mirror of
https://github.com/Mr-X-GTA/YimMenu.git
synced 2025-06-18 07:07:32 +08:00

* 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
98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
#include "core/data/custom_weapons.hpp"
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#include "fiber_pool.hpp"
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#include "gta/Weapons.h"
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#include "script.hpp"
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#include "core/data/special_ammo_types.hpp"
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#include "views/view.hpp"
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namespace big
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{
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void view::weapons() {
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components::small_text("Ammo");
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ImGui::Checkbox("Infinite Ammo", &g->weapons.infinite_ammo);
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ImGui::SameLine();
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ImGui::Checkbox("Infinite Clip", &g->weapons.infinite_mag);
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ImGui::Checkbox("Enable Special Ammo", &g->weapons.ammo_special.toggle);
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eAmmoSpecialType selected_ammo = g->weapons.ammo_special.type;
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if (ImGui::BeginCombo("Special Ammo", SPECIAL_AMMOS[(int)selected_ammo].name))
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{
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for (const auto& special_ammo : SPECIAL_AMMOS)
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{
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if (ImGui::Selectable(special_ammo.name, special_ammo.type == selected_ammo))
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g->weapons.ammo_special.type = special_ammo.type;
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if (special_ammo.type == selected_ammo)
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ImGui::SetItemDefaultFocus();
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}
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ImGui::EndCombo();
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}
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ImGui::Separator();
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components::small_text("Misc");
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ImGui::Checkbox("Force Crosshairs", &g->weapons.force_crosshairs);
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ImGui::SameLine();
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ImGui::Checkbox("No Recoil", &g->weapons.no_recoil);
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ImGui::SameLine();
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ImGui::Checkbox("No Spread", &g->weapons.no_spread);
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components::button("Get All Weapons", [] {
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for (auto const& weapon : weapon_list) {
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WEAPON::GIVE_DELAYED_WEAPON_TO_PED(self::ped, weapon, 9999, false);
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}
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WEAPON::GIVE_DELAYED_WEAPON_TO_PED(self::ped, -72657034, 0, true);
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});
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ImGui::SameLine();
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components::button("Remove Current Weapon", [] {
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Hash weaponHash;
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WEAPON::GET_CURRENT_PED_WEAPON(self::ped, &weaponHash, 1);
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if (weaponHash != RAGE_JOAAT("WEAPON_UNARMED")) {
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WEAPON::REMOVE_WEAPON_FROM_PED(self::ped, weaponHash);
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}
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});
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ImGui::SliderFloat("Damage Multiplier", &g->weapons.increased_damage, 1.f, 10.f, "%.1f");
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ImGui::Separator();
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components::small_text("Custom Weapons");
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CustomWeapon selected = g->weapons.custom_weapon;
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if (ImGui::BeginCombo("Weapon", custom_weapons[(int)selected].name))
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{
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for (const custom_weapon& weapon : custom_weapons)
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{
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if (ImGui::Selectable(weapon.name, weapon.id == selected))
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{
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g->weapons.custom_weapon = weapon.id;
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}
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if (weapon.id == selected)
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ImGui::SetItemDefaultFocus();
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}
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ImGui::EndCombo();
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}
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switch (selected)
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{
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case CustomWeapon::VEHICLE_GUN:
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ImGui::Text("Shooting Model:");
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ImGui::InputText("##vehicle_gun_model", g->weapons.vehicle_gun_model, 12);
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break;
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}
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}
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} |