feat(VehicleGun): Added vehicle gun
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BigBaseV2/src/features/looped/vehicle_gun.cpp
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42
BigBaseV2/src/features/looped/vehicle_gun.cpp
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#include "features.hpp"
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namespace big
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{
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static const int controls[] = { 14, 15, 24 };
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void features::vehicle_gun()
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{
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bool bVehicleGun = g_settings.options["custom_gun"]["type"] == 3;
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if (bVehicleGun)
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{
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Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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Hash currWeapon;
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WEAPON::GET_CURRENT_PED_WEAPON(player, &currWeapon, 1);
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if (currWeapon != RAGE_JOAAT("weapon_pistol") && currWeapon != RAGE_JOAAT("weapon_pistol_mk2")) return;
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
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{
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PLAYER::DISABLE_PLAYER_FIRING(g_playerId, true);
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for (int control : controls)
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PAD::DISABLE_CONTROL_ACTION(0, control, true);
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if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, 24))
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{
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Vector3 location = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(player, 0.f, 10.f, 0.f);
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Vehicle veh = functions::spawn_vehicle(
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"bus",
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location,
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ENTITY::GET_ENTITY_HEADING(player)
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);
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script::get_current()->yield();
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ENTITY::APPLY_FORCE_TO_ENTITY(veh, 1, 0.f, 150.f, 0.f, 0.f, 0.f, 0.f, 0, 1, 1, 1, 0, 1);
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}
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}
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}
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}
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}
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