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Commands (#725)
* feat(Commands): Prototype command system * feat(Commands): Chat commands * refactor(Toxic): convert most options into commands * feat(Protections): block breakup kicks on other players as host * refactor(Kicks): convert most options into commands * refactor(Commands): add labels and descriptions to all commands * feat(Commands): cleanup on unload * refactor(Troll): convert most options into commands * refactor(Misc): convert most options into commands * refactor(Teleport): convert most options into commands * feat(Commands): Variadic commands and toggleable bools * feat(Hotkeys): hotkeys now use commands * fix(Chat): fix the chat window locking up when a message is sent * fix(Commands): properly handle spoofed username * fix(Spam): update filter Co-authored-by: Yimura <24669514+Yimura@users.noreply.github.com>
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#include "backend/looped/looped.hpp"
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "util/vehicle.hpp"
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namespace big
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{
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void looped::vehicle_keep_vehicle_repaired()
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class keep_vehicle_repaired : looped_command
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{
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if (g.vehicle.keep_vehicle_repaired && VEHICLE::GET_DOES_VEHICLE_HAVE_DAMAGE_DECALS(self::veh)) {
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vehicle::repair(self::veh);
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using looped_command::looped_command;
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virtual void on_tick() override
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{
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if (VEHICLE::GET_DOES_VEHICLE_HAVE_DAMAGE_DECALS(self::veh))
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vehicle::repair(self::veh);
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}
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}
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}
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};
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keep_vehicle_repaired g_keep_vehicle_repaired("keepfixed", "Keep Vehicle Repaired", "Keeps your vehicle free of wear and tear", g.vehicle.keep_vehicle_repaired);
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}
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