#pragma once #include "gta/joaat.hpp" #include "natives.hpp" #include "script.hpp" #include "math.hpp" namespace big::entity { inline void cage_ped(Ped ped) { Hash hash = RAGE_JOAAT("prop_gold_cont_01"); Vector3 location = ENTITY::GET_ENTITY_COORDS(ped, true); OBJECT::CREATE_OBJECT(hash, location.x, location.y, location.z - 1.f, true, false, false); } inline void clean_ped(Ped ped) { PED::CLEAR_PED_BLOOD_DAMAGE(PLAYER::PLAYER_PED_ID()); PED::CLEAR_PED_WETNESS(PLAYER::PLAYER_PED_ID()); PED::CLEAR_PED_ENV_DIRT(PLAYER::PLAYER_PED_ID()); PED::RESET_PED_VISIBLE_DAMAGE(PLAYER::PLAYER_PED_ID()); } inline void delete_entity(Entity ent) { ENTITY::DETACH_ENTITY(ent, 1, 1); ENTITY::SET_ENTITY_VISIBLE(ent, false, false); NETWORK::NETWORK_SET_ENTITY_INVISIBLE_TO_NETWORK_(ent, true); ENTITY::SET_ENTITY_COORDS_NO_OFFSET(ent, 0, 0, 0, 0, 0, 0); ENTITY::SET_ENTITY_AS_MISSION_ENTITY(ent, 1, 1); ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ent); ENTITY::DELETE_ENTITY(&ent); } inline bool raycast(Entity* ent) { BOOL hit; Vector3 endCoords; Vector3 surfaceNormal; Vector3 camCoords = CAM::GET_GAMEPLAY_CAM_COORD(); Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2); Vector3 dir = math::rotation_to_direction(rot); Vector3 farCoords; farCoords.x = camCoords.x + dir.x * 1000; farCoords.y = camCoords.y + dir.y * 1000; farCoords.z = camCoords.z + dir.z * 1000; int ray = SHAPETEST::START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE(camCoords.x, camCoords.y, camCoords.z, farCoords.x, farCoords.y, farCoords.z, -1, 0, 7); SHAPETEST::GET_SHAPE_TEST_RESULT(ray, &hit, &endCoords, &surfaceNormal, ent); return (bool)hit; } inline bool take_control_of(Entity ent) { if (NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent)) return true; for (uint8_t i = 0; !NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent) && i < 10; i++) { NETWORK::NETWORK_REQUEST_CONTROL_OF_ENTITY(ent); script::get_current()->yield(5ms); } if (!NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent)) return false; int netHandle = NETWORK::NETWORK_GET_NETWORK_ID_FROM_ENTITY(ent); NETWORK::SET_NETWORK_ID_CAN_MIGRATE(netHandle, true); return true; } }