#include "features.hpp"
namespace big
{
static const int controls[] = { 14, 15, 24 };
void features::delete_gun()
bool bDeleteGun = g_settings.options["custom_gun"]["type"] == 1;
if (bDeleteGun)
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 (functions::raycast_entity(&entity))
if (ENTITY::IS_ENTITY_A_PED(entity) && PED::IS_PED_A_PLAYER(entity))
notify::above_map("You can't delete player entities!");
}
else
Vector3 player = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), true);
Vector3 entLoc = ENTITY::GET_ENTITY_COORDS(entity, true);
double dist = functions::distance_between_vectors(player, entLoc);
if (dist > 50)
notify::above_map("Entity is too far.");
if (functions::take_control_of_entity(entity))
functions::delete_entity(entity);
else notify::above_map("~r~Failed to take control of entity.");
else features::notify::above_map("No entity found.");