feat: Keep model dimension in mind when determining spawn location (#1316)

This commit is contained in:
FireFox101889 2023-05-10 17:11:59 -04:00 committed by GitHub
parent 10ebcbbdaa
commit 49235195b5
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 353 additions and 347 deletions

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@ -31,6 +31,7 @@ namespace big
const auto spawn_location =
vehicle::get_spawn_location(ctx->get_sender()->id() == self::id ? g.spawn_vehicle.spawn_inside : false,
args[0],
PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(ctx->get_sender()->id()));
const auto spawn_heading = ENTITY::GET_ENTITY_HEADING(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(ctx->get_sender()->id()));

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@ -40,13 +40,16 @@ namespace big::vehicle
return speed;
}
inline Vector3 get_spawn_location(bool spawn_inside, Ped ped = self::ped)
inline Vector3 get_spawn_location(bool spawn_inside, Hash hash, Ped ped = self::ped)
{
float y_offset = 0;
if (self::veh != 0)
{
y_offset = 10.f;
Vector3 min, max, result;
MISC::GET_MODEL_DIMENSIONS(hash, &min, &max);
result = max - min;
y_offset = result.y;
}
else if (!spawn_inside)
{

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@ -116,7 +116,8 @@ namespace big
components::selectable(label, false, [&personal_veh] {
if (g.clone_pv.spawn_clone)
{
Vector3 spawn_location = vehicle::get_spawn_location(g.spawn_vehicle.spawn_inside);
Vector3 spawn_location =
vehicle::get_spawn_location(g.spawn_vehicle.spawn_inside, personal_veh->get_hash());
float spawn_heading = ENTITY::GET_ENTITY_HEADING(self::ped);
auto vehicle_idx = personal_veh->get_vehicle_idx();

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@ -83,7 +83,7 @@ namespace big
components::selectable(std::vformat("SPAWN_VEHICLE_CURRENT_VEHICLE"_T, std::make_format_args(item.m_display_name)), false, [] {
if (self::veh)
{
Vector3 spawn_location = vehicle::get_spawn_location(g.spawn_vehicle.spawn_inside);
Vector3 spawn_location = vehicle::get_spawn_location(g.spawn_vehicle.spawn_inside, veh_hash);
float spawn_heading = ENTITY::GET_ENTITY_HEADING(self::ped);
auto owned_mods = vehicle::get_owned_mods_from_vehicle(self::veh);
@ -149,7 +149,8 @@ namespace big
{
ImGui::PushID(vehicle.m_hash);
components::selectable(vehicle.m_display_name, false, [&vehicle] {
const auto spawn_location = vehicle::get_spawn_location(g.spawn_vehicle.spawn_inside);
const auto spawn_location =
vehicle::get_spawn_location(g.spawn_vehicle.spawn_inside, vehicle.m_hash);
const auto spawn_heading = ENTITY::GET_ENTITY_HEADING(self::ped);
const auto veh = vehicle::spawn(vehicle.m_hash, spawn_location, spawn_heading);