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commit f448464
Author: Vespura <31419184+TomGrobbe@users.noreply.github.com>
Date:   Sat Mar 4 16:01:49 2023 +0100

    Fix missing using

commit 7504416
Author: Callum <46331538+QuadrupleTurbo@users.noreply.github.com>
Date:   Sat Mar 4 14:58:18 2023 +0000

    Fixed NewLoadSceneStart not being stopped in the teleporting method (TomGrobbe#287)

    * Fixed NewLoadSceneStart not being stopped in the teleporting method

    This was causing texture loss in the city when using the teleport to waypoint option or teleport to player option (which both were using the safe teleport option).

    * Update CommonFunctions.cs

    * Reduced timeout

commit d3cda86
Author: Vespura <31419184+TomGrobbe@users.noreply.github.com>
Date:   Sat Mar 4 15:07:24 2023 +0100

    Update dependencies, add .editorconfig for basic code editor style guide, cleanup some usings.
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MichaelCoding25 committed Jun 14, 2023
1 parent 0b1fae1 commit ad9c774
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228 changes: 228 additions & 0 deletions .editorconfig
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# Remove the line below if you want to inherit .editorconfig settings from higher directories
root = true

# C# files
[*.cs]

#### Core EditorConfig Options ####

# Indentation and spacing
indent_size = 4
indent_style = space
tab_width = 4

# New line preferences
end_of_line = crlf
insert_final_newline = false

#### .NET Coding Conventions ####

# Organize usings
dotnet_separate_import_directive_groups = true
dotnet_sort_system_directives_first = true
file_header_template = unset

# this. and Me. preferences
dotnet_style_qualification_for_event = false
dotnet_style_qualification_for_field = false
dotnet_style_qualification_for_method = false
dotnet_style_qualification_for_property = false

# Language keywords vs BCL types preferences
dotnet_style_predefined_type_for_locals_parameters_members = true
dotnet_style_predefined_type_for_member_access = true

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dotnet_style_parentheses_in_other_binary_operators = always_for_clarity
dotnet_style_parentheses_in_other_operators = never_if_unnecessary
dotnet_style_parentheses_in_relational_binary_operators = always_for_clarity

# Modifier preferences
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# Expression-level preferences
dotnet_style_coalesce_expression = true
dotnet_style_collection_initializer = true
dotnet_style_explicit_tuple_names = true
dotnet_style_namespace_match_folder = true
dotnet_style_null_propagation = true
dotnet_style_object_initializer = true
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dotnet_style_prefer_foreach_explicit_cast_in_source = when_strongly_typed
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dotnet_style_allow_statement_immediately_after_block_experimental = true

#### C# Coding Conventions ####

# var preferences
csharp_style_var_elsewhere = true
csharp_style_var_for_built_in_types = true
csharp_style_var_when_type_is_apparent = true

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csharp_style_expression_bodied_methods = false
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csharp_preferred_modifier_order = public,private,protected,internal,file,static,extern,new,virtual,abstract,sealed,override,readonly,unsafe,required,volatile,async
csharp_style_prefer_readonly_struct = true

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csharp_style_namespace_declarations = block_scoped
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csharp_prefer_simple_default_expression = true
csharp_style_deconstructed_variable_declaration = true
csharp_style_implicit_object_creation_when_type_is_apparent = true
csharp_style_inlined_variable_declaration = true
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csharp_style_throw_expression = true
csharp_style_unused_value_assignment_preference = discard_variable
csharp_style_unused_value_expression_statement_preference = discard_variable

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# New line preferences
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dotnet_naming_style.begins_with_i.required_prefix = I
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10 changes: 5 additions & 5 deletions SharedClasses/ConfigManager.cs
Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

using CitizenFX.Core;
using static CitizenFX.Core.Native.API;

using Newtonsoft.Json;

using static CitizenFX.Core.Native.API;

namespace vMenuShared
{
public static class ConfigManager
Expand Down Expand Up @@ -39,7 +39,7 @@ public enum Setting
vmenu_auto_ban_cheaters_ban_message,
vmenu_log_ban_actions,
vmenu_log_kick_actions,

// Weather settings
vmenu_enable_weather_sync,
vmenu_enable_dynamic_weather,
Expand Down
4 changes: 2 additions & 2 deletions SharedClasses/PermissionsManager.cs
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

using CitizenFX.Core;

using static CitizenFX.Core.Native.API;

namespace vMenuShared
Expand Down
42 changes: 25 additions & 17 deletions vMenu/CommonFunctions.cs
Original file line number Diff line number Diff line change
@@ -1,13 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

using CitizenFX.Core;

using MenuAPI;

using Newtonsoft.Json;
using CitizenFX.Core;
using static CitizenFX.Core.UI.Screen;

using static CitizenFX.Core.Native.API;
using static CitizenFX.Core.UI.Screen;
using static vMenuShared.PermissionsManager;

namespace vMenuClient
Expand Down Expand Up @@ -537,6 +540,9 @@ public static async Task TeleportToCoords(Vector3 pos, bool safeModeDisabled = f
await Delay(0);
}

// Timer to make sure things don't get out of hand (player having to wait forever to get teleported if something fails).
int tempTimer;

// This will be used to get the return value from the groundz native.
float groundZ = 850.0f;

Expand All @@ -561,25 +567,27 @@ public static async Task TeleportToCoords(Vector3 pos, bool safeModeDisabled = f
// it seem to load the world ANY faster than without, but whatever.
RequestCollisionAtCoord(pos.X, pos.Y, z);

// Request a new scene. This will trigger the world to be loaded around that area.
NewLoadSceneStart(pos.X, pos.Y, z, pos.X, pos.Y, z, 50f, 0);
// Set focus for that area.
SetFocusPosAndVel(pos.X, pos.Y, pos.Z, 0, 0, 0);

// Timer to make sure things don't get out of hand (player having to wait forever to get teleported if something fails).
int tempTimer = GetGameTimer();
// Start to load the scene.
NewLoadSceneStart(pos.X, pos.Y, pos.Z, pos.X, pos.Y, pos.Z, 50f, 0);

// Wait for the new scene to be loaded.
while (IsNetworkLoadingScene())
{
// If this takes longer than 1 second, just abort. It's not worth waiting that long.
if (GetGameTimer() - tempTimer > 1000)
{
Log("Waiting for the scene to load is taking too long (more than 1s). Breaking from wait loop.");
break;
}
// Reset the timer.
tempTimer = GetGameTimer();

await Delay(0);
// Wait for the scene to be loaded with a timeout.
while (!IsNewLoadSceneLoaded() && Game.GameTime - tempTimer < 3000)
{
await BaseScript.Delay(0);
}

// Clear the focus for that area.
ClearFocus();

// Important! This step was missing before, not setting this would cause areas outside the scene to become unrendered aka "city mud" would appear.
NewLoadSceneStop();

// If the player is in a vehicle, teleport the vehicle to this new position.
if (inVehicle())
{
Expand Down
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