do when there is combat etc. 170 | Function.Call(Hash.SET_BLOCKING_OF_NON_TEMPORARY_EVENTS, Ped, true); 171 | Function.Call(Hash.SET_PED_FLEE_ATTRIBUTES, Ped, 0, 0); 172 | Function.Call(Hash.SET_PED_COMBAT_ATTRIBUTES, Ped, 46, true); 173 | 174 | foreach (WeaponHash hash in Enum.GetValues(typeof(WeaponHash))) 175 | { 176 | try 177 | { 178 | Weapon weapon = Ped.Weapons.Give(hash, int.MaxValue, true, true); 179 | weapon.InfiniteAmmo = true; 180 | weapon.InfiniteAmmoClip = true; 181 | } 182 | catch (Exception) 183 | { 184 | } 185 | } 186 | 187 | SelectWeapon(Ped, weapons[WeaponIndex]); 188 | } 189 | 190 | /// 191 | /// Gets targets for the given player in combat situations 192 | /// 193 | /// An array of Peds 194 | private Ped[] GetTargets() 195 | { 196 | return World.GetNearbyPeds(Ped, 50).Where(p => IsValidTarget(p)).OrderBy(p => p.Position.DistanceTo(Ped.Position)).ToArray(); 197 | } 198 | 199 | /// 200 | /// Helper method to check if a Ped is a valid target for player 2 201 | /// 202 | /// The target Ped to check 203 | private bool IsValidTarget(Ped target) 204 | { 205 | return target != null && !target.IsPlayerPed() && target != Player1 && target.IsAlive && target.IsOnScreen; 206 | } 207 | 208 | /// 209 | /// Method to select another weapon for a Ped 210 | /// 211 | /// target Ped 212 | /// target WeaponHash 213 | private void SelectWeapon(Ped p, WeaponHash weaponHash) 214 | { 215 | WeaponIndex = Array.IndexOf(weapons, weaponHash); 216 | 217 | Function.Call(Hash.SET_CURRENT_PED_WEAPON, p, new InputArgument(weaponHash), true); 218 | UpdateLastAction(PlayerPedAction.SelectWeapon); 219 | } 220 | 221 | /// 222 | /// This method will update this PlayerPed blip sprite and color 223 | /// 224 | /// new BlipSprite 225 | /// new BlipColor 226 | public void UpdateBlip(BlipSprite sprite, BlipColor color) 227 | { 228 | Ped.CurrentBlip.Remove(); 229 | Ped.AddBlip().Sprite = sprite; 230 | Ped.CurrentBlip.Color = color; 231 | } 232 | 233 | /// 234 | /// This method will get called by the Script so this PlayerPed can update its state 235 | /// 236 | public void Tick() 237 | { 238 | if (Ped.IsInVehicle()) 239 | { 240 | UpdateCombat(() => { return Input.isPressed(DeviceButton.LeftShoulder); }, () => { return Input.isPressed(DeviceButton.RightShoulder); }); 241 | 242 | Vehicle v = Ped.CurrentVehicle; 243 | 244 | if (v.GetPedOnSeat(VehicleSeat.Driver) == Ped) 245 | { 246 | VehicleAction action = GetVehicleAction(v); 247 | if (action != LastVehicleAction) 248 | { 249 | LastVehicleAction = action; 250 | 251 | PerformVehicleAction(Ped, v, action); 252 | } 253 | } 254 | 255 | if (Input.isPressed(DeviceButton.X)) 256 | { 257 | if (CanDoAction(PlayerPedAction.SelectWeapon, 500)) 258 | { 259 | if (UpdateWeaponIndex()) 260 | { 261 | SelectWeapon(Ped, weapons[WeaponIndex]); 262 | } 263 | } 264 | NotifyWeapon(); 265 | } 266 | } 267 | else 268 | { 269 | UpdateFoot(); 270 | } 271 | 272 | // for entering / leaving a vehicle 273 | if (Input.isPressed(DeviceButton.Y)) 274 | { 275 | if (Ped.IsInVehicle()) 276 | { 277 | Vehicle v = Ped.CurrentVehicle; 278 | if (v.Speed > 7f) 279 | { 280 | //4160 = ped is throwing himself out, even when the vehicle is still (that's what the speed check is for) 281 | Function.Call(Hash.TASK_LEAVE_VEHICLE, Ped, v, 4160); 282 | } 283 | else 284 | { 285 | Ped.Task.LeaveVehicle(); 286 | } 287 | } 288 | else 289 | { 290 | TwoPlayerMod.HandleEnterVehicle(Ped); 291 | } 292 | } 293 | 294 | if (Ped.IsDead) 295 | { 296 | UI.Notify("Player " + "~g~" + UserIndex + "~w~ press ~g~" + DeviceButton.Back + "~w~ to respawn~w~."); 297 | if (Input.isPressed(DeviceButton.Back)) 298 | { 299 | Respawn(); 300 | } 301 | } 302 | 303 | if (!Ped.IsNearEntity(Player1, new Vector3(20, 20, 20))) 304 | { 305 | UI.Notify("Player " + "~g~" + UserIndex + "~w~ press ~g~" + DeviceButton.Back + "~w~ to go back to player ~g~" + UserIndex.One + "~w~."); 306 | if (Input.isPressed(DeviceButton.Back)) 307 | { 308 | Ped.Position = Player1.Position.Around(5); 309 | } 310 | } 311 | } 312 | 313 | /// 314 | /// This method will respawn this PlayerPed 315 | /// 316 | public void Respawn() 317 | { 318 | if (Ped != null) 319 | { 320 | Ped.Delete(); 321 | } 322 | SetupPed(); 323 | } 324 | 325 | /// 326 | /// Determines the needed action corresponding to current controller input, e.g. VehicleAction.RevEngine 327 | /// 328 | /// A VehicleAction enum 329 | private VehicleAction GetVehicleAction(Vehicle v) 330 | { 331 | Direction dir = Input.GetDirection(DeviceButton.LeftStick); 332 | if (Input.isPressed(DeviceButton.A)) 333 | { 334 | if (Input.IsDirectionLeft(dir)) 335 | { 336 | return VehicleAction.HandBrakeLeft; 337 | } 338 | else if (Input.IsDirectionRight(dir)) 339 | { 340 | return VehicleAction.HandBrakeRight; 341 | } 342 | else 343 | { 344 | return VehicleAction.HandBrakeStraight; 345 | } 346 | } 347 | 348 | if (Input.isPressed(DeviceButton.RightTrigger)) 349 | { 350 | if (Input.IsDirectionLeft(dir)) 351 | { 352 | return VehicleAction.GoForwardLeft; 353 | } 354 | else if (Input.IsDirectionRight(dir)) 355 | { 356 | return VehicleAction.GoForwardRight; 357 | } 358 | else 359 | { 360 | return VehicleAction.GoForwardStraightFast; 361 | } 362 | } 363 | 364 | if (Input.isPressed(DeviceButton.LeftTrigger)) 365 | { 366 | if (Input.IsDirectionLeft(dir)) 367 | { 368 | return VehicleAction.ReverseLeft; 369 | } 370 | else if (Input.IsDirectionRight(dir)) 371 | { 372 | return VehicleAction.ReverseRight; 373 | } 374 | else 375 | { 376 | return VehicleAction.ReverseStraight; 377 | } 378 | } 379 | 380 | if (Input.IsDirectionLeft(dir)) 381 | { 382 | return VehicleAction.SwerveLeft; 383 | } 384 | else if (Input.IsDirectionRight(dir)) 385 | { 386 | return VehicleAction.SwerveRight; 387 | } 388 | 389 | return VehicleAction.RevEngine; 390 | } 391 | 392 | /// 393 | /// Helper method to check if a WeaponHash is a throwable like Grenade or Molotov 394 | /// 395 | /// WeaponHash to check 396 | /// true if the given WeaponHash is throwable, false otherwise 397 | private bool IsThrowable(WeaponHash hash) 398 | { 399 | return throwables.Contains(hash); 400 | } 401 | 402 | /// 403 | /// Helper method to check if a WeaponHash is a melee weapon 404 | /// 405 | /// WeaponHash to check 406 | /// true if the given WeaponHash is melee, false otherwise 407 | private bool IsMelee(WeaponHash hash) 408 | { 409 | return meleeWeapons.Contains(hash); 410 | } 411 | 412 | /// 413 | /// Cleans up this PlayerPed 414 | /// 415 | public void Clean() 416 | { 417 | if (Ped != null) 418 | { 419 | Ped.Delete(); 420 | Ped = null; 421 | } 422 | if (Input != null) 423 | { 424 | Input.Cleanup(); 425 | } 426 | } 427 | 428 | /// 429 | /// Calls the TASK_VEHICLE_TEMP_ACTION native in order to control a Vehicle 430 | /// 431 | /// The driver 432 | /// The target Vehicle 433 | /// Any of enum VehicleAction 434 | private void PerformVehicleAction(Ped ped, Vehicle vehicle, VehicleAction action) 435 | { 436 | Function.Call(Hash.TASK_VEHICLE_TEMP_ACTION, ped, vehicle, (int)action, -1); 437 | } 438 | 439 | private bool resetWalking = false; 440 | 441 | /// 442 | /// Updates all kind of on foot actions like walking entering exiting vehicles 443 | /// 444 | private void UpdateFoot() 445 | { 446 | UpdateCombat(() => { return Input.isPressed(DeviceButton.LeftTrigger); }, () => { return Input.isPressed(DeviceButton.RightTrigger); }); 447 | 448 | Vector2 leftThumb = Input.GetState().LeftThumbStick; 449 | 450 | if (leftThumb != Vector2.Zero) 451 | { 452 | if (Input.isPressed(DeviceButton.A)) 453 | { 454 | // needed for running 455 | leftThumb *= 10; 456 | } 457 | Vector3 dest = Vector3.Zero; 458 | if (TwoPlayerMod.customCamera) 459 | { 460 | dest = Ped.Position - new Vector3(leftThumb.X, leftThumb.Y, 0); 461 | } 462 | else 463 | { 464 | dest = Ped.GetOffsetInWorldCoords(new Vector3(leftThumb.X, leftThumb.Y, 0)); 465 | } 466 | 467 | Ped.Task.RunTo(dest, true, -1); 468 | resetWalking = true; 469 | } 470 | else if (resetWalking) 471 | { 472 | Ped.Task.ClearAll(); 473 | resetWalking = false; 474 | } 475 | 476 | if (Input.isPressed(DeviceButton.X) && CanDoAction(PlayerPedAction.Jump, 850)) 477 | { 478 | Ped.Task.Climb(); 479 | UpdateLastAction(PlayerPedAction.Jump); 480 | } 481 | 482 | if (Input.isPressed(DeviceButton.LeftShoulder)) 483 | { 484 | if (CanDoAction(PlayerPedAction.SelectWeapon, 500)) 485 | { 486 | if (UpdateWeaponIndex()) 487 | { 488 | SelectWeapon(Ped, weapons[WeaponIndex]); 489 | } 490 | } 491 | NotifyWeapon(); 492 | } 493 | } 494 | 495 | /// 496 | /// Helper method to show the current weapon and show the user what to do to change the weapon 497 | /// 498 | private void NotifyWeapon() 499 | { 500 | UI.ShowSubtitle("Player 2 weapon: ~g~" + weapons[WeaponIndex] + "~w~. Use ~g~" + (Ped.IsInVehicle() ? DeviceButton.LeftStick : DeviceButton.RightStick) + "~w~ to select weapons."); 501 | } 502 | 503 | /// 504 | /// This will fire at the targeted ped and will handle changing targets 505 | /// 506 | /// The first (aiming) button which needs to pressed before handling this update 507 | /// The second (firing) button which needs to pressed before the actual shooting 508 | private void UpdateCombat(Func firstButton, Func secondButton) 509 | { 510 | if (Input.isPressed(DeviceButton.DPadLeft)) 511 | { 512 | foreach (WeaponHash projectile in throwables) 513 | { 514 | Function.Call(Hash.EXPLODE_PROJECTILES, Ped, new InputArgument(projectile), true); 515 | } 516 | } 517 | if (firstButton.Invoke()) 518 | { 519 | if (!secondButton.Invoke()) 520 | { 521 | Targets = GetTargets(); 522 | } 523 | if (CanDoAction(PlayerPedAction.SelectTarget, 500)) 524 | { 525 | Direction dir = Input.GetDirection(DeviceButton.RightStick); 526 | if (Input.IsDirectionLeft(dir)) 527 | { 528 | TargetIndex--; 529 | UpdateLastAction(PlayerPedAction.SelectTarget); 530 | } 531 | if (Input.IsDirectionRight(dir)) 532 | { 533 | TargetIndex++; 534 | UpdateLastAction(PlayerPedAction.SelectTarget); 535 | } 536 | } 537 | 538 | Ped target = Targets.ElementAtOrDefault(TargetIndex); 539 | 540 | if (target == null) 541 | { 542 | return; 543 | } 544 | 545 | if (!target.IsAlive) 546 | { 547 | Targets = GetTargets(); 548 | } 549 | 550 | if (target != null) 551 | { 552 | World.DrawMarker(MarkerType.UpsideDownCone, target.GetBoneCoord(Bone.SKEL_Head) + new Vector3(0, 0, 1), GameplayCamera.Direction, GameplayCamera.Rotation, new Vector3(1, 1, 1), Color.OrangeRed); 553 | 554 | if (secondButton.Invoke()) 555 | { 556 | SelectWeapon(Ped, weapons[WeaponIndex]); 557 | 558 | if (IsThrowable(weapons[WeaponIndex])) 559 | { 560 | if (CanDoAction(PlayerPedAction.ThrowTrowable, 1500)) 561 | { 562 | Function.Call(Hash.TASK_THROW_PROJECTILE, Ped, target.Position.X, target.Position.Y, target.Position.Z); 563 | UpdateLastAction(PlayerPedAction.ThrowTrowable); 564 | } 565 | } 566 | else if (CanDoAction(PlayerPedAction.Shoot, 750)) 567 | { 568 | if (Ped.IsInVehicle()) 569 | { 570 | Function.Call(Hash.TASK_DRIVE_BY, Ped, target, 0, 0, 0, 0, 50.0f, 100, 1, (uint)FiringPattern.FullAuto); 571 | } 572 | else if (IsMelee(weapons[WeaponIndex])) 573 | { 574 | // Ped.Task.ShootAt(target, 750, FiringPattern.FullAuto); 575 | // UI.ShowSubtitle("Melee weapons are not supported yet."); 576 | Ped.Task.FightAgainst(target, -1); 577 | 578 | } 579 | else 580 | { 581 | Ped.Task.ShootAt(target, 750, FiringPattern.FullAuto); 582 | } 583 | 584 | UpdateLastAction(PlayerPedAction.Shoot); 585 | } 586 | } 587 | else 588 | { 589 | Ped.Task.AimAt(target, 100); 590 | } 591 | } 592 | 593 | if (Ped.IsOnScreen) 594 | { 595 | Vector3 headPos = Ped.GetBoneCoord(Bone.SKEL_Head); 596 | headPos.Z += 0.3f; 597 | headPos.X += 0.1f; 598 | 599 | UIRectangle rect = new UIRectangle(UI.WorldToScreen(headPos), new Size(MaxHealth / 2, 5), Color.LimeGreen); 600 | rect.Draw(); 601 | rect.Size = new Size(Ped.Health / 2, 5); 602 | rect.Color = Color.IndianRed; 603 | rect.Draw(); 604 | } 605 | } 606 | else 607 | { 608 | TargetIndex = 0; 609 | } 610 | } 611 | 612 | /// 613 | /// Updates the selection of weapon for Player 2 614 | /// 615 | /// true if weaponIndex changed, false otherwise 616 | private bool UpdateWeaponIndex() 617 | { 618 | Direction dir = Input.GetDirection(Ped.IsInVehicle() ? DeviceButton.LeftStick : DeviceButton.RightStick); 619 | 620 | if (Input.IsDirectionLeft(dir)) 621 | { 622 | WeaponIndex--; 623 | return true; 624 | } 625 | if (Input.IsDirectionRight(dir)) 626 | { 627 | WeaponIndex++; 628 | return true; 629 | } 630 | return false; 631 | } 632 | 633 | /// 634 | /// Helper method to determine if player 2 is allowed to do the given PlayerPedAction 635 | /// 636 | /// PlayerPedAction to check 637 | /// minimal time that has to be past before true 638 | /// true if time since last PlayerPedAction is more than given time, false otherwise 639 | private bool CanDoAction(PlayerPedAction action, int time) 640 | { 641 | return Game.GameTime - lastActions[action] >= time; 642 | } 643 | 644 | /// 645 | /// Updates the time of the given PlayerPedAction 646 | /// 647 | /// Target PlayerPedAction 648 | private void UpdateLastAction(PlayerPedAction action) 649 | { 650 | lastActions[action] = Game.GameTime; 651 | } 652 | } 653 | } -------------------------------------------------------------------------------- /LICENSE.txt: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | TwoPlayerMod Copyright (C) 2016 BenjaminFaal 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Dependencies/ScriptHookVDotNet.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | "ScriptHookVDotNet" 5 | 6 | 7 | 8 | 9 | Starts an animation. 10 | 11 | The animation dictionary. 12 | The animation name. 13 | Normal value is 8.0. 14 | Normal value is -8.0. 15 | The duration. 16 | The animation flags. 17 | Values are between 0.0 and 1.0. 18 | 19 | 20 | 21 | Starts an animation. 22 | 23 | The animation dictionary. 24 | The animation name. 25 | Normal value is 8.0. 26 | The duration. 27 | The animation flags. 28 | 29 | 30 | 31 | Starts an animation. 32 | 33 | The animation dictionary. 34 | The animation name. 35 | 36 | 37 | Have more than one menu on the screen on the time and transition them 38 | 39 | 40 | The offset each menu in the stack has from the one above it 41 | 42 | 43 | The top left position of the current menu 44 | 45 | 46 | Handles when the user presses the left or right button (e.g. numpad-4 and 6) 47 | 48 | 49 | Handles when the user presses the up or down button (e.g. numpad-2 and 8) 50 | 51 | 52 | Handles when the back button is pressed (e.g. numpad-0) 53 | 54 | 55 | Handles when the activate button is pressed (e.g. numpad-5) 56 | 57 | 58 | Draw all the active UIs 59 | 60 | 61 | Closes all menus 62 | 63 | 64 | Remove the active menu from the stack, this will focus the next highest menu 65 | 66 | 67 | Remove a menu from the stack of active menus 68 | 69 | 70 | Add a menu to the stack of active menus and set it as focused 71 | 72 | 73 | Set by the parent so that the MenuItem can access its properties 74 | 75 | 76 | Called by the Menu to set this item's origin 77 | 78 | 79 | Called when the user changes this item (e.g. numpad-4 and 6) 80 | 81 | 82 | Called when the user activates this item (e.g. numpad-5) 83 | 84 | 85 | Called when the user deselects this item 86 | 87 | 88 | Called when the user selects this item 89 | 90 | 91 | Called when the MenuItem should be drawn with an offset 92 | 93 | 94 | Called when the MenuItem should be drawn 95 | 96 | 97 | Use Ok and Cancel instead of Yes and No 98 | 99 | 100 | Called when the user changes the current element (i.e. left and right) 101 | 102 | 103 | Called when the user changes what element is selected (i.e. up and down) 104 | 105 | 106 | Called when the user hits the activate button 107 | 108 | 109 | Called when the user hits the back button or unfocuses from this menu 110 | 111 | 112 | Called when the menu gains or regains focus 113 | 114 | 115 | Called when the menu is first added to the Viewport 116 | 117 | 118 | Draws the menu with an offset 119 | 120 | 121 | Draws the menu 122 | 123 | 124 | 125 | Determines whether the specified object instances are considered equal. 126 | 127 | 128 | 129 | 130 | true if is the same instance as or 131 | if both are null references or if value1.Equals(value2) returns true; otherwise, false. 132 | 133 | 134 | 135 | Returns a value that indicates whether the current instance is equal to the specified object. 136 | 137 | Object to make the comparison with. 138 | 139 | true if the current instance is equal to the specified object; false otherwise. 140 | 141 | 142 | 143 | Returns a value that indicates whether the current instance is equal to a specified object. 144 | 145 | Object to make the comparison with. 146 | 147 | true if the current instance is equal to the specified object; false otherwise. 148 | 149 | 150 | 151 | Returns the hash code for this instance. 152 | 153 | A 32-bit signed integer hash code. 154 | 155 | 156 | 157 | Converts the value of the object to its equivalent string representation. 158 | 159 | The string representation of the value of this instance. 160 | 161 | 162 | 163 | Converts the matrix to an array of floats. 164 | 165 | 166 | 167 | 168 | Tests for inequality between two objects. 169 | 170 | The first value to compare. 171 | The second value to compare. 172 | 173 | true if has a different value than ; otherwise, false. 174 | 175 | 176 | 177 | Tests for equality between two objects. 178 | 179 | The first value to compare. 180 | The second value to compare. 181 | 182 | true if has the same value as ; otherwise, false. 183 | 184 | 185 | 186 | Scales a matrix by a given value. 187 | 188 | The matrix to scale. 189 | The amount by which to scale. 190 | The scaled matrix. 191 | 192 | 193 | 194 | Scales a matrix by a given value. 195 | 196 | The matrix to scale. 197 | The amount by which to scale. 198 | The scaled matrix. 199 | 200 | 201 | 202 | Multiplies two matricies. 203 | 204 | The first matrix to multiply. 205 | The second matrix to multiply. 206 | The product of the two matricies. 207 | 208 | 209 | 210 | Scales a matrix by a given value. 211 | 212 | The matrix to scale. 213 | The amount by which to scale. 214 | The scaled matrix. 215 | 216 | 217 | 218 | Divides two matricies. 219 | 220 | The first matrix to divide. 221 | The second matrix to divide. 222 | The quotient of the two matricies. 223 | 224 | 225 | 226 | Subtracts two matricies. 227 | 228 | The first matrix to subtract. 229 | The second matrix to subtract. 230 | The difference between the two matricies. 231 | 232 | 233 | 234 | Adds two matricies. 235 | 236 | The first matrix to add. 237 | The second matrix to add. 238 | The sum of the two matricies. 239 | 240 | 241 | 242 | Negates a matrix. 243 | 244 | The matrix to negate. 245 | The negated matrix. 246 | 247 | 248 | 249 | Calculates the transpose of the specified matrix. 250 | 251 | The matrix whose transpose is to be calculated. 252 | The transpose of the specified matrix. 253 | 254 | 255 | 256 | Creates a translation matrix using the specified offsets. 257 | 258 | The offset for all three coordinate planes. 259 | The created translation matrix. 260 | 261 | 262 | 263 | Creates a translation matrix using the specified offsets. 264 | 265 | X-coordinate offset. 266 | Y-coordinate offset. 267 | Z-coordinate offset. 268 | The created translation matrix. 269 | 270 | 271 | 272 | Creates a matrix that scales along the x-axis, y-axis, and y-axis. 273 | 274 | Scaling factor for all three axes. 275 | The created scaling matrix. 276 | 277 | 278 | 279 | Creates a matrix that scales along the x-axis, y-axis, and y-axis. 280 | 281 | Scaling factor that is applied along the x-axis. 282 | Scaling factor that is applied along the y-axis. 283 | Scaling factor that is applied along the z-axis. 284 | The created scaling matrix. 285 | 286 | 287 | 288 | Creates a rotation matrix with a specified yaw, pitch, and roll. 289 | 290 | Yaw around the y-axis, in radians. 291 | Pitch around the x-axis, in radians. 292 | Roll around the z-axis, in radians. 293 | The created rotation matrix. 294 | 295 | 296 | 297 | Creates a rotation matrix from a quaternion. 298 | 299 | The quaternion to use to build the matrix. 300 | The created rotation matrix. 301 | 302 | 303 | 304 | Creates a matrix that rotates around an arbitary axis. 305 | 306 | The axis around which to rotate. 307 | Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. 308 | The created rotation matrix. 309 | 310 | 311 | 312 | Creates a matrix that rotates around the z-axis. 313 | 314 | Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. 315 | The created rotation matrix. 316 | 317 | 318 | 319 | Creates a matrix that rotates around the y-axis. 320 | 321 | Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. 322 | The created rotation matrix. 323 | 324 | 325 | 326 | Creates a matrix that rotates around the x-axis. 327 | 328 | Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. 329 | The created rotation matrix. 330 | 331 | 332 | 333 | Performs a linear interpolation between two matricies. 334 | 335 | Start matrix. 336 | End matrix. 337 | Value between 0 and 1 indicating the weight of . 338 | The linear interpolation of the two matrices. 339 | 340 | This method performs the linear interpolation based on the following formula. 341 | start + (end - start) * amount 342 | Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. 343 | 344 | 345 | 346 | 347 | Calculates the inverse of a matrix if it exists. 348 | 349 | The inverse of the matrix. 350 | 351 | 352 | 353 | Negates a matrix. 354 | 355 | The matrix to be negated. 356 | The negated matrix. 357 | 358 | 359 | 360 | Scales a matrix by the given value. 361 | 362 | The matrix to scale. 363 | The amount by which to scale. 364 | The scaled matrix. 365 | 366 | 367 | 368 | Determines the quotient of two matrices. 369 | 370 | The first matrix to divide. 371 | The second matrix to divide. 372 | The quotient of the two matrices. 373 | 374 | 375 | 376 | Scales a matrix by the given value. 377 | 378 | The matrix to scale. 379 | The amount by which to scale. 380 | The scaled matrix. 381 | 382 | 383 | 384 | Determines the product of two matrices. 385 | 386 | The first matrix to multiply. 387 | The second matrix to multiply. 388 | The product of the two matrices. 389 | 390 | 391 | 392 | Determines the difference between two matrices. 393 | 394 | The first matrix to subtract. 395 | The second matrix to subtract. 396 | The difference between the two matrices. 397 | 398 | 399 | 400 | Determines the sum of two matrices. 401 | 402 | The first matrix to add. 403 | The second matrix to add. 404 | The sum of the two matrices. 405 | 406 | 407 | 408 | Calculates the inverse of the matrix if it exists. 409 | 410 | 411 | 412 | 413 | Calculates the determinant of the matrix. 414 | 415 | The determinant of the matrix. 416 | 417 | 418 | 419 | Converts the matrix to an array of floats. 420 | 421 | 422 | 423 | 424 | Gets a value indicating whether this instance has an inverse matrix. 425 | 426 | 427 | 428 | 429 | Gets a value indicating whether this instance is an identity matrix. 430 | 431 | 432 | 433 | 434 | Gets a that represents an identity matrix. 435 | 436 | 437 | 438 | 439 | Gets or sets the element of the matrix that exists in the fourth row and fourth column. 440 | 441 | 442 | 443 | 444 | Gets or sets the element of the matrix that exists in the fourth row and third column. 445 | 446 | 447 | 448 | 449 | Gets or sets the element of the matrix that exists in the fourth row and second column. 450 | 451 | 452 | 453 | 454 | Gets or sets the element of the matrix that exists in the fourth row and first column. 455 | 456 | 457 | 458 | 459 | Gets or sets the element of the matrix that exists in the third row and fourth column. 460 | 461 | 462 | 463 | 464 | Gets or sets the element of the matrix that exists in the third row and third column. 465 | 466 | 467 | 468 | 469 | Gets or sets the element of the matrix that exists in the third row and second column. 470 | 471 | 472 | 473 | 474 | Gets or sets the element of the matrix that exists in the third row and first column. 475 | 476 | 477 | 478 | 479 | Gets or sets the element of the matrix that exists in the second row and fourth column. 480 | 481 | 482 | 483 | 484 | Gets or sets the element of the matrix that exists in the second row and third column. 485 | 486 | 487 | 488 | 489 | Gets or sets the element of the matrix that exists in the second row and second column. 490 | 491 | 492 | 493 | 494 | Gets or sets the element of the matrix that exists in the second row and first column. 495 | 496 | 497 | 498 | 499 | Gets or sets the element of the matrix that exists in the first row and fourth column. 500 | 501 | 502 | 503 | 504 | Gets or sets the element of the matrix that exists in the first row and third column. 505 | 506 | 507 | 508 | 509 | Gets or sets the element of the matrix that exists in the first row and second column. 510 | 511 | 512 | 513 | 514 | Gets or sets the element of the matrix that exists in the first row and first column. 515 | 516 | 517 | 518 | 519 | Defines a 4x4 matrix. 520 | 521 | D3DXMATRIX 522 | 523 | 524 | Gets or sets the current transition ratio of the weather. 525 | A Single representing the current time ratio between 0.0f and 1.0f. 526 | 527 | 528 | 529 | Determines whether the specified object instances are considered equal. 530 | 531 | The first value to compare. 532 | The second value to compare. 533 | 534 | true if is the same instance as or 535 | if both are null references or if value1.Equals(value2) returns true; otherwise, false. 536 | 537 | 538 | 539 | Returns a value that indicates whether the current instance is equal to the specified object. 540 | 541 | Object to make the comparison with. 542 | 543 | true if the current instance is equal to the specified object; false otherwise. 544 | 545 | 546 | 547 | Returns a value that indicates whether the current instance is equal to a specified object. 548 | 549 | Object to make the comparison with. 550 | 551 | true if the current instance is equal to the specified object; false otherwise. 552 | 553 | 554 | 555 | Returns the hash code for this instance. 556 | 557 | A 32-bit signed integer hash code. 558 | 559 | 560 | 561 | Converts the value of the object to its equivalent string representation. 562 | 563 | The string representation of the value of this instance. 564 | 565 | 566 | 567 | Tests for inequality between two objects. 568 | 569 | The first value to compare. 570 | The second value to compare. 571 | 572 | true if has a different value than ; otherwise, false. 573 | 574 | 575 | 576 | Tests for equality between two objects. 577 | 578 | The first value to compare. 579 | The second value to compare. 580 | 581 | true if has the same value as ; otherwise, false. 582 | 583 | 584 | 585 | Scales a vector by the given value. 586 | 587 | The vector to scale. 588 | The amount by which to scale the vector. 589 | The scaled vector. 590 | 591 | 592 | 593 | Scales a vector by the given value. 594 | 595 | The vector to scale. 596 | The amount by which to scale the vector. 597 | The scaled vector. 598 | 599 | 600 | 601 | Scales a vector by the given value. 602 | 603 | The vector to scale. 604 | The amount by which to scale the vector. 605 | The scaled vector. 606 | 607 | 608 | 609 | Reverses the direction of a given vector. 610 | 611 | The vector to negate. 612 | A vector facing in the opposite direction. 613 | 614 | 615 | 616 | Subtracts two vectors. 617 | 618 | The first vector to subtract. 619 | The second vector to subtract. 620 | The difference of the two vectors. 621 | 622 | 623 | 624 | Adds two vectors. 625 | 626 | The first vector to add. 627 | The second vector to add. 628 | The sum of the two vectors. 629 | 630 | 631 | 632 | Returns a vector containing the largest components of the specified vectors. 633 | 634 | The first source vector. 635 | The second source vector. 636 | A vector containing the largest components of the source vectors. 637 | 638 | 639 | 640 | Returns a vector containing the smallest components of the specified vectors. 641 | 642 | The first source vector. 643 | The second source vector. 644 | A vector containing the smallest components of the source vectors. 645 | 646 | 647 | 648 | Returns the reflection of a vector off a surface that has the specified normal. 649 | 650 | The source vector. 651 | Normal of the surface. 652 | The reflected vector. 653 | Reflect only gives the direction of a reflection off a surface, it does not determine 654 | whether the original vector was close enough to the surface to hit it. 655 | 656 | 657 | 658 | Calculates the dot product of two vectors. 659 | 660 | First source vector. 661 | Second source vector. 662 | The dot product of the two vectors. 663 | 664 | 665 | 666 | Converts the vector into a unit vector. 667 | 668 | The vector to normalize. 669 | The normalized vector. 670 | 671 | 672 | 673 | Performs a linear interpolation between two vectors. 674 | 675 | Start vector. 676 | End vector. 677 | Value between 0 and 1 indicating the weight of . 678 | The linear interpolation of the two vectors. 679 | 680 | This method performs the linear interpolation based on the following formula. 681 | start + (end - start) * amount 682 | Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. 683 | 684 | 685 | 686 | 687 | Restricts a value to be within a specified range. 688 | 689 | The value to clamp. 690 | The minimum value. 691 | The maximum value. 692 | The clamped value. 693 | 694 | 695 | 696 | Reverses the direction of a given vector. 697 | 698 | The vector to negate. 699 | A vector facing in the opposite direction. 700 | 701 | 702 | 703 | Scales a vector by the given value. 704 | 705 | The vector to scale. 706 | The amount by which to scale the vector. 707 | The scaled vector. 708 | 709 | 710 | 711 | Modulates a vector by another. 712 | 713 | The first vector to modulate. 714 | The second vector to modulate. 715 | The modulated vector. 716 | 717 | 718 | 719 | Scales a vector by the given value. 720 | 721 | The vector to scale. 722 | The amount by which to scale the vector. 723 | The scaled vector. 724 | 725 | 726 | 727 | Subtracts two vectors. 728 | 729 | The first vector to subtract. 730 | The second vector to subtract. 731 | The difference of the two vectors. 732 | 733 | 734 | 735 | Adds two vectors. 736 | 737 | The first vector to add. 738 | The second vector to add. 739 | The sum of the two vectors. 740 | 741 | 742 | 743 | Returns a new normalized vector with random X and Y components. 744 | 745 | 746 | 747 | 748 | Converts a vector to a heading. 749 | 750 | 751 | 752 | 753 | Returns the signed angle in degrees between from and to. 754 | 755 | 756 | 757 | 758 | Returns the angle in degrees between from and to. 759 | The angle returned is always the acute angle between the two vectors. 760 | 761 | 762 | 763 | 764 | Calculates the squared distance between two vectors. 765 | 766 | The first vector to calculate the squared distance to the second vector. 767 | The second vector to calculate the squared distance to the first vector. 768 | The squared distance between the two vectors. 769 | 770 | 771 | 772 | Calculates the distance between two vectors. 773 | 774 | The first vector to calculate the distance to the second vector. 775 | The second vector to calculate the distance to the first vector. 776 | The distance between the two vectors. 777 | 778 | 779 | 780 | Calculates the squared distance between two vectors. 781 | 782 | The second vector to calculate the squared distance to. 783 | The squared distance to the other vector. 784 | 785 | 786 | 787 | Calculates the distance between two vectors. 788 | 789 | The second vector to calculate the distance to. 790 | The distance to the other vector. 791 | 792 | 793 | 794 | Converts the vector into a unit vector. 795 | 796 | 797 | 798 | 799 | Calculates the squared length of the vector. 800 | 801 | The squared length of the vector. 802 | 803 | 804 | 805 | Calculates the length of the vector. 806 | 807 | The length of the vector. 808 | 809 | 810 | 811 | Returns the left vector. (-1,0) 812 | 813 | 814 | 815 | 816 | Returns the right vector. (1,0) 817 | 818 | 819 | 820 | 821 | Returns the down vector. (0,-1) 822 | 823 | 824 | 825 | 826 | Returns the up vector. (0,1) 827 | 828 | 829 | 830 | 831 | Returns a null vector. (0,0) 832 | 833 | 834 | 835 | 836 | Returns this vector with a magnitude of 1. 837 | 838 | 839 | 840 | 841 | Initializes a new instance of the class. 842 | 843 | Initial value for the X component of the vector. 844 | Initial value for the Y component of the vector. 845 | 846 | 847 | 848 | Gets or sets the Y component of the vector. 849 | 850 | The Y component of the vector. 851 | 852 | 853 | 854 | Gets or sets the X component of the vector. 855 | 856 | The X component of the vector. 857 | 858 | 859 | 860 | Gets or sets the steering scale. 861 | 862 | A single between -1.0f (fully right) and 1.0f (fully left). 863 | 864 | 865 | 866 | Gets or sets the steering angle. 867 | 868 | The steering angle in degrees. 869 | 870 | 871 | 872 | Gets the speed the wheels are spinning at 873 | 874 | The speed in meters per second 875 | 876 | 877 | Can be broken into the car. if the glass is broken, the value will be set to 1. 878 | 879 | 880 | Doesn't allow players to exit the vehicle with the exit vehicle key. 881 | 882 | 883 | 884 | Determines whether the specified object instances are considered equal. 885 | 886 | 887 | 888 | 889 | true if is the same instance as or 890 | if both are null references or if value1.Equals(value2) returns true; otherwise, false. 891 | 892 | 893 | 894 | Returns a value that indicates whether the current instance is equal to the specified object. 895 | 896 | Object to make the comparison with. 897 | 898 | true if the current instance is equal to the specified object; false otherwise. 899 | 900 | 901 | 902 | Returns a value that indicates whether the current instance is equal to a specified object. 903 | 904 | Object to make the comparison with. 905 | 906 | true if the current instance is equal to the specified object; false otherwise. 907 | 908 | 909 | 910 | Returns the hash code for this instance. 911 | 912 | A 32-bit signed integer hash code. 913 | 914 | 915 | 916 | Converts the value of the object to its equivalent string representation. 917 | 918 | The string representation of the value of this instance. 919 | 920 | 921 | 922 | Tests for inequality between two objects. 923 | 924 | The first value to compare. 925 | The second value to compare. 926 | 927 | true if has a different value than ; otherwise, false. 928 | 929 | 930 | 931 | Tests for equality between two objects. 932 | 933 | The first value to compare. 934 | The second value to compare. 935 | 936 | true if has the same value as ; otherwise, false. 937 | 938 | 939 | 940 | Reverses the direction of a given quaternion. 941 | 942 | The quaternion to negate. 943 | A quaternion facing in the opposite direction. 944 | 945 | 946 | 947 | Subtracts two quaternions. 948 | 949 | The first quaternion to subtract. 950 | The second quaternion to subtract. 951 | The difference of the two quaternions. 952 | 953 | 954 | 955 | Adds two quaternions. 956 | 957 | The first quaternion to add. 958 | The second quaternion to add. 959 | The sum of the two quaternions. 960 | 961 | 962 | 963 | Divides a quaternion by another. 964 | 965 | The first quaternion to divide. 966 | The second quaternion to divide. 967 | The divided quaternion. 968 | 969 | 970 | 971 | Scales a quaternion by the given value. 972 | 973 | The quaternion to scale. 974 | The amount by which to scale the quaternion. 975 | The scaled quaternion. 976 | 977 | 978 | 979 | Scales a quaternion by the given value. 980 | 981 | The quaternion to scale. 982 | The amount by which to scale the quaternion. 983 | The scaled quaternion. 984 | 985 | 986 | 987 | Rotates the point with rotation. 988 | 989 | The quaternion to rotate the vector. 990 | The vector to be rotated. 991 | The vector after rotation. 992 | 993 | 994 | 995 | Multiplies a quaternion by another. 996 | 997 | The first quaternion to multiply. 998 | The second quaternion to multiply. 999 | The multiplied quaternion. 1000 | 1001 | 1002 | 1003 | Subtracts two quaternions. 1004 | 1005 | The first quaternion to subtract. 1006 | The second quaternion to subtract. 1007 | The difference of the two quaternions. 1008 | 1009 | 1010 | 1011 | Creates a quaternion given a yaw, pitch, and roll value. 1012 | 1013 | The yaw of rotation. 1014 | The pitch of rotation. 1015 | The roll of rotation. 1016 | The newly created quaternion. 1017 | 1018 | 1019 | 1020 | Creates a quaternion given a rotation matrix. 1021 | 1022 | The rotation matrix. 1023 | The newly created quaternion. 1024 | 1025 | 1026 | 1027 | Creates a quaternion given a rotation and an axis. 1028 | 1029 | The axis of rotation. 1030 | The angle of rotation. 1031 | The newly created quaternion. 1032 | 1033 | 1034 | 1035 | Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). 1036 | 1037 | Euler angles in degrees. 1038 | 1039 | 1040 | 1041 | eturns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). 1042 | 1043 | X degrees. 1044 | Y degrees. 1045 | Z degrees. 1046 | 1047 | 1048 | 1049 | Returns the angle in degrees between two rotations a and b. 1050 | 1051 | The first quaternion to calculate angle. 1052 | The second quaternion to calculate angle. 1053 | The angle in degrees between two rotations a and b. 1054 | 1055 | 1056 | 1057 | Converts the quaternion into a unit quaternion. 1058 | 1059 | The quaternion to normalize. 1060 | The normalized quaternion. 1061 | 1062 | 1063 | 1064 | Reverses the direction of a given quaternion. 1065 | 1066 | The quaternion to negate. 1067 | A quaternion facing in the opposite direction. 1068 | 1069 | 1070 | 1071 | Scales a quaternion by the given value. 1072 | 1073 | The quaternion to scale. 1074 | The amount by which to scale the quaternion. 1075 | The scaled quaternion. 1076 | 1077 | 1078 | 1079 | Modulates a quaternion by another. 1080 | 1081 | The first quaternion to modulate. 1082 | The second quaternion to modulate. 1083 | The modulated quaternion. 1084 | 1085 | 1086 | 1087 | Rotates a rotation from towards to. 1088 | 1089 | From Quaternion. 1090 | To Quaternion. 1091 | 1092 | 1093 | 1094 | 1095 | Creates a rotation which rotates from fromDirection to toDirection. 1096 | 1097 | 1098 | 1099 | 1100 | Interpolates between two quaternions, using spherical linear interpolation. The parameter /t/ is not clamped. 1101 | 1102 | 1103 | 1104 | 1105 | 1106 | 1107 | 1108 | Interpolates between two quaternions, using spherical linear interpolation.. 1109 | 1110 | Start quaternion. 1111 | End quaternion. 1112 | Value between 0 and 1 indicating the weight of . 1113 | The spherical linear interpolation of the two quaternions. 1114 | 1115 | 1116 | 1117 | Performs a linear interpolation between two quaternion. 1118 | 1119 | Start quaternion. 1120 | End quaternion. 1121 | Value between 0 and 1 indicating the weight of . 1122 | The linear interpolation of the two quaternions. 1123 | 1124 | This method performs the linear interpolation based on the following formula. 1125 | start + (end - start) * amount 1126 | Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. 1127 | 1128 | 1129 | 1130 | 1131 | Conjugates and renormalizes the quaternion. 1132 | 1133 | The quaternion to conjugate and renormalize. 1134 | The conjugated and renormalized quaternion. 1135 | 1136 | 1137 | 1138 | Calculates the dot product of two quaternions. 1139 | 1140 | First source quaternion. 1141 | Second source quaternion. 1142 | The dot product of the two quaternions. 1143 | 1144 | 1145 | 1146 | Divides a quaternion by another. 1147 | 1148 | The first quaternion to divide. 1149 | The second quaternion to divide. 1150 | The divided quaternion. 1151 | 1152 | 1153 | 1154 | Adds two quaternions. 1155 | 1156 | The first quaternion to add. 1157 | The second quaternion to add. 1158 | The sum of the two quaternions. 1159 | 1160 | 1161 | 1162 | Conjugates and renormalizes the quaternion. 1163 | 1164 | 1165 | 1166 | 1167 | Conjugates the quaternion. 1168 | 1169 | 1170 | 1171 | 1172 | Converts the quaternion into a unit quaternion. 1173 | 1174 | 1175 | 1176 | 1177 | Calculates the squared length of the quaternion. 1178 | 1179 | The squared length of the quaternion. 1180 | 1181 | 1182 | 1183 | Calculates the length of the quaternion. 1184 | 1185 | The length of the quaternion. 1186 | 1187 | 1188 | 1189 | Gets the angle of the quaternion. 1190 | 1191 | 1192 | 1193 | 1194 | Gets the axis components of the quaternion. 1195 | 1196 | 1197 | 1198 | 1199 | Gets the identity (0, 0, 0, 1). 1200 | 1201 | 1202 | 1203 | 1204 | Initializes a new instance of the structure. 1205 | 1206 | A containing the first three values of the quaternion. 1207 | The W component of the quaternion. 1208 | 1209 | 1210 | 1211 | Initializes a new instance of the structure. 1212 | 1213 | The X component of the quaternion. 1214 | The Y component of the quaternion. 1215 | The Z component of the quaternion. 1216 | The W component of the quaternion. 1217 | 1218 | 1219 | 1220 | Gets or sets the W component of the quaternion. 1221 | 1222 | The W component of the quaternion. 1223 | 1224 | 1225 | 1226 | Gets or sets the Z component of the quaternion. 1227 | 1228 | The Z component of the quaternion. 1229 | 1230 | 1231 | 1232 | Gets or sets the Y component of the quaternion. 1233 | 1234 | The Y component of the quaternion. 1235 | 1236 | 1237 | 1238 | Gets or sets the X component of the quaternion. 1239 | 1240 | The X component of the quaternion. 1241 | 1242 | 1243 | 1244 | Determines whether the specified object instances are considered equal. 1245 | 1246 | The first value to compare. 1247 | The second value to compare. 1248 | 1249 | true if is the same instance as or 1250 | if both are null references or if value1.Equals(value2) returns true; otherwise, false. 1251 | 1252 | 1253 | 1254 | Returns a value that indicates whether the current instance is equal to the specified object. 1255 | 1256 | Object to make the comparison with. 1257 | 1258 | true if the current instance is equal to the specified object; false otherwise. 1259 | 1260 | 1261 | 1262 | Returns a value that indicates whether the current instance is equal to a specified object. 1263 | 1264 | Object to make the comparison with. 1265 | 1266 | true if the current instance is equal to the specified object; false otherwise. 1267 | 1268 | 1269 | 1270 | Returns the hash code for this instance. 1271 | 1272 | A 32-bit signed integer hash code. 1273 | 1274 | 1275 | 1276 | Converts the value of the object to its equivalent string representation. 1277 | 1278 | The string representation of the value of this instance. 1279 | 1280 | 1281 | 1282 | Tests for inequality between two objects. 1283 | 1284 | The first value to compare. 1285 | The second value to compare. 1286 | 1287 | true if has a different value than ; otherwise, false. 1288 | 1289 | 1290 | 1291 | Tests for equality between two objects. 1292 | 1293 | The first value to compare. 1294 | The second value to compare. 1295 | 1296 | true if has the same value as ; otherwise, false. 1297 | 1298 | 1299 | 1300 | Scales a vector by the given value. 1301 | 1302 | The vector to scale. 1303 | The amount by which to scale the vector. 1304 | The scaled vector. 1305 | 1306 | 1307 | 1308 | Scales a vector by the given value. 1309 | 1310 | The vector to scale. 1311 | The amount by which to scale the vector. 1312 | The scaled vector. 1313 | 1314 | 1315 | 1316 | Scales a vector by the given value. 1317 | 1318 | The vector to scale. 1319 | The amount by which to scale the vector. 1320 | The scaled vector. 1321 | 1322 | 1323 | 1324 | Reverses the direction of a given vector. 1325 | 1326 | The vector to negate. 1327 | A vector facing in the opposite direction. 1328 | 1329 | 1330 | 1331 | Subtracts two vectors. 1332 | 1333 | The first vector to subtract. 1334 | The second vector to subtract. 1335 | The difference of the two vectors. 1336 | 1337 | 1338 | 1339 | Adds two vectors. 1340 | 1341 | The first vector to add. 1342 | The second vector to add. 1343 | The sum of the two vectors. 1344 | 1345 | 1346 | 1347 | Returns a vector containing the largest components of the specified vectors. 1348 | 1349 | The first source vector. 1350 | The second source vector. 1351 | A vector containing the largest components of the source vectors. 1352 | 1353 | 1354 | 1355 | Returns a vector containing the smallest components of the specified vectors. 1356 | 1357 | The first source vector. 1358 | The second source vector. 1359 | A vector containing the smallest components of the source vectors. 1360 | 1361 | 1362 | 1363 | Returns the reflection of a vector off a surface that has the specified normal. 1364 | 1365 | The vector to project onto the plane. 1366 | Normal of the surface. 1367 | The reflected vector. 1368 | Reflect only gives the direction of a reflection off a surface, it does not determine 1369 | whether the original vector was close enough to the surface to hit it. 1370 | 1371 | 1372 | 1373 | Projects a vector onto a plane defined by a normal orthogonal to the plane. 1374 | 1375 | The vector to project. 1376 | Normal of the plane, does not assume it is normalized. 1377 | The Projection of vector onto plane. 1378 | 1379 | 1380 | 1381 | Projects a vector onto another vector. 1382 | 1383 | The vector to project. 1384 | Vector to project onto, does not assume it is normalized. 1385 | The projected vector. 1386 | 1387 | 1388 | 1389 | Calculates the cross product of two vectors. 1390 | 1391 | First source vector. 1392 | Second source vector. 1393 | The cross product of the two vectors. 1394 | 1395 | 1396 | 1397 | Calculates the dot product of two vectors. 1398 | 1399 | First source vector. 1400 | Second source vector. 1401 | The dot product of the two vectors. 1402 | 1403 | 1404 | 1405 | Converts the vector into a unit vector. 1406 | 1407 | The vector to normalize. 1408 | The normalized vector. 1409 | 1410 | 1411 | 1412 | Performs a linear interpolation between two vectors. 1413 | 1414 | Start vector. 1415 | End vector. 1416 | Value between 0 and 1 indicating the weight of . 1417 | The linear interpolation of the two vectors. 1418 | 1419 | This method performs the linear interpolation based on the following formula. 1420 | start + (end - start) * amount 1421 | Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. 1422 | 1423 | 1424 | 1425 | 1426 | Restricts a value to be within a specified range. 1427 | 1428 | The value to clamp. 1429 | The minimum value. 1430 | The maximum value. 1431 | The clamped value. 1432 | 1433 | 1434 | 1435 | Reverses the direction of a given vector. 1436 | 1437 | The vector to negate. 1438 | A vector facing in the opposite direction. 1439 | 1440 | 1441 | 1442 | Scales a vector by the given value. 1443 | 1444 | The vector to scale. 1445 | The amount by which to scale the vector. 1446 | The scaled vector. 1447 | 1448 | 1449 | 1450 | Modulates a vector by another. 1451 | 1452 | The first vector to modulate. 1453 | The second vector to modulate. 1454 | The modulated vector. 1455 | 1456 | 1457 | 1458 | Scales a vector by the given value. 1459 | 1460 | The vector to scale. 1461 | The amount by which to scale the vector. 1462 | The scaled vector. 1463 | 1464 | 1465 | 1466 | Subtracts two vectors. 1467 | 1468 | The first vector to subtract. 1469 | The second vector to subtract. 1470 | The difference of the two vectors. 1471 | 1472 | 1473 | 1474 | Adds two vectors. 1475 | 1476 | The first vector to add. 1477 | The second vector to add. 1478 | The sum of the two vectors. 1479 | 1480 | 1481 | 1482 | Returns a new normalized vector with random X, Y and Z components. 1483 | 1484 | 1485 | 1486 | 1487 | Returns a new normalized vector with random X and Y components. 1488 | 1489 | 1490 | 1491 | 1492 | Creates a random vector inside the circle around this position. 1493 | 1494 | 1495 | 1496 | 1497 | Converts a vector to a heading. 1498 | 1499 | 1500 | 1501 | 1502 | Returns the signed angle in degrees between from and to. 1503 | 1504 | 1505 | 1506 | 1507 | Returns the angle in degrees between from and to. 1508 | The angle returned is always the acute angle between the two vectors. 1509 | 1510 | 1511 | 1512 | 1513 | Calculates the squared distance between two vectors, ignoring the Z-component. 1514 | 1515 | The first vector to calculate the squared distance to the second vector. 1516 | The second vector to calculate the squared distance to the first vector. 1517 | The squared distance between the two vectors. 1518 | 1519 | 1520 | 1521 | Calculates the distance between two vectors, ignoring the Z-component. 1522 | 1523 | The first vector to calculate the distance to the second vector. 1524 | The second vector to calculate the distance to the first vector. 1525 | The distance between the two vectors. 1526 | 1527 | 1528 | 1529 | Calculates the squared distance between two vectors. 1530 | 1531 | The first vector to calculate the squared distance to the second vector. 1532 | The second vector to calculate the squared distance to the first vector. 1533 | The squared distance between the two vectors. 1534 | 1535 | 1536 | 1537 | Calculates the distance between two vectors. 1538 | 1539 | The first vector to calculate the distance to the second vector. 1540 | The second vector to calculate the distance to the first vector. 1541 | The distance between the two vectors. 1542 | 1543 | 1544 | 1545 | Calculates the squared distance between two vectors, ignoring the Z-component. 1546 | 1547 | The second vector to calculate the squared distance to. 1548 | The distance to the other vector. 1549 | 1550 | 1551 | 1552 | Calculates the distance between two vectors, ignoring the Z-component. 1553 | 1554 | The second vector to calculate the distance to. 1555 | The distance to the other vector. 1556 | 1557 | 1558 | 1559 | Calculates the squared distance between two vectors. 1560 | 1561 | The second vector to calculate the distance to. 1562 | The distance to the other vector. 1563 | 1564 | 1565 | 1566 | Calculates the distance between two vectors. 1567 | 1568 | The second vector to calculate the distance to. 1569 | The distance to the other vector. 1570 | 1571 | 1572 | 1573 | Converts the vector into a unit vector. 1574 | 1575 | 1576 | 1577 | 1578 | Calculates the squared length of the vector. 1579 | 1580 | The squared length of the vector. 1581 | 1582 | 1583 | 1584 | Calculates the length of the vector. 1585 | 1586 | The length of the vector. 1587 | 1588 | 1589 | 1590 | Returns the relative Bottom vector as used. (0,0,-1) 1591 | 1592 | 1593 | 1594 | 1595 | Returns the relative Top vector. (0,0,1) 1596 | 1597 | 1598 | 1599 | 1600 | Returns the relative Back vector. (0,-1,0) 1601 | 1602 | 1603 | 1604 | 1605 | Returns the relative Front vector. (0,1,0) 1606 | 1607 | 1608 | 1609 | 1610 | Returns the relative Left vector. (-1,0,0) 1611 | 1612 | 1613 | 1614 | 1615 | Returns the relative Right vector. (1,0,0) 1616 | 1617 | 1618 | 1619 | 1620 | Returns the world West vector. (-1,0,0) 1621 | 1622 | 1623 | 1624 | 1625 | Returns the world East vector. (1,0,0) 1626 | 1627 | 1628 | 1629 | 1630 | Returns the world South vector. (0,-1,0) 1631 | 1632 | 1633 | 1634 | 1635 | Returns the world North vector. (0,1,0) 1636 | 1637 | 1638 | 1639 | 1640 | Returns the world Down vector. (0,0,-1) 1641 | 1642 | 1643 | 1644 | 1645 | Returns the world Up vector. (0,0,1) 1646 | 1647 | 1648 | 1649 | 1650 | Returns a null vector. (0,0,0) 1651 | 1652 | 1653 | 1654 | 1655 | Returns this vector with a magnitude of 1. 1656 | 1657 | 1658 | 1659 | 1660 | Initializes a new instance of the class. 1661 | 1662 | Initial value for the X component of the vector. 1663 | Initial value for the Y component of the vector. 1664 | Initial value for the Z component of the vector. 1665 | 1666 | 1667 | 1668 | Gets or sets the Z component of the vector. 1669 | 1670 | The Z component of the vector. 1671 | 1672 | 1673 | 1674 | Gets or sets the Y component of the vector. 1675 | 1676 | The Y component of the vector. 1677 | 1678 | 1679 | 1680 | Gets or sets the X component of the vector. 1681 | 1682 | The X component of the vector. 1683 | 1684 | 1685 | --------------------------------------------------------------------------------