#include "natives.hpp" #include "backend/looped_command.hpp" #include "pointers.hpp" #include "util/vehicle.hpp" #include "util/mobile.hpp" #include "util/entity.hpp" #include "gta_util.hpp" namespace big { class blackhole : looped_command { using looped_command::looped_command; virtual void on_tick() override { for (auto entity : entity::get_entities(g.world.blackhole.include_vehicles, g.world.blackhole.include_peds)) { if (entity::take_control_of(entity, 0)) { auto entity_coord = ENTITY::GET_ENTITY_COORDS(entity, false); ENTITY::APPLY_FORCE_TO_ENTITY(entity, 1, ((g.world.blackhole.pos.x - entity_coord.x) * 9.f), ((g.world.blackhole.pos.y - entity_coord.y) * 9.f), ((g.world.blackhole.pos.z - entity_coord.z) * 9.f), 0.f, 0.f, 0.f, 0, false, true, true, 0, 0); } } //draw blackhole GRAPHICS::DRAW_MARKER(28, g.world.blackhole.pos.x, g.world.blackhole.pos.y, g.world.blackhole.pos.z, 0.f, 0.f, 0.f, 0, 0, 0, g.world.blackhole.scale, g.world.blackhole.scale, g.world.blackhole.scale, g.world.blackhole.color[0] * 255, g.world.blackhole.color[1] * 255, g.world.blackhole.color[2] * 255, g.world.blackhole.alpha, 0, 0, 0, 0, 0, 0, 0); //cleanup entity::get_entities(g.world.blackhole.include_vehicles, g.world.blackhole.include_peds).clear(); } //make sure that we always cleanup our memory virtual void on_disable() override { entity::get_entities(g.world.blackhole.include_vehicles, g.world.blackhole.include_peds).clear(); } }; blackhole g_blackhole("blackhole", "Blackhole", "Spawns a black hole that picks up all the peds and vehicles in your area.", g.world.blackhole.enable); bool_command g_blackhole_peds("blackholeincpeds", "Peds", "Includes all nearby peds in the blackholes path of destruction", g.world.blackhole.include_peds); bool_command g_blackhole_vehicles("blackholeincvehs", "Vehicles", "Includes all nearby vehicles in the blackholes path of destruction", g.world.blackhole.include_vehicles); }