#include "teleport.hpp" namespace big::features::teleport { // Teleport the player (with/without car to a waypoint) bool waypoint() { Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId); Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(8); if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false; Vector3 location = HUD::GET_BLIP_COORDS(blipHandle); float groundZ; UINT16 attempts = 10; for (UINT16 i = 0; i < attempts; i++) { // Only request a collision after the first try failed because the location might already be loaded on first attempt. if (i) { for (UINT16 z = 0; z < 1000; z += 100) { STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z); script::get_current()->yield(); } } if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false)) { location.z = groundZ + 1.f; break; } if (i == attempts - 1) location.z = 1000.f; script::get_current()->yield(); } PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z); return true; } bool bring_blip(int blipSprite, int blipColor, int flag) { Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite); while (HUD::DOES_BLIP_EXIST(blipHandle) && (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) { blipHandle = HUD::GET_NEXT_BLIP_INFO_ID(blipSprite); script::get_current()->yield(); } if (!HUD::DOES_BLIP_EXIST(blipHandle) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) return false; Vector3 location = HUD::GET_BLIP_COORDS(blipHandle); Entity veh = VEHICLE::GET_CLOSEST_VEHICLE(location.x, location.y, location.z, 5.f, 0, flag); if (!ENTITY::DOES_ENTITY_EXIST(veh)) return false; while (!NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(veh)) { NETWORK::NETWORK_REQUEST_CONTROL_OF_ENTITY(veh); script::get_current()->yield(); } Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId); location = ENTITY::GET_ENTITY_COORDS(player, true); ENTITY::SET_ENTITY_COORDS(veh, location.x, location.y, location.z + 1.f, 0, 0, 0, true); if (!VEHICLE::ARE_ANY_VEHICLE_SEATS_FREE(veh)) { features::notify::above_map("The vehicle is full."); ENTITY::SET_ENTITY_COORDS(player, location.x, location.y, location.z + 3.f, 0, 0, 0, true); } else { PED::SET_PED_INTO_VEHICLE(player, veh, -2); } return true; } bool teleport_to_blip(int blipSprite, int blipColor) { Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId); Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite); while (HUD::DOES_BLIP_EXIST(blipHandle) && (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) { blipHandle = HUD::GET_NEXT_BLIP_INFO_ID(blipSprite); script::get_current()->yield(); } if (!HUD::DOES_BLIP_EXIST(blipHandle) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) return false; Vector3 location = HUD::GET_BLIP_COORDS(blipHandle); float groundZ; UINT16 attempts = 10; for (UINT16 i = 0; i < attempts; i++) { // Only request a collision after the first try failed because the location might already be loaded on first attempt. if (i) { for (UINT16 z = 0; z < 1000; z += 100) { STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z); script::get_current()->yield(); } } if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false)) { location.z = groundZ + 1.f; break; } if (i == attempts - 1) location.z = 1000.f; script::get_current()->yield(); } PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z); return true; } }