#include "backend/looped/looped.hpp" #include "gta/enums.hpp" #include "natives.hpp" #include "util/entity.hpp" namespace big { static bool last_fly_tick = false; void do_vehicle_fly() { Vehicle vehicle = self::veh; Vector3 cam_pos = CAM::GET_GAMEPLAY_CAM_ROT(0); ENTITY::SET_ENTITY_ROTATION(vehicle, cam_pos.x, cam_pos.y, cam_pos.z, 1, true); ENTITY::SET_ENTITY_COLLISION(vehicle, !g.vehicle.fly.no_collision, true); float locspeed = g.vehicle.fly.speed; if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY)) { locspeed *= 2; } if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE)) { if (g.vehicle.fly.dont_stop) { ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, g.vehicle.fly.speed, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1); } else { VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, locspeed); } } if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE)) { float lsp = g.vehicle.fly.speed; if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY)) { lsp = (g.vehicle.fly.speed * 2); } if (g.vehicle.fly.dont_stop) { ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, 0 - (lsp), 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1); } else { VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, (0 - locspeed)); } } if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_LEFT_ONLY)) { float lsp = ((0 - g.vehicle.fly.speed) * 2); if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY)) { lsp = (0 - g.vehicle.fly.speed); } if (g.vehicle.fly.dont_stop) { ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (lsp), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1); } else { ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (0 - (locspeed)), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1); } } if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_RIGHT_ONLY)) { float lsp = g.vehicle.fly.speed; if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY)) { lsp = (g.vehicle.fly.speed * 2); } if (g.vehicle.fly.dont_stop) { ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, lsp, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1); } else { ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, locspeed, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1); } } if (!g.vehicle.fly.dont_stop && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE) && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE)) { VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, 0.0); } if (TASK::GET_IS_TASK_ACTIVE(self::ped, 2)) { g.vehicle.fly.enabled = false; VEHICLE::SET_VEHICLE_GRAVITY(vehicle, true); ENTITY::SET_ENTITY_COLLISION(vehicle, true, true); if (g.vehicle.fly.stop_on_exit) { VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, 0.0); } } } void looped::vehicle_fly() { Vehicle vehicle = self::veh; if (g.vehicle.fly.enabled) { last_fly_tick = true; if (!vehicle) { g_notification_service->push_warning("Warning", "Please be in a vehicle before enabling vehicle fly."); g.vehicle.fly.enabled = false; return; } else { if (NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(vehicle)) { do_vehicle_fly(); VEHICLE::SET_VEHICLE_GRAVITY(vehicle, false); } else { for (int i = 0; i < 5; i++) { entity::take_control_of(vehicle); g_notification_service->push_warning("Warning", "Failed to take control of the vehicle."); } } } } else { if (last_fly_tick) { ENTITY::SET_ENTITY_COLLISION(vehicle, true, true); VEHICLE::SET_VEHICLE_GRAVITY(vehicle, true); last_fly_tick = false; } } } }