feat(Util): Added entity::cage_ped and entity::raycast
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#pragma once
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#pragma once
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#include "gta/joaat.hpp"
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#include "natives.hpp"
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#include "natives.hpp"
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#include "script.hpp"
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#include "script.hpp"
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#include "math.hpp"
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namespace big::entity
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namespace big::entity
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{
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{
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inline void cage_ped(Ped ped)
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{
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Hash hash = RAGE_JOAAT("prop_gold_cont_01");
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Vector3 location = ENTITY::GET_ENTITY_COORDS(ped, true);
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OBJECT::CREATE_OBJECT(hash, location.x, location.y, location.z - 1.f, true, false, false);
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}
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inline bool raycast(Entity* ent)
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{
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BOOL hit;
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Vector3 endCoords;
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Vector3 surfaceNormal;
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Vector3 camCoords = CAM::GET_GAMEPLAY_CAM_COORD();
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Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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Vector3 dir = math::rotation_to_direction(rot);
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Vector3 farCoords;
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farCoords.x = camCoords.x + dir.x * 1000;
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farCoords.y = camCoords.y + dir.y * 1000;
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farCoords.z = camCoords.z + dir.z * 1000;
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int ray = SHAPETEST::_START_SHAPE_TEST_RAY(camCoords.x, camCoords.y, camCoords.z, farCoords.x, farCoords.y, farCoords.z, -1, 0, 7);
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SHAPETEST::GET_SHAPE_TEST_RESULT(ray, &hit, &endCoords, &surfaceNormal, ent);
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return (bool)hit;
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}
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inline bool take_control_of(Entity ent)
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inline bool take_control_of(Entity ent)
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{
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{
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if (NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent)) return true;
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if (NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent)) return true;
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