#include "backend/looped/looped.hpp" #include "natives.hpp" #include "util/math.hpp" namespace big { static float run_speed = 10.f; static float run_cap = 100.f; static bool super_run_state = false; void looped::self_super_run() { if (g->self.super_run && PAD::IS_CONTROL_PRESSED(0, 21)) { if (run_speed < run_cap) run_speed += .5f; //Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2); Vector3 rot = ENTITY::GET_ENTITY_ROTATION(self::ped, 2); float yaw = math::deg_to_rad(rot.z + 90); Vector3 offset; offset.x = self::pos.x + (run_speed * cos(yaw)); offset.y = self::pos.y + (run_speed * sin(yaw)); offset.z = self::pos.z + .2f; float groundZ; MISC::GET_GROUND_Z_FOR_3D_COORD(offset.x, offset.y, 1000.f, &groundZ, false, false); if (groundZ < self::pos.z) offset.z = groundZ; Vector3 vel = offset - self::pos; ENTITY::SET_ENTITY_VELOCITY(self::ped, vel.x, vel.y, vel.z); g_local_player->m_player_info->m_run_speed = .7f; } else if (!g->self.super_run && g->self.super_run != super_run_state) { g_local_player->m_player_info->m_run_speed = 1.f; } else if (PAD::IS_CONTROL_JUST_RELEASED(0, 21)) { run_speed = 10.f; g_local_player->m_player_info->m_run_speed = 1.f; } super_run_state = g->self.super_run; } }