feat(Vehicle): Made horn boost based of vehicle heading

Thanks @DayibBaba
Closes #67
This commit is contained in:
Yimura 2022-03-03 02:09:11 +01:00
parent 03576f4d74
commit ce3f2e3a36
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@ -1,24 +1,37 @@
#include "backend/looped/looped.hpp"
#include "gta/enums.hpp"
#include "natives.hpp"
#include "util/entity.hpp"
namespace big
{
static constexpr float hornBoostSpeedDefault = 10.f;
static float hornBoostSpeed = hornBoostSpeedDefault;
static constexpr float hostBoostSpeedMax = 200.f;
void looped::vehicle_horn_boost()
{
if (!g->vehicle.horn_boost) return;
const Vehicle veh = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), false);
if (veh == 0)
{
hornBoostSpeed = hornBoostSpeedDefault;
return;
}
if (PAD::IS_CONTROL_JUST_PRESSED(0, (int)ControllerInputs::INPUT_VEH_HORN))
hornBoostSpeed = ENTITY::GET_ENTITY_SPEED(veh);
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_HORN))
{
Ped ped = PLAYER::PLAYER_PED_ID();
Vehicle veh = PED::GET_VEHICLE_PED_IS_IN(ped, false);
if (hornBoostSpeed < hostBoostSpeedMax) hornBoostSpeed++;
if (veh == 0) return;
if (VEHICLE::GET_PED_IN_VEHICLE_SEAT(veh, -1, 0) != ped) return;
Vector3 velocity = ENTITY::GET_ENTITY_VELOCITY(veh) * 1.05f;
ENTITY::SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z - 0.5f);
const auto velocity =
ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(veh, 0.f, hornBoostSpeed, 0.f) - ENTITY::GET_ENTITY_COORDS(veh, true);
ENTITY::SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z);
}
else if (PAD::IS_CONTROL_JUST_RELEASED(0, (int)ControllerInputs::INPUT_VEH_HORN))
hornBoostSpeed = hornBoostSpeedDefault;
}
}