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2021-05-19 14:35:30 +02:00

91 lines
2.3 KiB
C++

#include "backend/looped/looped.hpp"
#include "fiber_pool.hpp"
#include "natives.hpp"
#include "script.hpp"
#include "core/globals.hpp"
#include "util/entity.hpp"
namespace big
{
static const int controls[] = { 21, 32, 33, 34, 35, 36 };
static const float speed = 20.f;
static bool bLastNoclip = false;
static Entity prev = -1;
static Vector3 rot{};
void looped::self_noclip() {
bool bNoclip = g.self.noclip;
Entity ent = PLAYER::PLAYER_PED_ID();
bool bInVehicle = PED::IS_PED_IN_ANY_VEHICLE(ent, true);
if (bInVehicle) ent = PED::GET_VEHICLE_PED_IS_IN(ent, false);
// cleanup when changing entities
if (prev != ent)
{
ENTITY::FREEZE_ENTITY_POSITION(ent, false);
ENTITY::SET_ENTITY_COLLISION(prev, true, true);
prev = ent;
}
if (bNoclip)
{
for (int control : controls)
PAD::DISABLE_CONTROL_ACTION(0, control, true);
Vector3 cur_pos = ENTITY::GET_ENTITY_COORDS(ent, true);
Vector3 vel = { 0.f, 0.f, 0.f };
float heading = 0.f;
// Left Shift
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 21))
vel.z += speed / 2;
// Left Control
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 36))
vel.z -= speed / 2;
// Forward
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 32))
vel.y += speed;
// Backward
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 33))
vel.y -= speed;
// Left
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 34))
vel.x -= speed;
// Right
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 35))
vel.x += speed;
rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
ENTITY::SET_ENTITY_ROTATION(ent, 0.f, rot.y, rot.z, 2, 0);
ENTITY::SET_ENTITY_COLLISION(ent, false, false);
if (vel.x == 0.f && vel.y == 0.f && vel.z == 0.f)
{
// freeze entity to prevent drifting when standing still
ENTITY::FREEZE_ENTITY_POSITION(ent, true);
}
else
{
ENTITY::FREEZE_ENTITY_POSITION(ent, false);
Vector3 offset = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ent, vel.x, vel.y, 0.f);
vel.x = offset.x - cur_pos.x;
vel.y = offset.y - cur_pos.y;
ENTITY::SET_ENTITY_VELOCITY(ent, vel.x * speed, vel.y * speed, vel.z * speed);
}
}
else if (bNoclip != bLastNoclip)
{
entity::take_control_of(ent);
ENTITY::FREEZE_ENTITY_POSITION(ent, false);
ENTITY::SET_ENTITY_COLLISION(ent, true, false);
}
bLastNoclip = bNoclip;
}
}