From cb797152c5ccb99d3f1b31b22c0ebba6434b2a35 Mon Sep 17 00:00:00 2001 From: Reguas <64607261+Reguas@users.noreply.github.com> Date: Thu, 26 Oct 2023 10:28:19 +0300 Subject: [PATCH] Added effect "Six Wanted Stars" (by Veloscocity) --- ChaosMod/ChaosMod.vcxproj | 1 + ChaosMod/Effects/db/Player/PlayerSixStars.cpp | 661 ++++++++++++++++++ ConfigApp/Effects.cs | 1 + 3 files changed, 663 insertions(+) create mode 100644 ChaosMod/Effects/db/Player/PlayerSixStars.cpp diff --git a/ChaosMod/ChaosMod.vcxproj b/ChaosMod/ChaosMod.vcxproj index eb4d39422..7f67ad954 100644 --- a/ChaosMod/ChaosMod.vcxproj +++ b/ChaosMod/ChaosMod.vcxproj @@ -183,6 +183,7 @@ + diff --git a/ChaosMod/Effects/db/Player/PlayerSixStars.cpp b/ChaosMod/Effects/db/Player/PlayerSixStars.cpp new file mode 100644 index 000000000..ad0c0fb63 --- /dev/null +++ b/ChaosMod/Effects/db/Player/PlayerSixStars.cpp @@ -0,0 +1,661 @@ +#include +#include + +#include "Components/EffectDispatcher.h" +#include "Memory/Hooks/ScriptThreadRunHook.h" + +// +// Effect by Veloscocity +// and moneywasted too i guess but he didnt really do anything +// + +struct Squad +{ + Vehicle veh; + mutable std::vector soldiers; +}; + +#define PI 3.1415927f +static const Hash marineModel = "s_m_y_marine_01"_hash; +static const Hash marineModel2 = "s_m_y_marine_02"_hash; +static const Hash marineModel3 = "s_m_y_marine_03"_hash; +static const Hash marineModel4 = "s_m_m_marine_01"_hash; +static const Hash armyGroup = "army"_hash; +static const Hash playerGroup = "PLAYER"_hash; + +static int lastLevel; +static int lastLevelf; + +static Ped AddSoldier(Vehicle veh, int seat, bool driveby = true) +{ + LoadModel(marineModel); + Ped soldier = CreatePoolPedInsideVehicle(veh, 29, marineModel, seat); + SET_MODEL_AS_NO_LONGER_NEEDED(marineModel); + SET_PED_RELATIONSHIP_GROUP_HASH(soldier, armyGroup); + + TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(soldier, true); + SET_PED_CONFIG_FLAG(soldier, 281, true); + + SET_PED_COMBAT_ATTRIBUTES(soldier, 2, driveby); + SET_PED_COMBAT_ATTRIBUTES(soldier, 5, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 46, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 22, true); + + GIVE_WEAPON_TO_PED(soldier, "WEAPON_PISTOL_MK2"_hash, 9999, true, true); + GIVE_WEAPON_TO_PED(soldier, "WEAPON_CARBINERIFLE_MK2"_hash, 9999, true, true); + SET_PED_ACCURACY(soldier, 40); + + return soldier; +} + +static Ped AddVeteranSoldier(Vehicle veh, int seat, bool driveby = true) +{ + Ped soldier = CreatePoolPedInsideVehicle(veh, 29, marineModel4, seat); + SET_PED_RELATIONSHIP_GROUP_HASH(soldier, armyGroup); + + TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(soldier, true); + SET_PED_CONFIG_FLAG(soldier, 281, true); + + SET_PED_COMBAT_ATTRIBUTES(soldier, 2, driveby); + SET_PED_COMBAT_ATTRIBUTES(soldier, 5, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 46, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 22, true); + SET_PED_SUFFERS_CRITICAL_HITS(soldier, false); + + GIVE_WEAPON_TO_PED(soldier, "WEAPON_PISTOL_MK2"_hash, 9999, true, true); + GIVE_WEAPON_TO_PED(soldier, "WEAPON_CARBINERIFLE_MK2"_hash, 9999, true, true); + GIVE_WEAPON_COMPONENT_TO_PED(soldier, "WEAPON_PISTOL_MK2"_hash, "COMPONENT_PISTOL_MK2_CLIP_FMJ"_hash); + GIVE_WEAPON_COMPONENT_TO_PED(soldier, "WEAPON_CARBINERIFLE_MK2"_hash, "COMPONENT_CARBINERIFLE_MK2_CLIP_FMJ"_hash); + SET_PED_ACCURACY(soldier, 55); + return soldier; +} + +static Ped AddMachineGunner(Vehicle veh, int seat, bool barrage) +{ + Ped soldier = CreatePoolPedInsideVehicle(veh, 29, marineModel3, seat); + SET_PED_RELATIONSHIP_GROUP_HASH(soldier, armyGroup); + + TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(soldier, true); + SET_PED_CONFIG_FLAG(soldier, 281, true); + + SET_PED_COMBAT_ATTRIBUTES(soldier, 5, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 46, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 22, true); + SET_PED_SUFFERS_CRITICAL_HITS(soldier, false); + + GIVE_WEAPON_TO_PED(soldier, "WEAPON_PISTOL_MK2"_hash, 9999, true, true); + GIVE_WEAPON_TO_PED(soldier, "WEAPON_COMBATMG_MK2"_hash, 9999, true, true); + SET_PED_ACCURACY(soldier, 35); + SET_PED_FIRING_PATTERN(soldier, 0xC6EE6B4C); + if (barrage) + { + SET_PED_COMBAT_ATTRIBUTES(soldier, 3, false); + } + else + { + SET_PED_COMBAT_ATTRIBUTES(soldier, 2, false); + } + + return soldier; +} + +static Ped AddRocketeer(Vehicle veh, int seat, bool driveby = false) +{ + Ped soldier = CreatePoolPedInsideVehicle(veh, 29, marineModel2, seat); + SET_PED_RELATIONSHIP_GROUP_HASH(soldier, armyGroup); + + TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(soldier, true); + SET_PED_CONFIG_FLAG(soldier, 281, true); + + SET_PED_COMBAT_ATTRIBUTES(soldier, 5, true); + SET_PED_COMBAT_ATTRIBUTES(soldier, 46, true); + + // GIVE_WEAPON_TO_PED(soldier, "WEAPON_PISTOL_MK2"_hash, 9999, true, true); + GIVE_WEAPON_TO_PED(soldier, "WEAPON_RPG"_hash, 9999, true, true); + SET_PED_ACCURACY(soldier, 67); + SET_PED_MOVE_RATE_OVERRIDE(soldier, 1.3f); + SET_PED_COMBAT_ATTRIBUTES(soldier, 2, driveby); + SET_PED_COMBAT_ATTRIBUTES(soldier, 13, true); + return soldier; +} + +// mode == 0: car +// mode == 1: boat +// mode == 2: helicopter +static Vehicle SpawnPersuingVehicle(Hash modelHash, float cheatPower, int mode) +{ + Ped playerPed = PLAYER_PED_ID(); + Vector3 playerPos = GET_ENTITY_COORDS(playerPed, false); + Vector3 playerVel = GET_ENTITY_VELOCITY(playerPed) * 4; + float aov = (ATAN(2 / GET_GAMEPLAY_CAM_FOV()) / 2) * 57.29578f; + Vector3 newPos; + float camHeading = GET_GAMEPLAY_CAM_ROT(2).z; + float newHeading; + int attempts = 0; + + while (true) + { + float heading = g_Random.GetRandomFloat(0.f, 360.f); + float x2 = sin((360 - heading) * PI / 180); + float y2 = cos((360 - heading) * PI / 180); + int distance = g_Random.GetRandomInt(80, 180); + newPos = Vector3(playerPos.x + playerVel.x + (x2 * distance), playerPos.y + playerVel.y + (y2 * distance), + playerPos.z); + if (mode == 0) + { + if (!GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION(newPos.x, newPos.y, newPos.z, playerPos.x, playerPos.y, + playerPos.z, 1, &newPos, &newHeading, + attempts > 2 ? 1 : 0, 3.0, 0)) + { + continue; + } + } + else if (mode == 1) + { + if (!GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION(newPos.x, newPos.y, newPos.z, playerPos.x, playerPos.y, + playerPos.z, 1, &newPos, &newHeading, 3, 3.0, 0)) + { + continue; + } + } + else if (mode == 2) + { + newPos.z += 50; + newHeading = 360 - heading; + } + Vector3 dis = newPos - GET_GAMEPLAY_CAM_COORD(); + float angle = fmod(360 - (atan2(dis.x, dis.y) * 57.29578), 360.f); + camHeading = fmod(360 + camHeading, 360.f); + if ((dis.Length() < 500 || attempts > 4) + && (dis.Length() >= 300 || (abs(angle - camHeading) > aov && 360 - abs(angle - camHeading) > aov))) + { + break; + } + attempts++; + } + + Vehicle veh = CreatePoolVehicle(modelHash, newPos.x, newPos.y, newPos.z + (mode == 0), newHeading); + SET_VEHICLE_ENGINE_ON(veh, true, true, false); + if (mode == 0) + { + SET_VEHICLE_ON_GROUND_PROPERLY(veh, 5); + } + SET_VEHICLE_FORWARD_SPEED(veh, GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED(modelHash) / 2); + SET_VEHICLE_CHEAT_POWER_INCREASE(veh, cheatPower); // Make it easier to catch up + return veh; +} + +static Squad SpawnCrusader(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("crusader"_hash, 4, 0); + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, -1)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 0)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 0)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, -1)); + squad.soldiers.push_back(AddSoldier(squad.veh, 0)); + } + if (g_Random.GetRandomInt(0, 2) == 0) + { + squad.soldiers.push_back(AddMachineGunner(squad.veh, 1, false)); + } + if (g_Random.GetRandomInt(0, 4) == 0) + { + squad.soldiers.push_back(AddRocketeer(squad.veh, 2)); + } + for (auto s : squad.soldiers) + { + TASK_COMBAT_HATED_TARGETS_AROUND_PED(s, 600, 0); + SET_PED_HEARING_RANGE(s, 9999.f); + } + + return squad; +} + +static Squad SpawnBarrage(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("barrage"_hash, 6, 0); + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, -1)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 0)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 0)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, -1)); + squad.soldiers.push_back(AddSoldier(squad.veh, 0)); + } + int ran = g_Random.GetRandomInt(0, 2); + if (ran != 0) + { + squad.soldiers.push_back(AddMachineGunner(squad.veh, 1, true)); + if (ran != 1) + { + squad.soldiers.push_back(AddMachineGunner(squad.veh, 2, true)); + } + } + else + { + squad.soldiers.push_back(AddMachineGunner(squad.veh, 2, true)); + } + for (auto s : squad.soldiers) + { + TASK_COMBAT_HATED_TARGETS_AROUND_PED(s, 600, 0); + SET_PED_HEARING_RANGE(s, 9999.f); + } + + return squad; +} + +static Squad SpawnBrickade(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("brickade"_hash, 4, 0); + SET_VEHICLE_COLOURS(squad.veh, 110, 15); + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, -1)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 0)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 0)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, -1)); + squad.soldiers.push_back(AddSoldier(squad.veh, 0)); + } + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 1)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 3)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 3)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, 1)); + squad.soldiers.push_back(AddSoldier(squad.veh, 3)); + } + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 2)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 4)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 4)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, 2)); + squad.soldiers.push_back(AddSoldier(squad.veh, 4)); + } + for (auto s : squad.soldiers) + { + TASK_COMBAT_HATED_TARGETS_AROUND_PED(s, 600, 0); + SET_PED_HEARING_RANGE(s, 9999.f); + } + + return squad; +} + +static Squad SpawnBuzzard(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("buzzard2"_hash, 4, 2); + + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, -1, false)); + + switch (g_Random.GetRandomInt(0, 2)) + { + case 0: + squad.soldiers.push_back(AddMachineGunner(squad.veh, 1, true)); + break; + case 1: + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 1)); + break; + default: + squad.soldiers.push_back(AddSoldier(squad.veh, 1)); + break; + } + + switch (g_Random.GetRandomInt(0, 4)) + { + case 0: + squad.soldiers.push_back(AddMachineGunner(squad.veh, 2, true)); + break; + case 1: + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 2)); + break; + default: + squad.soldiers.push_back(AddSoldier(squad.veh, 2)); + break; + } + + for (auto s : squad.soldiers) + { + TASK_COMBAT_HATED_TARGETS_AROUND_PED(s, 600, 0); + SET_PED_HEARING_RANGE(s, 9999.f); + } + + return squad; +} + +static Squad SpawnTank(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("rhino"_hash, 4, 0); + + Ped ped = AddRocketeer(squad.veh, -1); + TASK_COMBAT_HATED_TARGETS_AROUND_PED(ped, 600, 0); + SET_PED_HEARING_RANGE(ped, 9999.f); + squad.soldiers.push_back(ped); + + return squad; +} + +static Squad SpawnDinghy(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("dinghy5"_hash, 4, 1); + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, -1, false)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 0, false)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 0, false)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, -1, false)); + squad.soldiers.push_back(AddSoldier(squad.veh, 0, false)); + } + squad.soldiers.push_back(AddMachineGunner(squad.veh, 3, true)); + + for (auto s : squad.soldiers) + { + TASK_COMBAT_HATED_TARGETS_AROUND_PED(s, 600, 0); + SET_PED_HEARING_RANGE(s, 9999.f); + } + + return squad; +} + +static Squad SpawnPatrolBoat(void) +{ + Squad squad; + Ped playerPed = PLAYER_PED_ID(); + squad.veh = SpawnPersuingVehicle("patrolboat"_hash, 4, 1); + + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, -1, false)); + int r = g_Random.GetRandomInt(0, 2); + if (r == 0) + { + squad.soldiers.push_back(AddVeteranSoldier(squad.veh, 0, false)); + } + else if (r == 1) + { + squad.soldiers.push_back(AddSoldier(squad.veh, 0, false)); + } + } + else + { + squad.soldiers.push_back(AddSoldier(squad.veh, -1, false)); + squad.soldiers.push_back(AddSoldier(squad.veh, 0, false)); + } + squad.soldiers.push_back(AddMachineGunner(squad.veh, 1, true)); + if (g_Random.GetRandomInt(0, 1) == 0) + { + squad.soldiers.push_back(AddMachineGunner(squad.veh, 2, true)); + } + for (auto s : squad.soldiers) + { + TASK_COMBAT_HATED_TARGETS_AROUND_PED(s, 600, 0); + SET_PED_HEARING_RANGE(s, 9999.f); + } + + return squad; +} + +static std::vector squads; +static DWORD64 lastTick = 0; + +static void ClearSquad(Squad squad) +{ + for (auto p : squad.soldiers) + { + SET_PED_AS_NO_LONGER_NEEDED(&p); + } + SET_VEHICLE_AS_NO_LONGER_NEEDED(&squad.veh); +} + +static void ClearSquads(void) +{ + for (auto s : squads) + { + ClearSquad(s); + } + squads.clear(); +} + +static void OnStartSix(void) +{ + SET_RELATIONSHIP_BETWEEN_GROUPS(5, armyGroup, playerGroup); + SET_RELATIONSHIP_BETWEEN_GROUPS(5, playerGroup, armyGroup); + + Player player = PLAYER_ID(); + + lastLevelf = GET_FAKE_WANTED_LEVEL(); + + SET_PLAYER_WANTED_LEVEL(player, 5, false); + SET_PLAYER_WANTED_LEVEL_NOW(player, false); + SET_FAKE_WANTED_LEVEL(6); + lastTick = GET_GAME_TIMER(); + + squads.push_back(SpawnCrusader()); + squads.push_back(SpawnBarrage()); + squads.push_back(SpawnBuzzard()); +} + +static void OnTickSix(void) +{ + auto curTick = GET_GAME_TIMER(); + Ped playerPed = PLAYER_PED_ID(); + if (IS_PED_DEAD_OR_DYING(playerPed, 1) && squads.size()) + { + ClearSquads(); + } + else if (curTick > lastTick + 4000) + { + lastTick += 4000; + Player player = PLAYER_ID(); + int level = GET_PLAYER_WANTED_LEVEL(player); + int levelf = GET_FAKE_WANTED_LEVEL(); + + if (level != 5) + { + SET_PLAYER_WANTED_LEVEL(player, 5, false); + SET_PLAYER_WANTED_LEVEL_NOW(player, false); + } + if (levelf != 6) + { + lastLevelf = levelf; + SET_FAKE_WANTED_LEVEL(6); + } + REPORT_POLICE_SPOTTED_PLAYER(player); + + if (squads.size() != 0) + { + Vector3 playerPos = GET_ENTITY_COORDS(playerPed, false) + (GET_ENTITY_VELOCITY(playerPed) * 4); + int s = 0; + int i = 0; + std::vector emptySquads; + + while (i < squads.size()) + { + Squad &squad = squads[i]; + float distance = GET_ENTITY_COORDS(squad.veh, false).DistanceTo(playerPos); + int j = 0; + while (j < squad.soldiers.size()) + { + Ped ped = squad.soldiers[j]; + if (!DOES_ENTITY_EXIST(ped) || IS_PED_DEAD_OR_DYING(ped, false) + || GET_ENTITY_COORDS(ped, false).DistanceTo(playerPos) > 450.f) + { + SET_PED_AS_NO_LONGER_NEEDED(&ped); + squad.soldiers.erase(squad.soldiers.begin() + j); + } + else + { + j++; + } + } + + if (squad.soldiers.empty()) + { + SET_VEHICLE_AS_NO_LONGER_NEEDED(&squad.veh); + squads.erase(squads.begin() + i); + } + else + { + i++; + } + } + } + + if (squads.size() < 4) + { + int waterCount = 0; + Vector3 playerPos = GET_ENTITY_COORDS(playerPed, false); + float waterZ; + + for (int i = 0; i < 3; i++) + { + GET_WATER_HEIGHT(playerPos.x + g_Random.GetRandomFloat(-100.f, 100.f), + playerPos.y + g_Random.GetRandomFloat(-100.f, 100.f), playerPos.z + 100.f, &waterZ); + waterCount += (waterZ > 0); + } + + if (waterCount < 2) + { + switch (g_Random.GetRandomInt(0, 5)) + { + case 0: + squads.push_back(SpawnTank()); + break; + case 1: + squads.push_back(SpawnBuzzard()); + break; + case 2: + squads.push_back(SpawnBarrage()); + break; + case 3: + squads.push_back(SpawnBrickade()); + break; + default: + squads.push_back(SpawnCrusader()); + break; + } + } + else + { + int r = g_Random.GetRandomInt(0, 5); + + if (r == 0) + { + squads.push_back(SpawnPatrolBoat()); + } + else if (r < 3) + { + squads.push_back(SpawnBuzzard()); + } + else + { + squads.push_back(SpawnDinghy()); + } + } + } + } +} + +static void OnStopSix(void) +{ + Player player = PLAYER_ID(); + ClearSquads(); + SET_RELATIONSHIP_BETWEEN_GROUPS(3, armyGroup, playerGroup); + SET_RELATIONSHIP_BETWEEN_GROUPS(3, playerGroup, armyGroup); + SET_PLAYER_WANTED_LEVEL(player, 0, false); + SET_PLAYER_WANTED_LEVEL_NOW(player, false); + if (GET_FAKE_WANTED_LEVEL() == 6) + { + SET_FAKE_WANTED_LEVEL(lastLevelf); + } +} + +// clang-format off +REGISTER_EFFECT(OnStartSix, OnStopSix, OnTickSix, EffectInfo + { + .Name = "6 Wanted Stars", + .Id = "player_6stars", + .IsTimed = true, + .IncompatibleWith = { "player_neverwanted" }, + .EffectGroupType = EEffectGroupType::WantedLevel, + } +); diff --git a/ConfigApp/Effects.cs b/ConfigApp/Effects.cs index 73e1d1c83..894138ed3 100644 --- a/ConfigApp/Effects.cs +++ b/ConfigApp/Effects.cs @@ -431,6 +431,7 @@ public enum EffectTimedType { "misc_grounded", new EffectInfo("Grounded", EffectCategory.Misc, true) }, { "veh_boostbrake", new EffectInfo("Boost Braking", EffectCategory.Vehicle, true) }, { "screen_realfp", new EffectInfo("Real First Person", EffectCategory.Screen, true) }, + { "player_6stars", new EffectInfo("6 Wanted Stars", EffectCategory.Player, true) }, }; } }