#pragma once #include "core/scr_globals.hpp" #include "fiber_pool.hpp" #include "gta/enums.hpp" #include "hooking.hpp" #include "native_hooks.hpp" #include "natives.hpp" #include "util/notify.hpp" #include "util/scripts.hpp" namespace big { namespace all_scripts { void IS_DLC_PRESENT(rage::scrNativeCallContext* src) { const auto hash = src->get_arg(0); bool return_value = DLC::IS_DLC_PRESENT(hash); if (hash == 0x96F02EE6) return_value = return_value || g.settings.dev_dlc; src->set_return_value((BOOL)return_value); } void NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT(rage::scrNativeCallContext* src) { if (src->get_arg(2) != -1 && src->get_arg(2) >= 0x100) { notify::crash_blocked(nullptr, "out of bounds instance id"); return; } NETWORK::NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT(src->get_arg(0), src->get_arg(1), src->get_arg(2)); } void NETWORK_TRY_TO_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT(rage::scrNativeCallContext* src) { if (src->get_arg(2) != -1 && src->get_arg(2) >= 0x100) { notify::crash_blocked(nullptr, "out of bounds instance id"); src->set_return_value(FALSE); return; } src->set_return_value(NETWORK::NETWORK_TRY_TO_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT(src->get_arg(0), src->get_arg(1), src->get_arg(2))); } void SET_CURRENT_PED_WEAPON(rage::scrNativeCallContext* src) { const auto ped = src->get_arg(0); const auto hash = src->get_arg(1); if (g.weapons.interior_weapon && ped == self::ped && hash == RAGE_JOAAT("WEAPON_UNARMED")) return; WEAPON::SET_CURRENT_PED_WEAPON(ped, hash, src->get_arg(2)); } void DISABLE_CONTROL_ACTION(rage::scrNativeCallContext* src) { const auto action = src->get_arg(1); if (g.weapons.interior_weapon) // Filtering from the inside of Kosatka { switch (action) { // case ControllerInputs::INPUT_JUMP: TODO: add as separate feature case ControllerInputs::INPUT_ATTACK: case ControllerInputs::INPUT_AIM: case ControllerInputs::INPUT_DUCK: case ControllerInputs::INPUT_SELECT_WEAPON: case ControllerInputs::INPUT_COVER: case ControllerInputs::INPUT_TALK: case ControllerInputs::INPUT_DETONATE: case ControllerInputs::INPUT_WEAPON_SPECIAL: case ControllerInputs::INPUT_WEAPON_SPECIAL_TWO: case ControllerInputs::INPUT_VEH_AIM: case ControllerInputs::INPUT_VEH_ATTACK: case ControllerInputs::INPUT_VEH_ATTACK2: case ControllerInputs::INPUT_VEH_HEADLIGHT: case ControllerInputs::INPUT_VEH_NEXT_RADIO: case ControllerInputs::INPUT_VEH_PREV_RADIO: case ControllerInputs::INPUT_VEH_NEXT_RADIO_TRACK: case ControllerInputs::INPUT_VEH_PREV_RADIO_TRACK: case ControllerInputs::INPUT_VEH_RADIO_WHEEL: case ControllerInputs::INPUT_VEH_PASSENGER_AIM: case ControllerInputs::INPUT_VEH_PASSENGER_ATTACK: case ControllerInputs::INPUT_VEH_SELECT_NEXT_WEAPON: case ControllerInputs::INPUT_VEH_SELECT_PREV_WEAPON: case ControllerInputs::INPUT_VEH_ROOF: case ControllerInputs::INPUT_VEH_JUMP: case ControllerInputs::INPUT_VEH_FLY_ATTACK: case ControllerInputs::INPUT_MELEE_ATTACK_LIGHT: case ControllerInputs::INPUT_MELEE_ATTACK_HEAVY: case ControllerInputs::INPUT_MELEE_ATTACK_ALTERNATE: case ControllerInputs::INPUT_MELEE_BLOCK: case ControllerInputs::INPUT_SELECT_WEAPON_UNARMED: case ControllerInputs::INPUT_SELECT_WEAPON_MELEE: case ControllerInputs::INPUT_SELECT_WEAPON_HANDGUN: case ControllerInputs::INPUT_SELECT_WEAPON_SHOTGUN: case ControllerInputs::INPUT_SELECT_WEAPON_SMG: case ControllerInputs::INPUT_SELECT_WEAPON_AUTO_RIFLE: case ControllerInputs::INPUT_SELECT_WEAPON_SNIPER: case ControllerInputs::INPUT_SELECT_WEAPON_HEAVY: case ControllerInputs::INPUT_SELECT_WEAPON_SPECIAL: case ControllerInputs::INPUT_ATTACK2: case ControllerInputs::INPUT_MELEE_ATTACK1: case ControllerInputs::INPUT_MELEE_ATTACK2: case ControllerInputs::INPUT_VEH_GUN_LEFT: case ControllerInputs::INPUT_VEH_GUN_RIGHT: case ControllerInputs::INPUT_VEH_GUN_UP: case ControllerInputs::INPUT_VEH_GUN_DOWN: case ControllerInputs::INPUT_VEH_HYDRAULICS_CONTROL_TOGGLE: case ControllerInputs::INPUT_VEH_MELEE_HOLD: case ControllerInputs::INPUT_VEH_MELEE_LEFT: case ControllerInputs::INPUT_VEH_MELEE_RIGHT: case ControllerInputs::INPUT_VEH_CAR_JUMP: case ControllerInputs::INPUT_VEH_ROCKET_BOOST: case ControllerInputs::INPUT_VEH_FLY_BOOST: case ControllerInputs::INPUT_VEH_PARACHUTE: case ControllerInputs::INPUT_VEH_BIKE_WINGS: case ControllerInputs::INPUT_VEH_TRANSFORM: return; } } PAD::DISABLE_CONTROL_ACTION(src->get_arg(0), (int)action, src->get_arg(2)); } void HUD_FORCE_WEAPON_WHEEL(rage::scrNativeCallContext* src) { if (g.weapons.interior_weapon && src->get_arg(0) == false) return; HUD::HUD_FORCE_WEAPON_WHEEL(src->get_arg(0)); } void NETWORK_OVERRIDE_CLOCK_TIME(rage::scrNativeCallContext* src) { if (g.world.custom_time.override_time) return; NETWORK::NETWORK_OVERRIDE_CLOCK_TIME(src->get_arg(0), src->get_arg(1), src->get_arg(2)); } void SET_ENTITY_HEALTH(rage::scrNativeCallContext* src) { Entity entity = src->get_arg(0); int health = src->get_arg(1); int p2 = src->get_arg(2); int p3 = src->get_arg(3); if (g.self.god_mode && entity == self::ped) health = ENTITY::GET_ENTITY_MAX_HEALTH(entity); ENTITY::SET_ENTITY_HEALTH(entity, health, p2, p3); } void APPLY_DAMAGE_TO_PED(rage::scrNativeCallContext* src) { Ped ped = src->get_arg(0); int damage = src->get_arg(1); BOOL damage_armor_first = src->get_arg(2); Any p3 = src->get_arg(3); int p4 = src->get_arg(4); if (g.self.god_mode && ped == self::ped) return; PED::APPLY_DAMAGE_TO_PED(ped, damage, damage_armor_first, p3, p4); } void RETURN_TRUE(rage::scrNativeCallContext* src) { src->set_return_value(TRUE); } void RETURN_FALSE(rage::scrNativeCallContext* src) { src->set_return_value(FALSE); } void DO_NOTHING(rage::scrNativeCallContext* src) { } } }