55 lines
1.5 KiB
C++

#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);
}
}
}
}
}