feat(vehicle): no collision and all weapons (#1030)

This commit is contained in:
Aure7138
2023-02-28 20:42:23 +08:00
committed by GitHub
parent c10b67f144
commit 6124249601
9 changed files with 128 additions and 31 deletions

View File

@ -66,32 +66,66 @@ namespace big
{
const auto action = src->get_arg<ControllerInputs>(1);
if (g.weapons.interior_weapon)
if (g.weapons.interior_weapon) // Filtering from the inside of Kosatka
{
switch (action)
{
// case ControllerInputs::INPUT_JUMP: TODO: add as separate feature
case ControllerInputs::INPUT_ATTACK:
case ControllerInputs::INPUT_AIM:
case ControllerInputs::INPUT_DUCK:
case ControllerInputs::INPUT_SELECT_WEAPON:
case ControllerInputs::INPUT_COVER:
case ControllerInputs::INPUT_TALK:
case ControllerInputs::INPUT_DETONATE:
case ControllerInputs::INPUT_WEAPON_SPECIAL:
case ControllerInputs::INPUT_WEAPON_SPECIAL_TWO:
case ControllerInputs::INPUT_VEH_AIM:
case ControllerInputs::INPUT_VEH_ATTACK:
case ControllerInputs::INPUT_VEH_ATTACK2:
case ControllerInputs::INPUT_VEH_HEADLIGHT:
case ControllerInputs::INPUT_VEH_NEXT_RADIO:
case ControllerInputs::INPUT_VEH_PREV_RADIO:
case ControllerInputs::INPUT_VEH_NEXT_RADIO_TRACK:
case ControllerInputs::INPUT_VEH_PREV_RADIO_TRACK:
case ControllerInputs::INPUT_VEH_RADIO_WHEEL:
case ControllerInputs::INPUT_VEH_PASSENGER_AIM:
case ControllerInputs::INPUT_VEH_PASSENGER_ATTACK:
case ControllerInputs::INPUT_VEH_SELECT_NEXT_WEAPON:
case ControllerInputs::INPUT_VEH_SELECT_PREV_WEAPON:
case ControllerInputs::INPUT_DETONATE:
case ControllerInputs::INPUT_PICKUP:
// case ControllerInputs::INPUT_JUMP: TODO: add as separate feature
case ControllerInputs::INPUT_TALK:
case ControllerInputs::INPUT_AIM:
case ControllerInputs::INPUT_VEH_ROOF:
case ControllerInputs::INPUT_VEH_JUMP:
case ControllerInputs::INPUT_VEH_FLY_ATTACK:
case ControllerInputs::INPUT_MELEE_ATTACK_LIGHT:
case ControllerInputs::INPUT_MELEE_ATTACK_HEAVY:
case ControllerInputs::INPUT_MELEE_ATTACK_ALTERNATE:
case ControllerInputs::INPUT_MELEE_BLOCK:
case ControllerInputs::INPUT_VEH_ATTACK:
case ControllerInputs::INPUT_VEH_ATTACK2:
case ControllerInputs::INPUT_VEH_AIM:
case ControllerInputs::INPUT_VEH_PASSENGER_ATTACK:
case ControllerInputs::INPUT_VEH_FLY_SELECT_NEXT_WEAPON:
case ControllerInputs::INPUT_ATTACK:
case ControllerInputs::INPUT_NEXT_WEAPON:
case ControllerInputs::INPUT_PREV_WEAPON:
case ControllerInputs::INPUT_SELECT_NEXT_WEAPON:
case ControllerInputs::INPUT_SELECT_PREV_WEAPON:
case ControllerInputs::INPUT_SELECT_WEAPON_UNARMED:
case ControllerInputs::INPUT_SELECT_WEAPON_MELEE:
case ControllerInputs::INPUT_SELECT_WEAPON_HANDGUN:
case ControllerInputs::INPUT_SELECT_WEAPON_SHOTGUN:
case ControllerInputs::INPUT_SELECT_WEAPON_SMG:
case ControllerInputs::INPUT_SELECT_WEAPON_AUTO_RIFLE:
case ControllerInputs::INPUT_SELECT_WEAPON_SNIPER:
case ControllerInputs::INPUT_SELECT_WEAPON_HEAVY:
case ControllerInputs::INPUT_SELECT_WEAPON_SPECIAL:
case ControllerInputs::INPUT_ATTACK2:
case ControllerInputs::INPUT_MELEE_ATTACK1:
case ControllerInputs::INPUT_MELEE_ATTACK2:
case ControllerInputs::INPUT_VEH_GUN_LEFT:
case ControllerInputs::INPUT_VEH_GUN_RIGHT:
case ControllerInputs::INPUT_VEH_GUN_UP:
case ControllerInputs::INPUT_VEH_GUN_DOWN:
case ControllerInputs::INPUT_VEH_HYDRAULICS_CONTROL_TOGGLE:
case ControllerInputs::INPUT_VEH_MELEE_HOLD:
case ControllerInputs::INPUT_VEH_MELEE_LEFT:
case ControllerInputs::INPUT_VEH_MELEE_RIGHT:
case ControllerInputs::INPUT_VEH_CAR_JUMP:
case ControllerInputs::INPUT_VEH_ROCKET_BOOST:
case ControllerInputs::INPUT_VEH_FLY_BOOST:
case ControllerInputs::INPUT_VEH_PARACHUTE:
case ControllerInputs::INPUT_VEH_BIKE_WINGS:
case ControllerInputs::INPUT_VEH_TRANSFORM:
return;
}
}
@ -106,5 +140,10 @@ namespace big
HUD::HUD_FORCE_WEAPON_WHEEL(src->get_arg<BOOL>(0));
}
void NETWORK_CASINO_CAN_BET(rage::scrNativeCallContext* src)
{
src->set_return_value<BOOL>(TRUE);
}
}
}