#include "backend/looped/looped.hpp" #include "core/enums.hpp" #include "gta/enums.hpp" #include "util/entity.hpp" #include "util/math.hpp" namespace big { static std::vector 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; 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_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_to_add, true); const int temp_dist = (float)math::distance_between_vectors(location, other); if (ents.size() == 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_to_add) && ENTITY::IS_ENTITY_A_PED(ent_to_add) && !PED::IS_PED_RAGDOLL(ent_to_add)) { 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); } } } } if (ents.size() > 0) { for (const auto& e: ents) { apply_velocity(e); } } } else if (ents.size() > 0) { 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); } } ents.clear(); g_notification_service->push("Weapons", "Released entity."); } } }