
* refactor: Use self globals * refactor: Use gui::components * fix(Vehicle Preview): Addresses #119 Previewed vehicle set to unclimbable Only preview when hovered on vehicle * fix(Infinite Clip): Disabling it now works * fix(No Ragdoll): Disabling it now works Removed unnecessary calls to natives (0xB128377056A54E2A should be enough) * fix(Spawn): Wrong footer placement * fix self globals file name typo * refactor(Mobile): Clear ped tasks when set conditions are met Only clear ped tasks if pv_teleport_into bool is true and ped is in a vehicle * feat(Weapons): Remove current weapon * refactor: Added missing variable in calls to self globals * refactor: Utilize usage of ControllerInputs * fix(Vehicle Fly): uninitialized local variable 'ped' used * refactor(No Ragdoll, Infinite Clip): Only run on boolean change. * refactor(Infinite Ammo): Simplified code * refactor: Utilize ControllerInputs in other areas of code * refactor: Utilize ControllerInputs in other areas of code
19 lines
350 B
C++
19 lines
350 B
C++
#include "backend/looped/looped.hpp"
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#include "natives.hpp"
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namespace big
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{
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static bool bLastGodMode = false;
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void looped::self_godmode()
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{
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bool bGodMode = g->self.godmode;
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if (bGodMode || (!bGodMode && bGodMode != bLastGodMode))
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{
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ENTITY::SET_ENTITY_INVINCIBLE(self::ped, g->self.godmode);
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bLastGodMode = g->self.godmode;
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}
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}
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} |