Multi select for gravity gun (#690)

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LiamD-Flop 2023-01-16 22:16:06 +01:00 committed by GitHub
parent 61f125901e
commit bc9583b990
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3 changed files with 82 additions and 56 deletions

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@ -6,103 +6,120 @@
namespace big
{
static Entity ent = 0;
static std::vector<Entity> ents = { };
static Vector3 location;
static Vector3 other;
static float dist;
static constexpr double multiplier = 3.0;
static const int scroll = 0;
void apply_velocity(Entity e)
{
if (ENTITY::DOES_ENTITY_EXIST(e))
{
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_WEAPON_WHEEL_NEXT))
dist -= 5;
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_WEAPON_WHEEL_PREV))
dist += 5;
if (!entity::take_control_of(e))
return; // TODO: remove from vector
ENTITY::SET_ENTITY_COLLISION(e, false, false);
other = ENTITY::GET_ENTITY_COORDS(e, true);
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
float pitch = math::deg_to_rad(rot.x); // vertical
// float roll = rot.y;
float yaw = math::deg_to_rad(rot.z + 90); // horizontal
Vector3 velocity;
velocity.x = location.x + (dist * cos(pitch) * cos(yaw)) - other.x;
velocity.y = location.y + (dist * sin(yaw) * cos(pitch)) - other.y;
velocity.z = location.z + (dist * sin(pitch)) - other.z;
ENTITY::SET_ENTITY_VELOCITY(e, velocity.x * (float)multiplier, velocity.y * (float)multiplier, velocity.z * (float)multiplier);
ENTITY::SET_ENTITY_ALPHA(e, 105, 0);
}
}
void looped::weapons_gravity_gun()
{
bool is_gravity_gun_selected = g.weapons.custom_weapon == CustomWeapon::GRAVITY_GUN;
constexpr double multiplier = 3.0;
auto is_zoomed_in = is_gravity_gun_selected && PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM);
if (is_zoomed_in)
{
location = self::pos;
auto is_attack_released = PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK) && ent == 0;
if (is_attack_released)
{
if (entity::raycast(&ent))
{
if (ENTITY::IS_ENTITY_A_PED(ent) && PED::IS_PED_A_PLAYER(ent))
{
ent = 0;
auto is_attack_just_pressed = PAD::IS_DISABLED_CONTROL_JUST_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK);
if (is_attack_just_pressed)
{
Entity ent_to_add;
if (entity::raycast(&ent_to_add))
{
if (ENTITY::IS_ENTITY_A_PED(ent_to_add) && PED::IS_PED_A_PLAYER(ent_to_add))
{
g_notification_service->push_warning("Weapons", "You can't move player entities!");
}
else
{
other = ENTITY::GET_ENTITY_COORDS(ent, true);
dist = (float)math::distance_between_vectors(location, other);
other = ENTITY::GET_ENTITY_COORDS(ent_to_add, true);
const int temp_dist = (float)math::distance_between_vectors(location, other);
if (dist > 500)
if (ents.size() == 0)
{
ent = 0;
dist = temp_dist;
}
if (temp_dist > 500)
{
g_notification_service->push_warning("Weapons", "Entity is too far.");
}
else
{
if (entity::take_control_of(ent) && ENTITY::IS_ENTITY_A_PED(ent) && !PED::IS_PED_RAGDOLL(ent))
if (entity::take_control_of(ent_to_add) && ENTITY::IS_ENTITY_A_PED(ent_to_add) && !PED::IS_PED_RAGDOLL(ent_to_add))
{
TASK::SET_HIGH_FALL_TASK(ent, 0, 0, 0);
TASK::SET_HIGH_FALL_TASK(ent_to_add, 0, 0, 0);
g_notification_service->push_warning("Weapons", "Selected entity at crosshair.");
}
ents.push_back(ent_to_add);
}
}
}
else
{
ent = 0;
g_notification_service->push_warning("Weapons", "No entity found.");
}
}
if (ENTITY::DOES_ENTITY_EXIST(ent))
if (ents.size() > 0)
{
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_WEAPON_WHEEL_NEXT))
dist -= 5;
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_WEAPON_WHEEL_PREV))
dist += 5;
if (!entity::take_control_of(ent))
for (const auto& e: ents)
{
ent = 0;
return g_notification_service->push_warning("Weapons", "Failed to take control of entity.");
apply_velocity(e);
}
ENTITY::SET_ENTITY_COLLISION(ent, false, false);
other = ENTITY::GET_ENTITY_COORDS(ent, true);
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
float pitch = math::deg_to_rad(rot.x); // vertical
// float roll = rot.y;
float yaw = math::deg_to_rad(rot.z + 90); // horizontal
Vector3 velocity;
velocity.x = location.x + (dist * cos(pitch) * cos(yaw)) - other.x;
velocity.y = location.y + (dist * sin(yaw) * cos(pitch)) - other.y;
velocity.z = location.z + (dist * sin(pitch)) - other.z;
ENTITY::SET_ENTITY_VELOCITY(ent, velocity.x * (float)multiplier, velocity.y * (float)multiplier, velocity.z * (float)multiplier);
ENTITY::SET_ENTITY_ALPHA(ent, 105, 0);
}
}
else if (ent != 0 && entity::take_control_of(ent))
else if (ents.size() > 0)
{
ENTITY::SET_ENTITY_COLLISION(ent, true, true);
ENTITY::RESET_ENTITY_ALPHA(ent);
for (const Entity& e: ents)
{
if (entity::take_control_of(e))
{
if (g.weapons.gravity_gun.launch_on_release)
{
dist += 100;
apply_velocity(e);
}
ENTITY::SET_ENTITY_COLLISION(e, true, true);
ENTITY::RESET_ENTITY_ALPHA(e);
}
}
ent = 0;
ents.clear();
g_notification_service->push("Weapons", "Released entity.");
}

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@ -571,6 +571,12 @@ namespace big
NLOHMANN_DEFINE_TYPE_INTRUSIVE(ammo_special, toggle, type, explosion_tag)
} ammo_special{};
struct gravity_gun
{
bool launch_on_release = false;
NLOHMANN_DEFINE_TYPE_INTRUSIVE(gravity_gun, launch_on_release)
} gravity_gun;
CustomWeapon custom_weapon = CustomWeapon::NONE;
bool force_crosshairs = false;
bool infinite_ammo = false;
@ -584,7 +590,7 @@ namespace big
NLOHMANN_DEFINE_TYPE_INTRUSIVE(weapons,
ammo_special, custom_weapon, force_crosshairs, infinite_ammo, infinite_mag, increased_damage, no_recoil,
no_spread, vehicle_gun_model, bypass_c4_limit, rapid_fire)
no_spread, vehicle_gun_model, bypass_c4_limit, rapid_fire, gravity_gun)
} weapons{};
struct window

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@ -135,6 +135,9 @@ namespace big
switch (selected)
{
case CustomWeapon::GRAVITY_GUN:
ImGui::Checkbox("Launch on release", &g.weapons.gravity_gun.launch_on_release);
break;
case CustomWeapon::VEHICLE_GUN:
// this some ugly ass looking code
static char vehicle_gun[12];