#include "backend/looped_command.hpp"
#include "natives.hpp"
#include "util/entity.hpp"
#include "util/pools.hpp"
namespace big
{
class auto_disarm : looped_command
using looped_command::looped_command;
virtual void on_enable() override
g_notification_service.push("VIEW_WORLD_AUTO_DISARM"_T.data(), "VIEW_WORLD_AUTO_DISARM_NOTIFY"_T.data());
}
virtual void on_tick() override
for (auto ped : pools::get_all_peds())
if (!ped)
continue;
auto handle = g_pointers->m_gta.m_ptr_to_handle(ped);
if (!PED::IS_PED_A_PLAYER(handle) && ENTITY::DOES_ENTITY_EXIST(PED::GET_PED_TARGET_FROM_COMBAT_PED(handle, false)))
if (entity::take_control_of(handle, 0))
if (WEAPON::IS_PED_ARMED(handle, 1 | 2 | 4))
WEAPON::REMOVE_ALL_PED_WEAPONS(handle, false);
if (g.world.nearby.auto_disarm.neutralize)
TASK::TASK_STAND_STILL(handle, -1);
};
auto_disarm g_auto_disarm("autodisarm", "BACKEND_LOOPED_WORLD_NEARBY_AUTO_DISARM", "BACKEND_LOOPED_WORLD_NEARBY_AUTO_DISARM_DESC", g.world.nearby.auto_disarm.enable);