#include "features.hpp"
namespace big
{
static const int controls[] = { 14, 15, 24 };
void features::repair_gun()
bool bRepairGun = g_settings.options["custom_gun"]["type"] == 6;
if (bRepairGun)
Hash currWeapon;
WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), &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))
Entity entity;
if (func::raycast_entity(&entity))
if (ENTITY::IS_ENTITY_A_VEHICLE(entity))
VEHICLE::SET_VEHICLE_FIXED(entity);
VEHICLE::SET_VEHICLE_DEFORMATION_FIXED(entity);
VEHICLE::SET_VEHICLE_DIRT_LEVEL(entity, 0.f);
}
else
notify::above_map("Entity is not a vehicle.");
else notify::above_map("No entity found.");