2022-05-07 18:27:59 -04:00

50 lines
1.3 KiB
C++

#include "backend/looped/looped.hpp"
#include "natives.hpp"
#include "util/math.hpp"
namespace big
{
static float run_speed = 10.f;
static float run_cap = 100.f;
static bool super_run_state = false;
void looped::self_super_run()
{
if (g->self.super_run && PAD::IS_CONTROL_PRESSED(0, 21))
{
if (run_speed < run_cap) run_speed += .5f;
//Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
Vector3 rot = ENTITY::GET_ENTITY_ROTATION(self::ped, 2);
float yaw = math::deg_to_rad(rot.z + 90);
Vector3 offset;
offset.x = self::pos.x + (run_speed * cos(yaw));
offset.y = self::pos.y + (run_speed * sin(yaw));
offset.z = self::pos.z + .2f;
float groundZ;
MISC::GET_GROUND_Z_FOR_3D_COORD(offset.x, offset.y, 1000.f, &groundZ, false, false);
if (groundZ < self::pos.z)
offset.z = groundZ;
Vector3 vel = offset - self::pos;
ENTITY::SET_ENTITY_VELOCITY(self::ped, vel.x, vel.y, vel.z);
g_local_player->m_player_info->m_run_speed = .7f;
}
else if (!g->self.super_run && g->self.super_run != super_run_state)
{
g_local_player->m_player_info->m_run_speed = 1.f;
}
else if (PAD::IS_CONTROL_JUST_RELEASED(0, 21))
{
run_speed = 10.f;
g_local_player->m_player_info->m_run_speed = 1.f;
}
super_run_state = g->self.super_run;
}
}