43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
#include "backend/looped_command.hpp"
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#include "natives.hpp"
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#include "util/entity.hpp"
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#include "util/pools.hpp"
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namespace big
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{
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class auto_disarm : looped_command
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{
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using looped_command::looped_command;
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virtual void on_enable() override
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{
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g_notification_service.push("VIEW_WORLD_AUTO_DISARM"_T.data(), "VIEW_WORLD_AUTO_DISARM_NOTIFY"_T.data());
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}
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virtual void on_tick() override
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{
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for (auto ped : pools::get_all_peds())
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{
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if (!ped)
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continue;
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auto handle = g_pointers->m_gta.m_ptr_to_handle(ped);
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if (!PED::IS_PED_A_PLAYER(handle) && ENTITY::DOES_ENTITY_EXIST(PED::GET_PED_TARGET_FROM_COMBAT_PED(handle, false)))
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{
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if (entity::take_control_of(handle, 0))
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{
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if (WEAPON::IS_PED_ARMED(handle, 1 | 2 | 4))
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WEAPON::REMOVE_ALL_PED_WEAPONS(handle, false);
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if (g.world.nearby.auto_disarm.neutralize)
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TASK::TASK_STAND_STILL(handle, -1);
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}
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}
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}
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}
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};
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auto_disarm g_auto_disarm("autodisarm", "BACKEND_LOOPED_WORLD_NEARBY_AUTO_DISARM", "BACKEND_LOOPED_WORLD_NEARBY_AUTO_DISARM_DESC", g.world.nearby.auto_disarm.enable);
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}
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