feat(Backend/looped): Added gravity gun
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@ -12,5 +12,10 @@ namespace big
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{
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looped::self_noclip();
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}QUEUE_JOB_END_CLAUSE
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QUEUE_JOB_BEGIN_CLAUSE()
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{
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looped::weapons_gravity_gun();
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}QUEUE_JOB_END_CLAUSE
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}
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}
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@ -6,5 +6,7 @@ namespace big
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class looped {
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public:
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static void self_noclip();
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static void weapons_gravity_gun();
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};
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}
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117
BigBaseV2/src/backend/looped/weapons/gravity_gun.cpp
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117
BigBaseV2/src/backend/looped/weapons/gravity_gun.cpp
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@ -0,0 +1,117 @@
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#include "backend/looped/looped.hpp"
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#include "core/globals.hpp"
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#include "util/entity.hpp"
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#include "util/math.hpp"
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#include "util/notify.hpp"
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namespace big
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{
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static Entity ent = 0;
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static Vector3 location;
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static Vector3 other;
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static float dist;
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static const int scroll = 0;
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static const int controls[] = { 14, 15, 24 };
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void looped::weapons_gravity_gun()
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{
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bool bGravityGun = g.weapons.custom_weapon == 0;
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double multiplier = 3.0;
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if (bGravityGun)
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{
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Hash currWeapon;
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WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(PLAYER::PLAYER_PED_ID()), &currWeapon, 1);
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// ZOOMED IN
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
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{
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PLAYER::DISABLE_PLAYER_FIRING(PLAYER::PLAYER_ID(), true);
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for (int control : controls)
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PAD::DISABLE_CONTROL_ACTION(0, control, true);
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location = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true);
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// Attack RELEASED
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 24) && ent == 0)
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{
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if (entity::raycast(&ent))
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{
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if (ENTITY::IS_ENTITY_A_PED(ent) && PED::IS_PED_A_PLAYER(ent))
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{
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ent = 0;
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notify::above_map("You can't move player entities!");
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}
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else
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{
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other = ENTITY::GET_ENTITY_COORDS(ent, true);
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dist = (float)math::distance_between_vectors(location, other);
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if (dist > 500)
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{
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ent = 0;
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notify::above_map("Entity is too far.");
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}
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else
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{
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entity::take_control_of(ent);
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if (ENTITY::IS_ENTITY_A_PED(ent) && !PED::IS_PED_RAGDOLL(ent)) TASK::SET_HIGH_FALL_TASK(ent, 0, 0, 0);
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notify::above_map("Selected entity at crosshair.");
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}
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}
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}
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else
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{
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ent = 0;
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notify::above_map("No entity found.");
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}
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}
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if (ENTITY::DOES_ENTITY_EXIST(ent))
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{
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 14))
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dist -= 5;
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 15))
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dist += 5;
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entity::take_control_of(ent);
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ENTITY::SET_ENTITY_COLLISION(ent, false, false);
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other = ENTITY::GET_ENTITY_COORDS(ent, true);
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Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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float pitch = math::deg_to_rad(rot.x); // vertical
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// float roll = rot.y;
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float yaw = math::deg_to_rad(rot.z + 90); // horizontal
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Vector3 velocity;
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velocity.x = location.x + (dist * cos(pitch) * cos(yaw)) - other.x;
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velocity.y = location.y + (dist * sin(yaw) * cos(pitch)) - other.y;
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velocity.z = location.z + (dist * sin(pitch)) - other.z;
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ENTITY::SET_ENTITY_VELOCITY(ent, velocity.x * (float)multiplier, velocity.y * (float)multiplier, velocity.z * (float)multiplier);
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ENTITY::SET_ENTITY_ALPHA(ent, 105, 0);
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}
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}
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else if (ent != 0)
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{
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entity::take_control_of(ent);
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ENTITY::SET_ENTITY_COLLISION(ent, true, true);
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ENTITY::SET_ENTITY_ALPHA(ent, 255, 0);
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ent = 0;
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notify::above_map("Released entity.");
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}
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}
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}
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}
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