TmpMenu/src/backend/looped/vehicle/allow_all_weapons.cpp

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#include "backend/looped/looped.hpp"
#include "util/vehicle.hpp"
#include <vehicle/CVehicleModelInfo.hpp>
#include <vehicle/CVehicleSeatMetadataMgr.hpp>
#include <vehicle/CVehicleDriveByMetadataMgr.hpp>
#include <vehicle/CGetPedSeatReturnClass.hpp>
#include "gta/weapons.hpp"
namespace big
{
void looped::vehicle_allow_all_weapons()
{
if (g_local_player == nullptr || g_local_player->m_vehicle == nullptr)
return;
auto seat_info = g_pointers->m_gta.m_get_ped_seat(g_local_player->m_seat_info, g_local_player);
if (seat_info == nullptr)
return;
if (g.vehicle.unlimited_weapons == false)
{
if (seat_info->anim_info)
{
for (auto drive_by_anim_info : seat_info->anim_info->m_drive_by_anim_infos)
{
if (drive_by_anim_info->m_weapon_groups->m_groups.size() == 7 && drive_by_anim_info->m_weapon_groups->m_groups.contains(GROUP_PISTOL))
{
drive_by_anim_info->m_weapon_groups->m_groups.clear();
drive_by_anim_info->m_weapon_groups->m_groups.append({GROUP_PISTOL});
}
}
}
return;
}
if (seat_info->anim_info == nullptr) //Should only occur in the R-88 and similar formula cars, so assume the user is in the driver's seat. Fix later, if other edge cases occur.
{
seat_info->anim_info = g_pointers->m_gta.m_vehicle_layout_metadata_mgr->m_drive_by_seat_defaults->m_driveby_standard_front_left;
}
for (auto drive_by_anim_info : seat_info->anim_info->m_drive_by_anim_infos)
{
if (drive_by_anim_info->m_weapon_groups->m_groups.size() != 7 && drive_by_anim_info->m_weapon_groups->m_groups.contains(GROUP_PISTOL))
{
drive_by_anim_info->m_weapon_groups->m_groups.clear();
drive_by_anim_info->m_weapon_groups->m_groups.append({GROUP_PISTOL, GROUP_MG, GROUP_RIFLE, GROUP_SHOTGUN, GROUP_HEAVY, GROUP_SNIPER, GROUP_SMG});
}
}
if (auto vehicle_model_info = static_cast<CVehicleModelInfo*>(g_local_player->m_vehicle->m_model_info))
{
vehicle_model_info->set_vehicle_model_flag(CVehicleModelInfoFlags::DRIVER_NO_DRIVE_BY, false);
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
{
PAD::DISABLE_CONTROL_ACTION(0, (int)ControllerInputs::INPUT_VEH_FLY_MOUSE_CONTROL_OVERRIDE, 1);
}
}
}
}