2021-09-21 01:44:24 +02:00
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#include "backend/looped/looped.hpp"
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#include "natives.hpp"
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#include "util/math.hpp"
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namespace big
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{
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static bool bLastFreeCam = false;
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static float speed = 0.5f;
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static float mult = 0.f;
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static Cam cCam = -1;
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static Vector3 vecPosition;
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static Vector3 vecRot;
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void looped::self_free_cam()
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{
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if (g_local_player == nullptr) return;
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Entity ent = PLAYER::PLAYER_PED_ID();
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2022-02-22 01:18:49 +01:00
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if (!g->self.free_cam && !bLastFreeCam) return;
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2021-09-21 01:44:24 +02:00
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2022-02-22 01:18:49 +01:00
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if (g->self.free_cam && !bLastFreeCam)
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2021-09-21 01:44:24 +02:00
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{
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cCam = CAM::CREATE_CAM("DEFAULT_SCRIPTED_CAMERA", 0);
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vecPosition = CAM::GET_GAMEPLAY_CAM_COORD();
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vecRot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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CAM::SET_CAM_COORD(cCam, vecPosition.x, vecPosition.y, vecPosition.z);
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CAM::SET_CAM_ROT(cCam, vecRot.x, vecRot.y, vecRot.z, 2);
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CAM::SET_CAM_ACTIVE(cCam, true);
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CAM::RENDER_SCRIPT_CAMS(true, true, 500, true, true, 0);
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bLastFreeCam = true;
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}
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2022-02-22 01:18:49 +01:00
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else if (!g->self.free_cam && bLastFreeCam)
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2021-09-21 01:44:24 +02:00
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{
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CAM::SET_CAM_ACTIVE(cCam, false);
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CAM::RENDER_SCRIPT_CAMS(false, true, 500, true, true, 0);
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CAM::DESTROY_CAM(cCam, false);
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bLastFreeCam = false;
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return;
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}
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PAD::DISABLE_ALL_CONTROL_ACTIONS(0);
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const int controls[] = { 1, 2, 3, 4, 5, 6, 270, 271, 272, 273 };
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for (int control : controls)
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PAD::ENABLE_CONTROL_ACTION(2, control, true);
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Vector3 vecChange = { 0.f, 0.f, 0.f };
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// Left Shift
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 21))
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vecChange.z += speed / 2;
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// Left Control
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 36))
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vecChange.z -= speed / 2;
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// Forward
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 32))
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vecChange.y += speed;
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// Backward
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 33))
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vecChange.y -= speed;
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// Left
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 34))
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vecChange.x -= speed;
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// Right
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 35))
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vecChange.x += speed;
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if (vecChange.x == 0.f && vecChange.y == 0.f && vecChange.z == 0.f)
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mult = 0.f;
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else if (mult < 10)
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mult += 0.15f;
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Vector3 rot = CAM::GET_CAM_ROT(cCam, 2);
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//float pitch = math::deg_to_rad(rot.x); // vertical
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//float roll = rot.y;
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float yaw = math::deg_to_rad(rot.z); // horizontal
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vecPosition.x += (vecChange.x * cos(yaw) - vecChange.y * sin(yaw)) * mult;
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vecPosition.y += (vecChange.x * sin(yaw) + vecChange.y * cos(yaw)) * mult;
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vecPosition.z += vecChange.z * mult;
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CAM::SET_CAM_COORD(cCam, vecPosition.x, vecPosition.y, vecPosition.z);
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vecRot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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CAM::SET_CAM_ROT(cCam, vecRot.x, vecRot.y, vecRot.z, 2);
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}
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}
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