TmpMenu/src/backend/looped/weapons/no_recoil.cpp
maybegreat48 97a8c5d60b Add more spoofing options and added clang-format (#1020)
* feat(Spoofing): add spoofing
* feat(Spoofing): prepare code for player attach
* remove(PlayerAttach): isn't going to work due to netsync architecture
* fix(GUI): fix scaling
* feat(Project): add clang-format file
* feat(Classes): update classes
* fix(BlackHole): remove unnecessary cleanup
* fix(Formatting): fix formatting for initializer lists
* feat(clang-format): Set tab width and 1 space before comment

Co-authored-by: Yimura <24669514+Yimura@users.noreply.github.com>
2023-03-01 21:27:15 +00:00

48 lines
1.2 KiB
C++

#include "backend/looped_command.hpp"
#include "gta/enums.hpp"
#include "natives.hpp"
namespace big
{
class no_recoil : looped_command
{
using looped_command::looped_command;
CWeaponInfo* p_modified_weapon = nullptr;
float og_recoil_value = 0.0f;
virtual void on_tick() override
{
if (!g_local_player)
{
return;
}
auto* const weapon_mgr = g_local_player->m_weapon_manager;
if (weapon_mgr)
{
if (p_modified_weapon != weapon_mgr->m_weapon_info && weapon_mgr->m_weapon_info)
{
if (p_modified_weapon)
p_modified_weapon->m_explosion_shake_amplitude = og_recoil_value;
og_recoil_value = weapon_mgr->m_weapon_info->m_explosion_shake_amplitude;
p_modified_weapon = weapon_mgr->m_weapon_info;
weapon_mgr->m_weapon_info->m_explosion_shake_amplitude = 0.0f;
}
}
}
virtual void on_disable() override
{
if (g_local_player && p_modified_weapon)
{
p_modified_weapon->m_explosion_shake_amplitude = og_recoil_value;
p_modified_weapon = nullptr;
}
}
};
no_recoil g_no_recoil("norecoil", "No Recoil", "Removes weapon recoil when shooting", g.weapons.no_recoil);
}