Feature Additions, GUI Tweaks, Fixes (#975)

* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
This commit is contained in:
Seanghost117
2023-02-25 13:33:16 -07:00
committed by GitHub
parent 9056f5aba1
commit 7084ce510b
22 changed files with 571 additions and 78 deletions

View File

@ -8,14 +8,15 @@ namespace big
components::command_checkbox<"blackhole">();
components::sub_title("Entities");
ImGui::Checkbox("Vehicles", &g.world.blackhole.include_vehicles);
components::command_checkbox<"blackholeincvehs">();
ImGui::SameLine();
ImGui::Checkbox("Peds", &g.world.blackhole.include_peds);
components::command_checkbox<"blackholeincpeds">();
components::sub_title("Position");
ImGui::InputFloat("X", &g.world.blackhole.pos.x, 5.f, 200.f);
ImGui::InputFloat("Y", &g.world.blackhole.pos.y, 5.f, 200.f);
ImGui::InputFloat("Z", &g.world.blackhole.pos.z, 5.f, 200.f);
ImGui::SliderFloat("Scale", &g.world.blackhole.scale, 2.f, 12.f, "%.0f");
components::button("Set to current coords", [] {
const auto player_pos = g_local_player->get_position();

View File

@ -0,0 +1,76 @@
#include "views/view.hpp"
#include "util/local_player.hpp"
#include "util/entity.hpp"
#include "util/ped.hpp"
#include "util/vehicle.hpp"
namespace big
{
void view::nearby()
{
components::sub_title("Peds");
// Nearby Ped Actions
components::button<ImVec2(110, 0)>
("Delete", []
{
for (auto peds : entity::get_entities(false, true))
{
entity::delete_entity(peds);
}
}); ImGui::SameLine();
components::button<ImVec2(110, 0), ImVec4(0.70196f, 0.3333f, 0.00392f, 1.f)>
("Kill", []
{
for (auto peds : entity::get_entities(false, true))
{
ped::kill_ped(peds);
}
}); ImGui::SameLine();
components::button<ImVec2(110, 0), ImVec4(0.76078f, 0.f, 0.03529f, 1.f)>
("Kill Enemies", []
{
for (auto peds : entity::get_entities(false, true))
{
ped::kill_ped_by_relation(peds, 4 || 5);
}
});
// Nearby Ped Loops / Toggles
components::command_checkbox<"pedsignore">(); ImGui::SameLine(140.f);
components::command_checkbox<"pedrain">();
components::command_checkbox<"highalert">(); ImGui::SameLine(140.f);
components::command_checkbox<"pedrush">();
ImGui::Separator();
components::sub_title("Vehicles");
// Nearby Vehicle Actions
components::button<ImVec2(110, 0), ImVec4(0.02745f, 0.4745f, 0.10196f, 1.f)>
("Max Upgrade", [] {
for (auto vehs : entity::get_entities(true, false))
{
if (entity::take_control_of(vehs))
{
vehicle::max_vehicle(vehs);
script::get_current()->yield();
}
}
}); ImGui::SameLine();
components::button<ImVec2(110, 0), ImVec4(0.4549f, 0.03529f, 0.03529f, 1.f)>
("Downgrade", [] {
for (auto vehs : entity::get_entities(true, false))
{
if (entity::take_control_of(vehs))
{
vehicle::downgrade(vehs);
script::get_current()->yield();
}
}
});
components::command_checkbox<"vehiclerain">();
}
}