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LMS

Management Team
  • Joined

Reputation Activity

  1. Like
    LMS got a reaction from GTAbear in LSPDFR API Documentation and RPH SDK   
    Please find the most recent LSPDFR documentation as well as the RPH SDK attached to this post. They are currently targeting build b3889 (legacy) and 1158 (enhanced) respectively. Please note that the final build for this SDK version will be released later today (July 19, 2026).

    LSPDFR Build 9695:

    Added public getter for TimeUntilEscape on ChaseData
    Added DisableEscapeHandling to prevent LSPDFR from assigning a new scenario or deleting a suspect upon escaping from a chase
    Added ForceClearPedArrestedState to clear a suspect's arrest state
    Added logging for plugin dll name
    Added GetPursuitOfficersVisualOnSuspect, IncrementPursuitOfficersVisualOnSuspect and DecrementPursuitOfficersVisualOnSuspect

    RPH Build 1.131.1424:

    Added new enums: ExplosionType, MaterialHash
    Added HitResult::HitMaterial (if you previously used reflection to get the internal field, this will be a breaking change!)
    Added UnsafeGetEntityByMemoryAddress to resolve an IntPtr to a RPH handle (needs to be a valid entity)
    Updated lots of enums: WeaponHash, VehicleClass, GameControl, BlipSprite, VehicleWheelType, VehicleModType, TraceFlags, AnimationFlags, EnterVehicleFlags and RadioStation

    Download:
    lspdfr_049_9695_dev.zip

    I would like to extend my gratitude to khori, SuperPyroManiac and Vincent for API testing and suggestions.
  2. Thanks
    LMS got a reaction from Lennyy in LSPDFR API Documentation and RPH SDK   
    Please find the most recent LSPDFR documentation as well as the RPH SDK attached to this post. They are currently targeting build b3889 (legacy) and 1158 (enhanced) respectively. Please note that the final build for this SDK version will be released later today (July 19, 2026).

    LSPDFR Build 9695:

    Added public getter for TimeUntilEscape on ChaseData
    Added DisableEscapeHandling to prevent LSPDFR from assigning a new scenario or deleting a suspect upon escaping from a chase
    Added ForceClearPedArrestedState to clear a suspect's arrest state
    Added logging for plugin dll name
    Added GetPursuitOfficersVisualOnSuspect, IncrementPursuitOfficersVisualOnSuspect and DecrementPursuitOfficersVisualOnSuspect

    RPH Build 1.131.1424:

    Added new enums: ExplosionType, MaterialHash
    Added HitResult::HitMaterial (if you previously used reflection to get the internal field, this will be a breaking change!)
    Added UnsafeGetEntityByMemoryAddress to resolve an IntPtr to a RPH handle (needs to be a valid entity)
    Updated lots of enums: WeaponHash, VehicleClass, GameControl, BlipSprite, VehicleWheelType, VehicleModType, TraceFlags, AnimationFlags, EnterVehicleFlags and RadioStation

    Download:
    lspdfr_049_9695_dev.zip

    I would like to extend my gratitude to khori, SuperPyroManiac and Vincent for API testing and suggestions.
  3. Love
    LMS got a reaction from simon.cpp in RPH SDK   
    Both RPH and LSPDFR are designed to be cross-compatible. The current RPH Enhanced version is slightly different from Legacy since there was a change in the latest update that only affected Enhanced, but LSPDFR is the same assembly between both and RPH usually is too. That is, you can use the Enhanced RPH and play Legacy with it, just not the other way round right now as the Legacy version is slightly older and missing a fix for the latest Enhanced version. Due to this wrinkle, I did not advertise the cross-compatibility too much as it might be confusing.
  4. Thanks
    LMS got a reaction from LAPDFR GET in LCPDFR Online Services returns - track your stats   
    It should be added to the correct category, in this case under "Networking".
  5. Thanks
    LMS got a reaction from LAPDFR GET in LCPDFR Online Services returns - track your stats   
    If it is missing, you can just add it.
  6. Thanks
    LSPDFR does not read the stolen flag, it generates its own internally.

    For the advisory text, it should display an additional note when you do a vehicle records check.
  7. Love
    LMS got a reaction from Michael21107 in How to get Agency name when going on duty   
    What do you mean by "when going on duty"? Right after the selection has finished, GetCurrentAgencyScriptName should return what you want.
  8. Like
    LMS reacted to Sparky81 in RPH SDK   
    Never mind. That RPH update you did works for enhanced too lol My Bad..
  9. Like
    LMS got a reaction from Sparky81 in RPH SDK   
    Both RPH and LSPDFR are designed to be cross-compatible. The current RPH Enhanced version is slightly different from Legacy since there was a change in the latest update that only affected Enhanced, but LSPDFR is the same assembly between both and RPH usually is too. That is, you can use the Enhanced RPH and play Legacy with it, just not the other way round right now as the Legacy version is slightly older and missing a fix for the latest Enhanced version. Due to this wrinkle, I did not advertise the cross-compatibility too much as it might be confusing.
  10. Like
    LMS got a reaction from Ben in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  11. Love
    LMS reacted to aceofspade in LSPDFR/RPH   
    Thank you @LMS
  12. Love
    LMS reacted to Sparky81 in LSPDFR/RPH   
    Ah brill. glad you found the issue. We are all so thankful for the work you have done @LMS I for one, take my hat off to you.
  13. Like
    LMS got a reaction from Cyan in LSPDFR/RPH   
    Please give this a try. Thanks.

    RAGEPluginHook_1_128_1402_17660_Release.zip
  14. Like
    LMS got a reaction from Cyan in LSPDFR/RPH   
    Glad to hear it works! The issue was due to adding support for frame generation in the renderer to support the enhanced edition. For the past 10 years, RPH would directly render any command on the game's final output in sequence, so if you draw a form with text and then another form, both get added one after another and thus the old text is overwritten. But with frame generation, there is a separate pass/stage to render the UI because you do not want the UI to be part of the interpolation. To accommodate that we had to separate some things and I ended up splitting the main UI rendering and the text rendering into two separate passes, where text is applied last. So, if you have two forms where one overlays the other, text is still rendered last. Now the text pass is "shape aware" and will zero out any existing text if a shape is drawn later on. Hope that makes sense!
  15. Thanks
    LMS got a reaction from Sparky81 in LSPDFR/RPH   
    Glad to hear it works! The issue was due to adding support for frame generation in the renderer to support the enhanced edition. For the past 10 years, RPH would directly render any command on the game's final output in sequence, so if you draw a form with text and then another form, both get added one after another and thus the old text is overwritten. But with frame generation, there is a separate pass/stage to render the UI because you do not want the UI to be part of the interpolation. To accommodate that we had to separate some things and I ended up splitting the main UI rendering and the text rendering into two separate passes, where text is applied last. So, if you have two forms where one overlays the other, text is still rendered last. Now the text pass is "shape aware" and will zero out any existing text if a shape is drawn later on. Hope that makes sense!
  16. Like
    LMS got a reaction from Gan Ceann in LSPDFR/RPH   
    Glad to hear it works! The issue was due to adding support for frame generation in the renderer to support the enhanced edition. For the past 10 years, RPH would directly render any command on the game's final output in sequence, so if you draw a form with text and then another form, both get added one after another and thus the old text is overwritten. But with frame generation, there is a separate pass/stage to render the UI because you do not want the UI to be part of the interpolation. To accommodate that we had to separate some things and I ended up splitting the main UI rendering and the text rendering into two separate passes, where text is applied last. So, if you have two forms where one overlays the other, text is still rendered last. Now the text pass is "shape aware" and will zero out any existing text if a shape is drawn later on. Hope that makes sense!
  17. Love
    LMS got a reaction from OfficerAlexis in LSPDFR/RPH   
    Please give this a try. Thanks.

    RAGEPluginHook_1_128_1402_17660_Release.zip
  18. Like
    LMS got a reaction from Sparky81 in LSPDFR/RPH   
    Please give this a try. Thanks.

    RAGEPluginHook_1_128_1402_17660_Release.zip
  19. Love
    LMS got a reaction from MarcelWRLD in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  20. Thanks
    LMS got a reaction from Michael21107 in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  21. Like
    LMS got a reaction from Officer Here in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  22. Thanks
    LMS got a reaction from Deactivated Member in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  23. Thanks
    LMS got a reaction from A Stranger in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  24. Thanks
    LMS got a reaction from Cyan in RPH SDK   
    Please find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.


    RPH_SDK_3717.zip
  25. Like
    I would like to report a little bug / missing feature in case you are not aware of it yet. Currently I can only open the rear door of the squad car and place a suspect inside when in third person mode (at least when using the right D-Pad on my controller, but I think it's the same with the E Key). I cannot do it in first person mode, I can grab suspects but not open the rear door or even make a suspect sit inside once the door is open if approaching in first person mod.
     
    Thank you for your work and looking forward to future updates !

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