
* feat(Commands): Prototype command system * feat(Commands): Chat commands * refactor(Toxic): convert most options into commands * feat(Protections): block breakup kicks on other players as host * refactor(Kicks): convert most options into commands * refactor(Commands): add labels and descriptions to all commands * feat(Commands): cleanup on unload * refactor(Troll): convert most options into commands * refactor(Misc): convert most options into commands * refactor(Teleport): convert most options into commands * feat(Commands): Variadic commands and toggleable bools * feat(Hotkeys): hotkeys now use commands * fix(Chat): fix the chat window locking up when a message is sent * fix(Commands): properly handle spoofed username * fix(Spam): update filter Co-authored-by: Yimura <24669514+Yimura@users.noreply.github.com>
103 lines
3.0 KiB
C++
103 lines
3.0 KiB
C++
#include "backend/looped/looped.hpp"
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#include "fiber_pool.hpp"
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#include "gta/enums.hpp"
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#include "natives.hpp"
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#include "util/entity.hpp"
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#include "backend/looped_command.hpp"
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namespace big
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{
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static constexpr ControllerInputs controls[] =
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{
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ControllerInputs::INPUT_SPRINT,
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ControllerInputs::INPUT_MOVE_UP_ONLY,
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ControllerInputs::INPUT_MOVE_DOWN_ONLY,
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ControllerInputs::INPUT_MOVE_LEFT_ONLY,
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ControllerInputs::INPUT_MOVE_RIGHT_ONLY,
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ControllerInputs::INPUT_DUCK
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};
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static constexpr float speed = 20.f;
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class noclip : looped_command
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{
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using looped_command::looped_command;
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Entity m_entity;
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float m_speed_multiplier;
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virtual void on_tick() override
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{
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for (const auto& control : controls)
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PAD::DISABLE_CONTROL_ACTION(0, static_cast<int>(control), true);
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const auto location = self::pos;
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const Entity ent = (self::veh != 0 && g_local_player->m_ped_task_flag & (int)ePedTask::TASK_DRIVING) ? self::veh : self::ped;
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// cleanup when changing entities
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if (m_entity != ent)
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{
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ENTITY::FREEZE_ENTITY_POSITION(m_entity, false);
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ENTITY::SET_ENTITY_COLLISION(m_entity, true, true);
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m_entity = ent;
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}
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Vector3 vel = { 0.f, 0.f, 0.f };
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// Left Shift
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_SPRINT))
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vel.z += speed / 2;
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// Left Control
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_DUCK))
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vel.z -= speed / 2;
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// Forward
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_MOVE_UP_ONLY))
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vel.y += speed;
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// Backward
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_MOVE_DOWN_ONLY))
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vel.y -= speed;
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// Left
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_MOVE_LEFT_ONLY))
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vel.x -= speed;
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// Right
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_MOVE_RIGHT_ONLY))
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vel.x += speed;
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auto rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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ENTITY::SET_ENTITY_ROTATION(ent, 0.f, rot.y, rot.z, 2, 0);
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ENTITY::SET_ENTITY_COLLISION(ent, false, false);
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if (vel.x == 0.f && vel.y == 0.f && vel.z == 0.f)
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{
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// freeze entity to prevent drifting when standing still
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ENTITY::FREEZE_ENTITY_POSITION(ent, true);
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m_speed_multiplier = 0.f;
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}
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else
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{
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if (m_speed_multiplier < 20.f)
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m_speed_multiplier += 0.15f;
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ENTITY::FREEZE_ENTITY_POSITION(ent, false);
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const auto offset = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ent, vel.x, vel.y, 0.f);
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vel.x = offset.x - location.x;
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vel.y = offset.y - location.y;
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ENTITY::SET_ENTITY_VELOCITY(ent, vel.x * m_speed_multiplier, vel.y * m_speed_multiplier, vel.z * m_speed_multiplier);
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}
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}
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virtual void on_disable() override
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{
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if (entity::take_control_of(m_entity))
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{
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ENTITY::FREEZE_ENTITY_POSITION(m_entity, false);
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ENTITY::SET_ENTITY_COLLISION(m_entity, true, false);
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}
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}
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};
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noclip g_noclip("noclip", "No Clip", "Allows you to fly through the map", g.self.noclip);
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}
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