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https://github.com/Mr-X-GTA/YimMenu.git
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* refactor: Use self globals * refactor: Use gui::components * fix(Vehicle Preview): Addresses #119 Previewed vehicle set to unclimbable Only preview when hovered on vehicle * fix(Infinite Clip): Disabling it now works * fix(No Ragdoll): Disabling it now works Removed unnecessary calls to natives (0xB128377056A54E2A should be enough) * fix(Spawn): Wrong footer placement * fix self globals file name typo * refactor(Mobile): Clear ped tasks when set conditions are met Only clear ped tasks if pv_teleport_into bool is true and ped is in a vehicle * feat(Weapons): Remove current weapon * refactor: Added missing variable in calls to self globals * refactor: Utilize usage of ControllerInputs * fix(Vehicle Fly): uninitialized local variable 'ped' used * refactor(No Ragdoll, Infinite Clip): Only run on boolean change. * refactor(Infinite Ammo): Simplified code * refactor: Utilize ControllerInputs in other areas of code * refactor: Utilize ControllerInputs in other areas of code
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#include "backend/looped/looped.hpp"
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#include "gta/enums.hpp"
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#include "natives.hpp"
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#include "util/math.hpp"
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namespace big
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{
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static float run_speed = 10.f;
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static float run_cap = 100.f;
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static bool super_run_state = false;
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void looped::self_super_run()
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{
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if (g->self.super_run && PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_SPRINT))
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{
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if (run_speed < run_cap) run_speed += .5f;
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Vector3 location = self::pos;
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Ped ped = self::ped;
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//Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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Vector3 rot = ENTITY::GET_ENTITY_ROTATION(ped, 2);
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float yaw = math::deg_to_rad(rot.z + 90);
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Vector3 offset;
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offset.x = location.x + (run_speed * cos(yaw));
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offset.y = location.y + (run_speed * sin(yaw));
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offset.z = location.z + .2f;
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float groundZ;
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MISC::GET_GROUND_Z_FOR_3D_COORD(offset.x, offset.y, 1000.f, &groundZ, false, false);
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if (groundZ < location.z)
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offset.z = groundZ;
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Vector3 vel = offset - location;
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ENTITY::SET_ENTITY_VELOCITY(ped, vel.x, vel.y, vel.z);
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g_local_player->m_player_info->m_run_speed = .7f;
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}
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else if (!g->self.super_run && g->self.super_run != super_run_state)
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{
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g_local_player->m_player_info->m_run_speed = 1.f;
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}
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else if (PAD::IS_CONTROL_JUST_RELEASED(0, (int)ControllerInputs::INPUT_SPRINT))
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{
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run_speed = 10.f;
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g_local_player->m_player_info->m_run_speed = 1.f;
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}
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super_run_state = g->self.super_run;
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}
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} |