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char CurrentGameStateName[32];
void renderNetGameInfo()
{
traceLastFunc("renderNetGameInfo()");
if (cheat_state->_generic.cheat_panic_enabled)
return;
if (g_SAMP == NULL)
return;
char szInfo[256];
bool bUnkState = 0;
if (iLastGameState != g_SAMP->iGameState)
{
switch (g_SAMP->iGameState)
{
case GAMESTATE_CONNECTING:
sprintf_s(CurrentGameStateName, sizeof(CurrentGameStateName), "Connecting");
break;
case GAMESTATE_CONNECTED:
sprintf_s(CurrentGameStateName, sizeof(CurrentGameStateName), "Connected");
break;
case GAMESTATE_AWAIT_JOIN:
sprintf_s(CurrentGameStateName, sizeof(CurrentGameStateName), "Await join");
break;
case GAMESTATE_RESTARTING:
sprintf_s(CurrentGameStateName, sizeof(CurrentGameStateName), "Game mode restarting");
break;
case GAMESTATE_WAIT_CONNECT:
sprintf_s(CurrentGameStateName, sizeof(CurrentGameStateName), "Wait connect");
break;
default:
bUnkState = 1;
break;
}
}
if (!bUnkState)
iLastGameState = g_SAMP->iGameState;
int iStreamedPlayers = 0,
iStreamedVehicles = 0;
for (int x = 0; x < SAMP_MAX_PLAYERS; x++)
{
if (g_SAMP->iGameState != GAMESTATE_CONNECTED)
continue;
if (!g_SAMP->pPools)
continue;
if (!g_SAMP->pPools->pPlayer)
continue;
if (g_SAMP->pPools->pPlayer->sLocalPlayerID == x)
continue;
if (!g_SAMP->pPools->pPlayer->pRemotePlayer[x])
continue;
if (!g_SAMP->pPools->pPlayer->pRemotePlayer[x]->pPlayerData)
continue;
if (g_SAMP->pPools->pPlayer->pRemotePlayer[x]->pPlayerData->pSAMP_Actor != NULL)
iStreamedPlayers++;
}
for (int x = 0; x < SAMP_MAX_VEHICLES; x++)
{
if (g_SAMP->iGameState != GAMESTATE_CONNECTED)
continue;
if (!g_SAMP->pPools)
continue;
if (!g_SAMP->pPools->pVehicle)
continue;
if (g_SAMP->pPools->pVehicle->pGTA_Vehicle[x] != NULL)
iStreamedVehicles++;
}
struct actor_info* self = actor_info_get(ACTOR_SELF, 0);
if (g_SAMP->iGameState == GAMESTATE_CONNECTED)
sprintf_s(szInfo, sizeof(szInfo), "Game State: %s | Streamed players: %d | Streamed vehicles: %d", CurrentGameStateName, iStreamedPlayers, iStreamedVehicles);
else if (!bUnkState)
sprintf_s(szInfo, sizeof(szInfo), "Game State: %s", CurrentGameStateName);
if (!bUnkState)
pD3DFont->PrintShadow(1.0f, (float)(pPresentParam.BackBufferHeight) - pD3DFont->DrawHeight() - 22 - 2, D3DCOLOR_ARGB(191, 255, 255, 255), szInfo);
CTaskManager* taskManager = pPedSelf->GetPedIntelligence()->GetTaskM
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