#include "backend/looped/looped.hpp" #include "core/enums.hpp" #include "util/entity.hpp" #include "util/math.hpp" #include "util/notify.hpp" namespace big { static Entity ent = 0; static Vector3 location; static Vector3 other; static float dist; static const int scroll = 0; static const int controls[] = { 14, 15, 24 }; void looped::weapons_gravity_gun() { bool bGravityGun = g.weapons.custom_weapon == CustomWeapon::GRAVITY_GUN; double multiplier = 3.0; // ZOOMED IN if (bGravityGun && PAD::IS_DISABLED_CONTROL_PRESSED(0, 25)) { PLAYER::DISABLE_PLAYER_FIRING(PLAYER::GET_PLAYER_INDEX(), true); for (int control : controls) PAD::DISABLE_CONTROL_ACTION(0, control, true); location = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true); // Attack RELEASED if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 24) && ent == 0) { if (entity::raycast(&ent)) { if (ENTITY::IS_ENTITY_A_PED(ent) && PED::IS_PED_A_PLAYER(ent)) { ent = 0; notify::above_map("You can't move player entities!"); } else { other = ENTITY::GET_ENTITY_COORDS(ent, true); dist = (float)math::distance_between_vectors(location, other); if (dist > 500) { ent = 0; notify::above_map("Entity is too far."); } else { if (entity::take_control_of(ent) && ENTITY::IS_ENTITY_A_PED(ent) && !PED::IS_PED_RAGDOLL(ent)) { TASK::SET_HIGH_FALL_TASK(ent, 0, 0, 0); notify::above_map("Selected entity at crosshair."); } } } } else { ent = 0; notify::above_map("No entity found."); } } if (ENTITY::DOES_ENTITY_EXIST(ent)) { if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 14)) dist -= 5; if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 15)) dist += 5; if (!entity::take_control_of(ent)) return; 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)) { ENTITY::SET_ENTITY_COLLISION(ent, true, true); ENTITY::RESET_ENTITY_ALPHA(ent); ent = 0; notify::above_map("Released entity."); } } }