#include "features.hpp" namespace big { static const int controls[] = { 14, 15, 24 }; void features::vehicle_gun() { bool bVehicleGun = g_settings.options["custom_gun"]["type"] == 4; if (bVehicleGun) { Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId); Hash currWeapon; WEAPON::GET_CURRENT_PED_WEAPON(player, &currWeapon, 1); if (currWeapon != RAGE_JOAAT("weapon_pistol") && currWeapon != RAGE_JOAAT("weapon_pistol_mk2")) return; if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25)) { PLAYER::DISABLE_PLAYER_FIRING(g_playerId, true); for (int control : controls) PAD::DISABLE_CONTROL_ACTION(0, control, true); if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, 24)) { Vector3 location = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(player, 0.f, 10.f, 1.5f); Vehicle veh = functions::spawn_vehicle( "bus", location, ENTITY::GET_ENTITY_HEADING(player) ); Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2); float pitch = functions::deg_to_rad(rot.x); // vertical //float roll = rot.y; float yaw = functions::deg_to_rad(rot.z + 90); // horizontal Vector3 velocity; float dist = 150.f; velocity.x = dist * cos(pitch) * cos(yaw); velocity.y = dist * sin(yaw) * cos(pitch); velocity.z = dist * sin(pitch); script::get_current()->yield(); ENTITY::SET_ENTITY_ROTATION(veh, rot.x, rot.y, rot.z, 2, 1); ENTITY::SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z); } } } } }