refactor: Modernized/optimized general code, bug fixing and more (#226)

* refactor: Use self globals

* refactor: Use gui::components

* fix(Vehicle Preview): Addresses #119

Previewed vehicle set to unclimbable

Only preview when hovered on vehicle

* fix(Infinite Clip): Disabling it now works

* fix(No Ragdoll): Disabling it now works

Removed unnecessary calls to natives (0xB128377056A54E2A should be enough)

* fix(Spawn): Wrong footer placement

* fix self globals file name typo

* refactor(Mobile): Clear ped tasks when set conditions are met

Only clear ped tasks if pv_teleport_into bool is true and ped is in a vehicle

* feat(Weapons): Remove current weapon

* refactor: Added missing variable in calls to self globals

* refactor: Utilize usage of ControllerInputs

* fix(Vehicle Fly): uninitialized local variable 'ped' used

* refactor(No Ragdoll, Infinite Clip): Only run on boolean change.

* refactor(Infinite Ammo): Simplified code

* refactor: Utilize ControllerInputs in other areas of code

* refactor: Utilize ControllerInputs in other areas of code
This commit is contained in:
karifeld
2022-05-23 06:38:45 +08:00
committed by GitHub
parent cf2ae14a3e
commit 0f09234130
45 changed files with 353 additions and 269 deletions

View File

@ -1,11 +1,16 @@
#include "backend/looped/looped.hpp"
#include "core/enums.hpp"
#include "gta/enums.hpp"
#include "util/entity.hpp"
#include "util/math.hpp"
namespace big
{
static const int controls[] = { 14, 15, 24 };
static const int controls[] = {
(int)ControllerInputs::INPUT_WEAPON_WHEEL_NEXT,
(int)ControllerInputs::INPUT_WEAPON_WHEEL_PREV,
(int)ControllerInputs::INPUT_ATTACK
};
void looped::weapons_delete_gun()
{
@ -13,13 +18,13 @@ namespace big
if (bCageGun)
{
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
{
PLAYER::DISABLE_PLAYER_FIRING(PLAYER::GET_PLAYER_INDEX(), true);
PLAYER::DISABLE_PLAYER_FIRING(self::id, true);
for (int control : controls)
PAD::DISABLE_CONTROL_ACTION(0, control, true);
if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, 24))
if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, (int)ControllerInputs::INPUT_ATTACK))
{
Entity entity;