TmpMenu/src/backend/looped/weapons/vehicle_gun.cpp

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#include "backend/looped/looped.hpp"
#include "core/enums.hpp"
#include "gta/enums.hpp"
#include "gui.hpp"
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#include "util/math.hpp"
#include "util/vehicle.hpp"
namespace big
{
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static auto last_time = std::chrono::steady_clock::now();
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void looped::weapons_vehicle_gun()
{
const bool is_vehicle_gun_selected = g.weapons.custom_weapon == CustomWeapon::VEHICLE_GUN;
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const auto time_now = std::chrono::steady_clock::now();
const auto elapsed_time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(time_now - last_time).count();
if (is_vehicle_gun_selected && !g_gui->is_open() && elapsed_time_in_ms >= 100 && PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK)
&& (!g.self.custom_weapon_stop || WEAPON::IS_PED_ARMED(self::ped, 4 | 2)))
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{
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Vector3 location = self::pos;
constexpr int rotation_order = 2;
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(rotation_order);
float pitch = math::deg_to_rad(rot.x); // vertical
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//float roll = rot.y;
float yaw = math::deg_to_rad(rot.z + 90); // horizontal
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float dist = 10.f;
location.x += dist * cos(pitch) * cos(yaw);
location.y += dist * sin(yaw) * cos(pitch);
location.z += dist * sin(pitch);
Vehicle veh = vehicle::spawn(rage::joaat(g.weapons.vehicle_gun_model.data()), location, ENTITY::GET_ENTITY_HEADING(self::ped));
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dist = 150.f;
Vector3 velocity{dist * cos(pitch) * cos(yaw), dist * sin(yaw) * cos(pitch), dist * sin(pitch)};
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ENTITY::SET_ENTITY_ROTATION(veh, rot.x, rot.y, rot.z, rotation_order, 1);
ENTITY::SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z);
// flagging the veh as no longer needed so that the game can remove it
// when reaching the maximum vehicle limit,
// allowing the vehicle gun to keep working
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);
last_time = time_now;
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}
}
}