Added sanity checks to vehicle_allow_all_weapons() to prevent an EXCEPTION_ACCESS_VIOLATION on m_vehicle when first entering it. (#2612)

Made the weapons lists in Self->Weapons->Ammunation and Weapon Hotkey sorted by name instead of a completely random order.
This commit is contained in:
gir489 2023-12-20 08:16:03 -05:00 committed by GitHub
parent e544e02e55
commit 9bedcca8a4
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 23 additions and 11 deletions

View File

@ -12,7 +12,7 @@ namespace big
{ {
void looped::vehicle_allow_all_weapons() void looped::vehicle_allow_all_weapons()
{ {
if (self::veh == 0 || g_local_player == nullptr) if (g_local_player == nullptr || g_local_player->m_vehicle == nullptr)
return; return;
auto seat_info = g_pointers->m_gta.m_get_ped_seat(g_local_player->m_seat_info, g_local_player); auto seat_info = g_pointers->m_gta.m_get_ped_seat(g_local_player->m_seat_info, g_local_player);
@ -50,11 +50,13 @@ namespace big
} }
} }
CVehicleModelInfo* vehicle_model_info = static_cast<CVehicleModelInfo*>(g_local_player->m_vehicle->m_model_info); if (auto vehicle_model_info = static_cast<CVehicleModelInfo*>(g_local_player->m_vehicle->m_model_info))
vehicle_model_info->set_vehicle_model_flag(CVehicleModelInfoFlags::DRIVER_NO_DRIVE_BY, false);
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
{ {
PAD::DISABLE_CONTROL_ACTION(0, (int)ControllerInputs::INPUT_VEH_FLY_MOUSE_CONTROL_OVERRIDE, 1); vehicle_model_info->set_vehicle_model_flag(CVehicleModelInfoFlags::DRIVER_NO_DRIVE_BY, false);
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
{
PAD::DISABLE_CONTROL_ACTION(0, (int)ControllerInputs::INPUT_VEH_FLY_MOUSE_CONTROL_OVERRIDE, 1);
}
} }
} }
} }

View File

@ -206,7 +206,12 @@ namespace big
ImGui::PushItemWidth(300); ImGui::PushItemWidth(300);
if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), selected_weapon.c_str())) if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), selected_weapon.c_str()))
{ {
for (auto& weapon : g_gta_data_service->weapons()) std::map<std::string, weapon_item> sorted_map;
for (const auto& [_, weapon] : g_gta_data_service->weapons())
{
sorted_map.emplace(weapon.m_display_name, weapon);
}
for (const auto& weapon : sorted_map)
{ {
bool is_selected = weapon.second.m_hash == selected_weapon_hash; bool is_selected = weapon.second.m_hash == selected_weapon_hash;
if (weapon.second.m_display_name != "NULL" && ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None)) if (weapon.second.m_display_name != "NULL" && ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
@ -358,16 +363,21 @@ namespace big
ImGui::PushItemWidth(300); ImGui::PushItemWidth(300);
if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), weapon.m_display_name.c_str())) if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), weapon.m_display_name.c_str()))
{ {
for (auto& weapon : g_gta_data_service->weapons()) std::map<std::string, weapon_item> sorted_map;
for (const auto& [_, weapon_iter] : g_gta_data_service->weapons())
{ {
if (weapon.second.m_display_name == "NULL") sorted_map.emplace(weapon_iter.m_display_name, weapon_iter);
}
for (const auto& [_, weapon_iter] : g_gta_data_service->weapons())
{
if (weapon_iter.m_display_name == "NULL")
{ {
continue; continue;
} }
bool is_selected = weapon.second.m_hash == weapon_hash; bool is_selected = weapon_iter.m_hash == weapon_hash;
if (ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None)) if (ImGui::Selectable(weapon_iter.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
{ {
weapon_hash = weapon.second.m_hash; weapon_hash = weapon_iter.m_hash;
} }
if (is_selected) if (is_selected)
{ {