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Copy pathyasgm.py
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226 lines (189 loc) · 5.62 KB
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import threading
from gta5.entities import PlayerEntity, VehicleEntity, PedsEntity, WeaponEntity, GTA5Entity
def threaded(fn):
def wrapper(*args, **kwargs):
thread = threading.Thread(target=fn, args=args, kwargs=kwargs)
thread.start()
return thread
return wrapper
'''
class Player(object):
# test
healt = 200
maxhealt = 200
god = False
freeze = False
x = 0
y = 0
z = 0
radar_hide_mode = False
'''
class Player(PlayerEntity):
_flymode = False
flymode_speed = 0.5
fly_x = 0
fly_y = 0
fly_z = 0
@threaded
def start_flymode(self):
if self.flymode:
return
self._flymode = True
self.fly_x = self.x
self.fly_y = self.y
self.fly_z = self.z
while self.flymode:
self.freeze = True
self.x = self.fly_x
self.y = self.fly_y
self.z = self.fly_z
#sleep(0.01)
def stop_flymode(self):
if self.flymode:
self._flymode = False
# todo: wait for thread ?
# take off
self.z = -210
self.freeze = False
@property
def flymode(self):
return self._flymode
@flymode.setter
def flymode(self, value):
if value:
self.start_flymode()
else:
self.stop_flymode()
def fly_west(self):
if self.flymode:
self.fly_x -= self.flymode_speed
return self.flymode
def fly_east(self):
if self.flymode:
self.fly_x += self.flymode_speed
return self.flymode
def fly_north(self):
if self.flymode:
self.fly_y += self.flymode_speed
return self.flymode
def fly_south(self):
if self.flymode:
self.fly_y -= self.flymode_speed
return self.flymode
def fly_up(self):
if self.flymode:
self.fly_z += self.flymode_speed
return self.flymode
def fly_down(self):
if self.flymode:
self.fly_z -= self.flymode_speed
return self.flymode
@property
def radar_hide_mode(self):
return self.max_healt == 0 and self.god
@radar_hide_mode.setter
def radar_hide_mode(self, value):
if value:
self.max_healt = 0
self.god = True
else:
if self.healt > 200:
self.max_healt = self.healt
else:
self.max_healt = 200
self.god = False
#class PedDropper(object):
class PedDropper(PedsEntity):
_ped_drop = False
_z_offset = 3
_x_offset = 0
_y_offset = 0
_money = 2000
_freeze = True
_invisible = True
_teleport = True
_healt = 0
def __init__(self):
super(PedDropper, self).__init__()
self.player = Player()
@property
def ped_drop(self):
return self._ped_drop
@ped_drop.setter
def ped_drop(self, value):
if value:
self.start_ped_drop()
else:
self.stop_ped_drop()
@threaded
def start_ped_drop(self):
self._ped_drop = True
while self._ped_drop:
try:
for ped in self.get_all_peds(filter=True):
try:
if ped.healt > 0:
try:
ped.freeze = self._freeze
if self._money is not None:
ped.cash = self._money
ped.invisible = self._invisible
if self._teleport:
ped.teleport_to_player(
x_offset=self._x_offset,
y_offset=self._y_offset,
z_offset=self._z_offset,
player=player
)
if self._healt is not None:
ped.healt = self._healt
except Exception as e:
print(e.message)
except WindowsError:
print("umh... WindowsError!")
except Exception as e:
print("umh... error! %s" % e.message)
def stop_ped_drop(self):
self._ped_drop = False
class EntitySafeExecDecorator(object):
_entity = None
EntityClass = None
def __init__(self, EntityClass):
self.EntityClass = EntityClass
@property
def entity(self):
if not self._entity:
try:
self._entity = self.EntityClass()
except:
pass
return self._entity
def __getattr__(self, name):
if not self.entity:
return None
if self.entity.has_attribute(name):
try:
return self.entity.read(name)
except:
pass
else:
if hasattr(self.entity, name):
return getattr(self.entity, name, None)
return None
def __setattr__(self, name, arg):
if not self.entity:
return
if self.entity.has_attribute(name):
try:
self.entity.write(name, arg)
except:
return None
else:
if hasattr(self.entity, name):
setattr(self.entity, name, arg)
return None
player = Player()
ped_dropper = PedDropper()
weapon = WeaponEntity()
#vehicle = EntitySafeExecDecorator(VehicleEntity)
#vehicle = VehicleEntity()