Several feature additions (#889)

* Added Infinite Range
* Added Fill Ammo
* Added Aim Assist
* Added Hud Color Options
* Added Clear Wanted Level
* Added Health Regen
* curly brackets in invisibility
* Added hotkeys
* Improved Increased Damage
This commit is contained in:
TheGreenBandit
2023-03-13 17:10:21 -04:00
committed by GitHub
parent cb23e221b6
commit d87caaa6d7
31 changed files with 377 additions and 160 deletions

View File

@ -164,7 +164,7 @@ namespace big
ImGui::Text("PLAYER_INFO_LAP_DANCES"_T.data(), stats.LapDancesBought);
ImGui::Text("PLAYER_INFO_MISSIONS_CREATED"_T.data(), stats.MissionsCreated);
ImGui::Text("PLAYER_INFO_METLDOWN_COMPLETE"_T.data(),
scr_globals::gpbd_fm_1.as<GPBD_FM*>()->Entries[id].MeltdownComplete ? "YES"_T.data() : "NO"_T.data()); // curious to see if anyone has actually played singleplayer
scr_globals::gpbd_fm_1.as<GPBD_FM*>()->Entries[id].MeltdownComplete ? "YES"_T.data() : "NO"_T.data()); // curious to see if anyone has actually played singleplayer
ImGui::Separator();

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@ -19,6 +19,8 @@ namespace big
components::command_button<"skipcutscene">();
ImGui::SameLine();
components::command_button<"clean">();
ImGui::SameLine();
components::command_button<"fillammo">();
ImGui::Separator();
@ -164,6 +166,8 @@ namespace big
components::sub_title("POLICE"_T);
components::command_button<"clearwantedlvl">();
ImGui::Checkbox("NEVER_WANTED"_T.data(), &g.self.never_wanted);
if (!g.self.never_wanted)
@ -184,50 +188,69 @@ namespace big
ImGui::BeginGroup();
ImGui::Checkbox("HIDE_RADAR"_T.data(), &g.self.hide_radar);
ImGui::Checkbox("HIDE_RADAR"_T.data(), &g.self.hud.hide_radar);
ImGui::SameLine();
ImGui::Checkbox("HIDE_AMMO"_T.data(), &g.self.hide_ammo);
ImGui::Checkbox("HIDE_AMMO"_T.data(), &g.self.hud.hide_ammo);
ImGui::SameLine();
ImGui::Checkbox("FORCE_SHOW_HUD"_T.data(), &g.self.force_show_hud);
ImGui::Checkbox("FORCE_SHOW_HUD"_T.data(), &g.self.hud.force_show_hud);
ImGui::Combo("##hud_comp_combo", &g.self.selected_hud_component, hud_component_names, (int)HudComponents::HUD_WEAPONS);
ImGui::Combo("##hud_comp_combo", &g.self.hud.selected_hud_component, hud_component_names, (int)HudComponents::HUD_WEAPONS);
ImGui::SameLine();
components::button("HIDE"_T, [] {
g.self.hud_components_states[g.self.selected_hud_component] = true;
g.self.hud.hud_components_states[g.self.hud.selected_hud_component] = true;
});
ImGui::SameLine();
components::button("SHOW"_T, [] {
g.self.hud_components_states[g.self.selected_hud_component] = false;
g.self.hud.hud_components_states[g.self.hud.selected_hud_component] = false;
});
components::button("HIDE_ALL"_T, [] {
g.self.hide_radar = true;
g.self.hide_ammo = true;
g.self.hud.hide_radar = true;
g.self.hud.hide_ammo = true;
for (int i = 0; i < (int)HudComponents::HUD_WEAPONS; i++)
{
g.self.hud_components_states[i] = true;
g.self.hud.hud_components_states[i] = true;
}
});
ImGui::SameLine();
components::button("SHOW_ALL"_T, [] {
g.self.hide_radar = false;
g.self.hide_ammo = false;
g.self.hud.hide_radar = false;
g.self.hud.hide_ammo = false;
for (int i = 0; i < (int)HudComponents::HUD_WEAPONS; i++)
{
g.self.hud_components_states[i] = false;
g.self.hud.hud_components_states[i] = false;
}
});
ImGui::SameLine();
ImGui::Checkbox("FORCE_SHOW_HUD_ELEMENT"_T.data(), &g.self.force_show_hud_element);
ImGui::Checkbox("FORCE_SHOW_HUD_ELEMENT"_T.data(), &g.self.hud.force_show_hud_element);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("FORCE_SHOW_HUD_ELEMENT_DESC"_T.data());
ImGui::EndGroup();
components::command_checkbox<"hudcolor">();
ImGui::Checkbox("Override Hud Color Specify", &g.self.hud.shcolor);
ImGui::InputInt("Hud Index", &g.self.hud.index);//need to display current val if not displayed
ImGui::InputInt("Hud Red", &g.self.hud.r);
ImGui::InputInt("Hud Green", &g.self.hud.g);
ImGui::InputInt("Hud Blue", &g.self.hud.b);
ImGui::InputInt("Hud Alpha", &g.self.hud.a);
ImGui::Checkbox("Override Multiplayer Hud Color", &g.self.hud.mhcolor);
ImGui::InputInt("Hud Color", &g.self.hud.hcolor);
ImGui::Checkbox("Override Multiplayer Text Off Index", &g.self.hud.mtcolor);
ImGui::InputInt("Hud Text Color", &g.self.hud.tcolor);
g.self.proof_mask = 0;
if (g.self.god_mode)
{

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@ -18,6 +18,7 @@ namespace big
components::command_checkbox<"infammo">();
components::command_checkbox<"infclip">();
components::command_checkbox<"infrange">();
ImGui::Checkbox("Allow Weapons In Interiors", &g.weapons.interior_weapon);
ImGui::EndGroup();
@ -103,7 +104,8 @@ namespace big
}
});
ImGui::SliderFloat("DMG_MULTIPLR"_T.data(), &g.weapons.increased_damage, 1.f, 10.f, "%.1f");
components::command_checkbox<"incrdamage">();
ImGui::InputFloat("Damage", &g.weapons.increased_damage, .1, 10, "%.1f");
ImGui::Separator();

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@ -40,6 +40,8 @@ namespace big
g_hotkey_service->update_hotkey("invisveh", g.settings.hotkeys.invisveh);
if (ImGui::Hotkey("Toggle Local Veh Invisibility", &g.settings.hotkeys.localinvisveh))
g_hotkey_service->update_hotkey("localinvisveh", g.settings.hotkeys.localinvisveh);
if (ImGui::Hotkey("Fill Ammo", &g.settings.hotkeys.fill_ammo));
g_hotkey_service->update_hotkey("fillammo", g.settings.hotkeys.fill_ammo);
if (ImGui::Hotkey("Rage Quit (Like Alt + F4)", &g.settings.hotkeys.fast_quit))
g_hotkey_service->update_hotkey("fastquit", g.settings.hotkeys.fast_quit);
if (ImGui::Hotkey("Toggle Command Executor", &g.settings.hotkeys.cmd_excecutor))

View File

@ -68,12 +68,28 @@ namespace big
ImGui::SameLine();
components::button("SAVE_VEHICLE"_T, [] {
save_vehicle(vehicle_file_name_input);
components::button("SAVE_VEHICLE"_T, []
{
if (PED::GET_VEHICLE_PED_IS_IN(self::ped, false) == 0)
{
g_notification_service->push_warning("PERSIST_CAR"_T.data(), "You must be in a vehicle. Please enter a vehicle before using load.");
}
else
{
save_vehicle(vehicle_file_name_input);
}
});
components::button("LOAD_VEHICLE"_T, [] {
load_vehicle(selected_vehicle_file);
components::button("LOAD_VEHICLE"_T, []
{
if (PED::GET_VEHICLE_PED_IS_IN(self::ped, false) != 0)
{
g_notification_service->push_warning("PERSIST_CAR"_T.data(), "You must not be in a vehicle. Please exit your vehicle before using load.");
}
else
{
load_vehicle(selected_vehicle_file);
}
});
ImGui::EndGroup();