
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big * added delete and kill nearby peds and updated ped header * added some nearby ped looped commands, and some changes to extend the buttons * add vehicle options to nearby * add most ciritcal feature kill enemies * changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies * fixed a problem where the vehicle options crashed + added color * updated colors and added on disable for ped_rush * finished and added vehicle rain feature * added aimbot and triggerbot, added templating to buttons * update vehicle rain desc * added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later * switched to goto statements instead of continue, should be done now * removed delete nearby vehicles * there was no check in get_entities for our local vehicle
30 lines
868 B
C++
30 lines
868 B
C++
#include "gta/enums.hpp"
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#include "natives.hpp"
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#include "backend/looped_command.hpp"
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#include "util/entity.hpp"
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namespace big
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{
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class triggerbot : looped_command
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{
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using looped_command::looped_command;
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virtual void on_tick() override
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{
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Entity crosshair_catch;
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
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{
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if (entity::raycast(&crosshair_catch))
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{
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if (ENTITY::IS_ENTITY_A_PED(crosshair_catch) && !ENTITY::IS_ENTITY_DEAD(crosshair_catch, 0)) {
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Vector3 coords = ENTITY::GET_ENTITY_COORDS(crosshair_catch, 1);
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PED::SET_PED_SHOOTS_AT_COORD(self::ped, coords.x, coords.y, coords.z, true);
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} // Add check for vehicles, currently only shoots peds not in vehicles
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}
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}
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}
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};
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triggerbot g_triggerbot("triggerbot", "Triggerbot", "Shoots at a ped with fast ease", g.weapons.triggerbot);
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}
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