129 lines
3.4 KiB
C++

#include "backend/looped_command.hpp"
#include "gta/enums.hpp"
#include "natives.hpp"
namespace big
{
class vehicle_fly : looped_command
{
using looped_command::looped_command;
Vehicle last_vehicle = 0;
void cleanup(Vehicle vehicle)
{
VEHICLE::SET_VEHICLE_GRAVITY(vehicle, true);
ENTITY::SET_ENTITY_COLLISION(vehicle, true, true);
if (g.vehicle.fly.stop_on_exit)
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, 0.0);
}
}
virtual void on_tick() override
{
Vehicle vehicle = self::veh;
if (last_vehicle != vehicle)
{
if (last_vehicle)
cleanup(last_vehicle);
last_vehicle = vehicle;
}
if (vehicle)
{
Vector3 cam_pos = CAM::GET_GAMEPLAY_CAM_ROT(0);
ENTITY::SET_ENTITY_ROTATION(vehicle, cam_pos.x, cam_pos.y, cam_pos.z, 1, true);
ENTITY::SET_ENTITY_COLLISION(vehicle, !g.vehicle.fly.no_collision, true);
float locspeed = g.vehicle.fly.speed;
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
locspeed *= 2;
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE))
{
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, g.vehicle.fly.speed, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, locspeed);
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE))
{
float lsp = g.vehicle.fly.speed;
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (g.vehicle.fly.speed * 2);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, 0 - (lsp), 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, (0 - locspeed));
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_LEFT_ONLY))
{
float lsp = ((0 - g.vehicle.fly.speed) * 2);
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (0 - g.vehicle.fly.speed);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (lsp), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (0 - (locspeed)), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_RIGHT_ONLY))
{
float lsp = g.vehicle.fly.speed;
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (g.vehicle.fly.speed * 2);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, lsp, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, locspeed, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
}
if (!g.vehicle.fly.dont_stop && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE) && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE))
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, 0.0);
}
VEHICLE::SET_VEHICLE_GRAVITY(vehicle, false);
}
}
virtual void on_disable() override
{
if (self::veh)
cleanup(self::veh);
}
};
vehicle_fly g_vehicle_fly("vehiclefly", "VEHICLE_FLY", "VEHICLE_FLY_DESC", g.vehicle.fly.enabled);
}