#include "backend/looped_command.hpp" #include "natives.hpp" #include "util/entity.hpp" #include "util/pools.hpp" namespace big { class auto_disarm : looped_command { using looped_command::looped_command; virtual void on_enable() override { g_notification_service.push("VIEW_WORLD_AUTO_DISARM"_T.data(), "VIEW_WORLD_AUTO_DISARM_NOTIFY"_T.data()); } virtual void on_tick() override { for (auto ped : pools::get_all_peds()) { if (!ped) continue; auto handle = g_pointers->m_gta.m_ptr_to_handle(ped); if (!PED::IS_PED_A_PLAYER(handle) && ENTITY::DOES_ENTITY_EXIST(PED::GET_PED_TARGET_FROM_COMBAT_PED(handle, false))) { if (entity::take_control_of(handle, 0)) { if (WEAPON::IS_PED_ARMED(handle, 1 | 2 | 4)) WEAPON::REMOVE_ALL_PED_WEAPONS(handle, false); if (g.world.nearby.auto_disarm.neutralize) TASK::TASK_STAND_STILL(handle, -1); } } } } }; auto_disarm g_auto_disarm("autodisarm", "BACKEND_LOOPED_WORLD_NEARBY_AUTO_DISARM", "BACKEND_LOOPED_WORLD_NEARBY_AUTO_DISARM_DESC", g.world.nearby.auto_disarm.enable); }