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YimMenu/src/backend/looped/weapons/gravity_gun.cpp

128 lines
3.3 KiB
C++

#include "backend/looped/looped.hpp"
#include "core/enums.hpp"
#include "gta/enums.hpp"
#include "util/entity.hpp"
#include "util/math.hpp"
namespace big
{
static std::vector<Entity> ents = {};
static Vector3 location;
static Vector3 other;
static float dist;
static constexpr double multiplier = 3.0;
static const int scroll = 0;
void apply_velocity(Entity e)
{
if (ENTITY::DOES_ENTITY_EXIST(e))
{
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_WEAPON_WHEEL_NEXT))
dist -= 5;
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_WEAPON_WHEEL_PREV))
dist += 5;
if (!entity::take_control_of(e))
return; // TODO: remove from vector
ENTITY::SET_ENTITY_COLLISION(e, false, false);
other = ENTITY::GET_ENTITY_COORDS(e, true);
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
float pitch = math::deg_to_rad(rot.x); // vertical
// float roll = rot.y;
float yaw = math::deg_to_rad(rot.z + 90); // horizontal
Vector3 velocity;
velocity.x = location.x + (dist * cos(pitch) * cos(yaw)) - other.x;
velocity.y = location.y + (dist * sin(yaw) * cos(pitch)) - other.y;
velocity.z = location.z + (dist * sin(pitch)) - other.z;
ENTITY::SET_ENTITY_VELOCITY(e, velocity.x * (float)multiplier, velocity.y * (float)multiplier, velocity.z * (float)multiplier);
ENTITY::SET_ENTITY_ALPHA(e, 105, 0);
}
}
void looped::weapons_gravity_gun()
{
bool is_gravity_gun_selected = g.weapons.custom_weapon == CustomWeapon::GRAVITY_GUN;
auto is_zoomed_in = is_gravity_gun_selected && PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM);
if (is_zoomed_in && (!g.self.custom_weapon_stop || WEAPON::IS_PED_ARMED(self::ped, 4 | 2)))
{
location = self::pos;
auto is_attack_just_pressed = PAD::IS_DISABLED_CONTROL_JUST_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK);
if (is_attack_just_pressed)
{
Entity ent_to_add;
if (entity::raycast(&ent_to_add))
{
if (ENTITY::IS_ENTITY_A_PED(ent_to_add) && PED::IS_PED_A_PLAYER(ent_to_add))
{
g_notification_service->push_warning("Weapons", "You can't move player entities!");
}
else
{
other = ENTITY::GET_ENTITY_COORDS(ent_to_add, true);
const int temp_dist = (float)math::distance_between_vectors(location, other);
if (ents.size() == 0)
{
dist = temp_dist;
}
if (temp_dist > 500)
{
g_notification_service->push_warning("Weapons", "Entity is too far.");
}
else
{
if (entity::take_control_of(ent_to_add) && ENTITY::IS_ENTITY_A_PED(ent_to_add) && !PED::IS_PED_RAGDOLL(ent_to_add))
{
TASK::SET_HIGH_FALL_TASK(ent_to_add, 0, 0, 0);
g_notification_service->push_warning("Weapons", "Selected entity at crosshair.");
}
ents.push_back(ent_to_add);
}
}
}
}
if (ents.size() > 0)
{
for (const auto& e : ents)
{
apply_velocity(e);
}
}
}
else if (ents.size() > 0)
{
for (const Entity& e : ents)
{
if (entity::take_control_of(e))
{
if (g.weapons.gravity_gun.launch_on_release)
{
dist += 100;
apply_velocity(e);
}
ENTITY::SET_ENTITY_COLLISION(e, true, true);
ENTITY::RESET_ENTITY_ALPHA(e);
}
}
ents.clear();
g_notification_service->push("Weapons", "Released entity.");
}
}
}