Add more spoofing options and added clang-format (#1020)
* feat(Spoofing): add spoofing * feat(Spoofing): prepare code for player attach * remove(PlayerAttach): isn't going to work due to netsync architecture * fix(GUI): fix scaling * feat(Project): add clang-format file * feat(Classes): update classes * fix(BlackHole): remove unnecessary cleanup * fix(Formatting): fix formatting for initializer lists * feat(clang-format): Set tab width and 1 space before comment Co-authored-by: Yimura <24669514+Yimura@users.noreply.github.com>
This commit is contained in:
@ -1,10 +1,9 @@
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "pointers.hpp"
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#include "util/vehicle.hpp"
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#include "util/mobile.hpp"
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#include "util/entity.hpp"
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#include "gta_util.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "util/entity.hpp"
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#include "util/mobile.hpp"
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namespace big
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{
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@ -15,38 +14,60 @@ namespace big
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virtual void on_tick() override
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{
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for (auto entity : entity::get_entities(g.world.blackhole.include_vehicles, g.world.blackhole.include_peds))
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{
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if (entity::take_control_of(entity, 0))
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{
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auto entity_coord = ENTITY::GET_ENTITY_COORDS(entity, false);
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ENTITY::APPLY_FORCE_TO_ENTITY(entity, 1, ((g.world.blackhole.pos.x - entity_coord.x) * 9.f), ((g.world.blackhole.pos.y - entity_coord.y) * 9.f), ((g.world.blackhole.pos.z - entity_coord.z) * 9.f), 0.f, 0.f, 0.f, 0, false, true, true, 0, 0);
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ENTITY::APPLY_FORCE_TO_ENTITY(entity,
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1,
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((g.world.blackhole.pos.x - entity_coord.x) * 9.f),
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((g.world.blackhole.pos.y - entity_coord.y) * 9.f),
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((g.world.blackhole.pos.z - entity_coord.z) * 9.f),
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0.f,
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0.f,
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0.f,
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0,
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false,
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true,
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true,
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0,
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0);
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}
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}
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//draw blackhole
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GRAPHICS::DRAW_MARKER(28,
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g.world.blackhole.pos.x, g.world.blackhole.pos.y, g.world.blackhole.pos.z,
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0.f, 0.f, 0.f, 0, 0, 0, g.world.blackhole.scale, g.world.blackhole.scale, g.world.blackhole.scale,
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g.world.blackhole.color[0] * 255,
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g.world.blackhole.color[1] * 255,
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g.world.blackhole.color[2] * 255,
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g.world.blackhole.alpha,
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0, 0, 0, 0, 0, 0, 0);
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//cleanup
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entity::get_entities(g.world.blackhole.include_vehicles, g.world.blackhole.include_peds).clear();
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}
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//make sure that we always cleanup our memory
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virtual void on_disable() override
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{
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entity::get_entities(g.world.blackhole.include_vehicles, g.world.blackhole.include_peds).clear();
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g.world.blackhole.pos.x,
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g.world.blackhole.pos.y,
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g.world.blackhole.pos.z,
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0.f,
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0.f,
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0.f,
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0,
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0,
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0,
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15.f,
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15.f,
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15.f,
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g.world.blackhole.color[0] * 255,
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g.world.blackhole.color[1] * 255,
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g.world.blackhole.color[2] * 255,
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g.world.blackhole.alpha,
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0,
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0,
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0,
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0,
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0,
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0,
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0);
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}
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};
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blackhole g_blackhole("blackhole", "Blackhole", "Spawns a black hole that picks up all the peds and vehicles in your area.", g.world.blackhole.enable);
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bool_command g_blackhole_peds("blackholeincpeds", "Peds", "Includes all nearby peds in the blackholes path of destruction", g.world.blackhole.include_peds);
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bool_command g_blackhole_vehicles("blackholeincvehs", "Vehicles", "Includes all nearby vehicles in the blackholes path of destruction", g.world.blackhole.include_vehicles);
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blackhole g_blackhole("blackhole", "Blackhole", "Spawns a black hole that picks up all the peds and vehicles in your area.",
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g.world.blackhole.enable);
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bool_command g_blackhole_peds("blackholeincpeds", "Peds", "Includes all nearby peds in the blackholes path of destruction",
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g.world.blackhole.include_peds);
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bool_command g_blackhole_vehicles("blackholeincvehs", "Vehicles", "Includes all nearby vehicles in the blackholes path of destruction",
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g.world.blackhole.include_vehicles);
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}
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@ -1,5 +1,5 @@
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "util/entity.hpp"
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@ -12,7 +12,6 @@ namespace big
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virtual void on_tick() override
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{
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for (auto ped : entity::get_entities(false, true))
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{
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PED::SET_PED_HIGHLY_PERCEPTIVE(ped, true);
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@ -1,5 +1,5 @@
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "util/entity.hpp"
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@ -10,7 +10,7 @@ namespace big
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{
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using looped_command::looped_command;
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virtual void on_enable() override //should help for any stragglers that aren't set by the tick (aka current event)
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virtual void on_enable() override//should help for any stragglers that aren't set by the tick (aka current event)
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{
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PLAYER::SET_EVERYONE_IGNORE_PLAYER(self::id, true);
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PLAYER::SET_POLICE_IGNORE_PLAYER(self::id, true);
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@ -18,10 +18,10 @@ namespace big
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virtual void on_tick() override
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{
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for (auto ped : entity::get_entities(false, true))
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{
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if (!PED::GET_PED_CONFIG_FLAG(ped, 17, true)) { // Flag 17 = PED_FLAG_BLOCK_NON_TEMPORARY_EVENTS
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if (!PED::GET_PED_CONFIG_FLAG(ped, 17, true))
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{// Flag 17 = PED_FLAG_BLOCK_NON_TEMPORARY_EVENTS
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PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(ped, true);
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TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(ped, true);
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}
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@ -35,6 +35,7 @@ namespace big
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}
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};
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ignore g_ignore("pedsignore", "Ignore", "Nearby peds will ignore you and become oblivious to your actions.", g.world.nearby.ignore);
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ignore g_ignore("pedsignore", "Ignore", "Nearby peds will ignore you and become oblivious to your actions.",
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g.world.nearby.ignore);
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}
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@ -1,5 +1,5 @@
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "util/entity.hpp"
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@ -18,11 +18,11 @@ namespace big
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}
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}
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virtual void on_disable() override //Set the peds back to their normal speed
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virtual void on_disable() override//Set the peds back to their normal speed
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{
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for (auto ped : entity::get_entities(false, true))
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{
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PED::SET_PED_MOVE_RATE_OVERRIDE(ped, 1.0f);
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PED::SET_PED_MOVE_RATE_OVERRIDE(ped, 1.0f);
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}
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}
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};
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@ -1,25 +1,25 @@
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "util/entity.hpp"
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namespace big
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{
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class ped_rain : looped_command
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class ped_rain : looped_command
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{
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using looped_command::looped_command;
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virtual void on_tick() override
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{
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for (auto ped : entity::get_entities(false, true))
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{
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if (!ENTITY::IS_ENTITY_IN_AIR(ped)) {
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if (!ENTITY::IS_ENTITY_IN_AIR(ped))
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{
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Vector3 my_location = ENTITY::GET_ENTITY_COORDS(self::ped, 1);
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my_location.x = my_location.x + (rand() % 100 + (-50));
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my_location.y = my_location.y + (rand() % 100 + (-50));
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my_location.z = my_location.z + (rand() % 50 + 50);
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my_location.x = my_location.x + (rand() % 100 + (-50));
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my_location.y = my_location.y + (rand() % 100 + (-50));
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my_location.z = my_location.z + (rand() % 50 + 50);
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ENTITY::SET_ENTITY_COORDS(ped, my_location.x, my_location.y, my_location.z, 0, 0, 0, 0);
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ENTITY::SET_ENTITY_VELOCITY(ped, 0.0, 0.0, -1.0);
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}
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "util/entity.hpp"
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@ -14,14 +14,14 @@ namespace big
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{
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for (auto vehicles : entity::get_entities(true, false))
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{
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if (!ENTITY::IS_ENTITY_IN_AIR(vehicles))
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if (!ENTITY::IS_ENTITY_IN_AIR(vehicles))
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{
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if (entity::take_control_of(vehicles))
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if (entity::take_control_of(vehicles))
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{
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Vector3 my_location = ENTITY::GET_ENTITY_COORDS(self::ped, 1);
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my_location.x = my_location.x + (rand() % 100 + (-50));
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my_location.y = my_location.y + (rand() % 100 + (-50));
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my_location.z = my_location.z + (rand() % 20 + 100);
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my_location.x = my_location.x + (rand() % 100 + (-50));
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my_location.y = my_location.y + (rand() % 100 + (-50));
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my_location.z = my_location.z + (rand() % 20 + 100);
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ENTITY::SET_ENTITY_COORDS(vehicles, my_location.x, my_location.y, my_location.z, 0, 0, 0, 0);
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ENTITY::SET_ENTITY_VELOCITY(vehicles, 0.0, 0.0, -1.0);
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}
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@ -30,6 +30,7 @@ namespace big
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}
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};
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vehicle_rain g_vehicle_rain("vehiclerain", "Rain Vehicles", "Drops surround vehicles, vehicles can hit and kill you!", g.world.nearby.veh_rain);
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vehicle_rain g_vehicle_rain("vehiclerain", "Rain Vehicles", "Drops surround vehicles, vehicles can hit and kill you!",
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g.world.nearby.veh_rain);
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}
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@ -49,10 +49,10 @@ namespace big
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{
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auto pos = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(it->spawned_for_player), false);
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auto vel = NETWORK::NETWORK_GET_LAST_VEL_RECEIVED_OVER_NETWORK(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(it->spawned_for_player));
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bool is_veh = PED::IS_PED_IN_ANY_VEHICLE(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(it->spawned_for_player), true) || PLAYER::IS_REMOTE_PLAYER_IN_NON_CLONED_VEHICLE(it->spawned_for_player);
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bool is_veh = PED::IS_PED_IN_ANY_VEHICLE(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(it->spawned_for_player), true) || PLAYER::IS_REMOTE_PLAYER_IN_NON_CLONED_VEHICLE(it->spawned_for_player);
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auto ped_pos = ENTITY::GET_ENTITY_COORDS(it->ped_handle, false);
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float distance = is_veh ? 170.0f : 120.0f;
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float distance = is_veh ? 170.0f : 120.0f;
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float spawn_distance = is_veh ? 150.0f : 70.0f;
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if (pos.x != 0.0f && SYSTEM::VDIST2(pos.x, pos.y, pos.z, ped_pos.x, ped_pos.y, ped_pos.z) > distance * distance)
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@ -1,9 +1,10 @@
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#include "util/train.hpp"
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#include "backend/looped/looped.hpp"
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#include "gta/enums.hpp"
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#include "natives.hpp"
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#include "util/blip.hpp"
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#include "util/entity.hpp"
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#include "util/train.hpp"
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namespace big
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{
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@ -14,7 +15,7 @@ namespace big
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if (g.world.train.drive_train)
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{
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if (PAD::IS_CONTROL_PRESSED(0, 71))
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trainSpeed++;
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trainSpeed++;
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if (PAD::IS_CONTROL_PRESSED(0, 72))
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trainSpeed--;
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@ -25,7 +26,7 @@ namespace big
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void looped::derail_train()
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{
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int train = train::get_closest_train();
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if (train != 0)
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VEHICLE::SET_RENDER_TRAIN_AS_DERAILED(train, g.world.train.derail_train);
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}
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