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#include "natives.hpp"
#include "backend/looped_command.hpp"
#include "gta/enums.hpp"
#include "core/data/ptfx_effects.hpp"
namespace big
{
class ptfx_looped : looped_command
{
using looped_command::looped_command;
PedBones ptfx_bones[5] = {
PedBones::SKEL_Head,
PedBones::SKEL_L_Hand,
PedBones::SKEL_R_Hand,
PedBones::SKEL_L_Foot,
PedBones::SKEL_R_Foot
};
void show_ptfx_effect(const char* fx_name, const char* name)
{
for (const auto& ptfx_bone : ptfx_bones)
{
STREAMING::REQUEST_NAMED_PTFX_ASSET(fx_name);
GRAPHICS::USE_PARTICLE_FX_ASSET(fx_name);
GRAPHICS::START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_PED_BONE(name, self::ped, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.0f, (int)ptfx_bone, g.self.ptfx_effects.size, 1, 1, 1);
STREAMING::REMOVE_PTFX_ASSET();
}
}
virtual void on_tick() override
{
show_ptfx_effect(g.self.ptfx_effects.asset, g.self.ptfx_effects.effect);
}
};
ptfx_looped g_ptfx_looped("ptfx", "Enable PTFX", "Show nice PTFX Effects on your character", g.self.ptfx_effects.show);
}