feat(vendor): updated GTAV-Classes (#560)

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Aure7138 2022-11-09 06:44:52 +08:00 committed by GitHub
parent 1087146e56
commit 5f70975ffe
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GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 16 additions and 14 deletions

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@ -3,7 +3,7 @@ include(FetchContent)
FetchContent_Declare(
gtav_classes
GIT_REPOSITORY https://github.com/Yimura/GTAV-Classes.git
GIT_TAG 09d18c6f6f7f9f8ad67a00f83cdd8379c8a734e3
GIT_TAG 07080ad71a8a98f549e8ac78f09dacd4cfd22ad6
GIT_PROGRESS TRUE
CONFIGURE_COMMAND ""
BUILD_COMMAND ""

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@ -1,4 +1,6 @@
#include "backend/looped/looped.hpp"
#include "base/phArchetype.hpp"
#include "base/phBoundComposite.hpp"
namespace big
{
@ -12,12 +14,12 @@ namespace big
if (bNoCollsion)
{
g_local_player->m_navigation->m_damp->m_bound_composite->m_bound_capsule_list->m_bound_capsule->m_collision = -1;
((rage::phBoundComposite*)g_local_player->m_navigation->m_damp->m_bound)->m_bounds[0]->m_bounding_box_max_xyz_margin_w.w = -1;
bLastNoCollsion = bNoCollsion;
}
else if (bNoCollsion != bLastNoCollsion)
{
g_local_player->m_navigation->m_damp->m_bound_composite->m_bound_capsule_list->m_bound_capsule->m_collision = 0.25;
((rage::phBoundComposite*)g_local_player->m_navigation->m_damp->m_bound)->m_bounds[0]->m_bounding_box_max_xyz_margin_w.w = 0.25;
bLastNoCollsion = bNoCollsion;
}
}

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@ -172,7 +172,7 @@ namespace big
});
// Write Bitbuffer WORD/DWORD
main_batch.add("WBD", "48 8B C4 48 89 58 08 48 89 68 10 48 89 70 18 48 89 78 20 41 56 48 83 EC 20 8B EA BF 01 ? ? ?", [this](memory::handle ptr)
main_batch.add("WBD", "48 8B C4 48 89 58 08 48 89 68 10 48 89 70 18 48 89 78 20 41 56 48 83 EC 20 8B EA BF 01", [this](memory::handle ptr)
{
m_write_bitbuf_dword = ptr.as<decltype(m_write_bitbuf_dword)>();
});
@ -208,7 +208,7 @@ namespace big
});
// Write Player Game State Data Node
main_batch.add("WPGSDN", "48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 41 54 41 55 41 56 41 57 48 83 EC 30 0F B7 81 ? ? ? ?", [this](memory::handle ptr)
main_batch.add("WPGSDN", "48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 41 54 41 55 41 56 41 57 48 83 EC 30 0F B7 81", [this](memory::handle ptr)
{
m_write_player_game_state_data_node = ptr.as<functions::write_player_game_state_data_node>();
});

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@ -28,7 +28,7 @@ namespace big
MISC::GET_MODEL_DIMENSIONS(hash, &min, &max);
const auto dimensions = (max - min) * 0.5f;
const auto& position = m_pointer->m_position;
const auto& position = *m_pointer->m_navigation->get_position();
rage::fvector3 front_upper_right, back_lower_left;
front_upper_right.x = position.x + dimensions.y * forward.x + dimensions.x * right.x + dimensions.z * up.x;
@ -225,7 +225,7 @@ namespace big
if (!temp_pointer->m_navigation)
continue;
const auto pos = temp_pointer->m_navigation->m_position;
const auto pos = *temp_pointer->m_navigation->get_position();
HUD::GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION(pos.x, pos.y, pos.z, &screen_pos.x, &screen_pos.y);
if (distance_to_middle_of_screen(screen_pos) < distance &&
ENTITY::HAS_ENTITY_CLEAR_LOS_TO_ENTITY(PLAYER::PLAYER_PED_ID(), temp_handle, 17) &&

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@ -96,11 +96,11 @@ namespace big
0,
{}, {
{"EXPLODE", [this] {
rage::fvector3 pos = m_pointer->m_navigation->m_position;
rage::fvector3 pos = *m_pointer->m_navigation->get_position();
FIRE::ADD_EXPLOSION(pos.x, pos.y, pos.z, 1, 1000, 1, 0, 1, 0);
}},
{"TP TO", [this] {
rage::fvector3 pos = m_pointer->m_navigation->m_position;
rage::fvector3 pos = *m_pointer->m_navigation->get_position();
teleport::to_coords({ pos.x, pos.y, pos.z });
}},
}

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@ -132,7 +132,7 @@ namespace big::vehicle
continue;
}
auto veh_pos_arr = veh_ptr->m_navigation->m_position;
auto veh_pos_arr = *veh_ptr->m_navigation->get_position();
Vector3 veh_pos(veh_pos_arr.x, veh_pos_arr.y, veh_pos_arr.z);
float dist = math::distance_between_vectors(veh_pos, location);

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@ -23,7 +23,7 @@ namespace big
!plyr->get_ped() ||
!plyr->get_ped()->m_navigation) return;
auto& player_pos = plyr->get_ped()->m_navigation->m_position;
auto& player_pos = *plyr->get_ped()->m_navigation->get_position();
float screen_x, screen_y;

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@ -35,7 +35,7 @@ namespace big
float context_screen_x;
float context_screen_y;
auto& context_target_pos = g_context_menu_service->m_pointer->m_navigation->m_position;
auto& context_target_pos = *g_context_menu_service->m_pointer->m_navigation->get_position();
const auto context_target_distance = math::calculate_distance_from_game_cam(context_target_pos);
const auto context_target_multplr = context_target_distance > g->esp.global_render_distance[1] ? -1.f : 6.17757f / context_target_distance;

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@ -70,7 +70,7 @@ namespace big
return 0;
}
auto player_pos = plyr->get_ped()->m_navigation->m_position;
auto player_pos = *plyr->get_ped()->m_navigation->get_position();
location.x = player_pos.x;
location.y = player_pos.y;