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https://github.com/Mr-X-GTA/YimMenu.git
synced 2025-06-25 09:43:11 +08:00
feat(vehicle): no collision and all weapons (#1030)
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@ -66,32 +66,66 @@ namespace big
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{
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const auto action = src->get_arg<ControllerInputs>(1);
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if (g.weapons.interior_weapon)
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if (g.weapons.interior_weapon) // Filtering from the inside of Kosatka
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{
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switch (action)
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{
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// case ControllerInputs::INPUT_JUMP: TODO: add as separate feature
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case ControllerInputs::INPUT_ATTACK:
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case ControllerInputs::INPUT_AIM:
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case ControllerInputs::INPUT_DUCK:
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case ControllerInputs::INPUT_SELECT_WEAPON:
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case ControllerInputs::INPUT_COVER:
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case ControllerInputs::INPUT_TALK:
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case ControllerInputs::INPUT_DETONATE:
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case ControllerInputs::INPUT_WEAPON_SPECIAL:
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case ControllerInputs::INPUT_WEAPON_SPECIAL_TWO:
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case ControllerInputs::INPUT_VEH_AIM:
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case ControllerInputs::INPUT_VEH_ATTACK:
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case ControllerInputs::INPUT_VEH_ATTACK2:
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case ControllerInputs::INPUT_VEH_HEADLIGHT:
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case ControllerInputs::INPUT_VEH_NEXT_RADIO:
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case ControllerInputs::INPUT_VEH_PREV_RADIO:
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case ControllerInputs::INPUT_VEH_NEXT_RADIO_TRACK:
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case ControllerInputs::INPUT_VEH_PREV_RADIO_TRACK:
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case ControllerInputs::INPUT_VEH_RADIO_WHEEL:
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case ControllerInputs::INPUT_VEH_PASSENGER_AIM:
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case ControllerInputs::INPUT_VEH_PASSENGER_ATTACK:
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case ControllerInputs::INPUT_VEH_SELECT_NEXT_WEAPON:
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case ControllerInputs::INPUT_VEH_SELECT_PREV_WEAPON:
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case ControllerInputs::INPUT_DETONATE:
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case ControllerInputs::INPUT_PICKUP:
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// case ControllerInputs::INPUT_JUMP: TODO: add as separate feature
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case ControllerInputs::INPUT_TALK:
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case ControllerInputs::INPUT_AIM:
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case ControllerInputs::INPUT_VEH_ROOF:
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case ControllerInputs::INPUT_VEH_JUMP:
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case ControllerInputs::INPUT_VEH_FLY_ATTACK:
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case ControllerInputs::INPUT_MELEE_ATTACK_LIGHT:
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case ControllerInputs::INPUT_MELEE_ATTACK_HEAVY:
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case ControllerInputs::INPUT_MELEE_ATTACK_ALTERNATE:
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case ControllerInputs::INPUT_MELEE_BLOCK:
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case ControllerInputs::INPUT_VEH_ATTACK:
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case ControllerInputs::INPUT_VEH_ATTACK2:
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case ControllerInputs::INPUT_VEH_AIM:
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case ControllerInputs::INPUT_VEH_PASSENGER_ATTACK:
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case ControllerInputs::INPUT_VEH_FLY_SELECT_NEXT_WEAPON:
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case ControllerInputs::INPUT_ATTACK:
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case ControllerInputs::INPUT_NEXT_WEAPON:
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case ControllerInputs::INPUT_PREV_WEAPON:
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case ControllerInputs::INPUT_SELECT_NEXT_WEAPON:
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case ControllerInputs::INPUT_SELECT_PREV_WEAPON:
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case ControllerInputs::INPUT_SELECT_WEAPON_UNARMED:
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case ControllerInputs::INPUT_SELECT_WEAPON_MELEE:
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case ControllerInputs::INPUT_SELECT_WEAPON_HANDGUN:
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case ControllerInputs::INPUT_SELECT_WEAPON_SHOTGUN:
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case ControllerInputs::INPUT_SELECT_WEAPON_SMG:
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case ControllerInputs::INPUT_SELECT_WEAPON_AUTO_RIFLE:
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case ControllerInputs::INPUT_SELECT_WEAPON_SNIPER:
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case ControllerInputs::INPUT_SELECT_WEAPON_HEAVY:
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case ControllerInputs::INPUT_SELECT_WEAPON_SPECIAL:
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case ControllerInputs::INPUT_ATTACK2:
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case ControllerInputs::INPUT_MELEE_ATTACK1:
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case ControllerInputs::INPUT_MELEE_ATTACK2:
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case ControllerInputs::INPUT_VEH_GUN_LEFT:
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case ControllerInputs::INPUT_VEH_GUN_RIGHT:
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case ControllerInputs::INPUT_VEH_GUN_UP:
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case ControllerInputs::INPUT_VEH_GUN_DOWN:
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case ControllerInputs::INPUT_VEH_HYDRAULICS_CONTROL_TOGGLE:
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case ControllerInputs::INPUT_VEH_MELEE_HOLD:
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case ControllerInputs::INPUT_VEH_MELEE_LEFT:
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case ControllerInputs::INPUT_VEH_MELEE_RIGHT:
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case ControllerInputs::INPUT_VEH_CAR_JUMP:
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case ControllerInputs::INPUT_VEH_ROCKET_BOOST:
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case ControllerInputs::INPUT_VEH_FLY_BOOST:
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case ControllerInputs::INPUT_VEH_PARACHUTE:
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case ControllerInputs::INPUT_VEH_BIKE_WINGS:
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case ControllerInputs::INPUT_VEH_TRANSFORM:
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return;
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}
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}
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@ -106,5 +140,10 @@ namespace big
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HUD::HUD_FORCE_WEAPON_WHEEL(src->get_arg<BOOL>(0));
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}
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void NETWORK_CASINO_CAN_BET(rage::scrNativeCallContext* src)
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{
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src->set_return_value<BOOL>(TRUE);
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}
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}
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}
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