46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
#include "features.hpp"
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namespace big
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{
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static const int controls[] = { 14, 15, 24 };
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void features::repair_gun()
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{
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bool bRepairGun = g_settings.options["custom_gun"]["type"] == 6;
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if (bRepairGun)
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{
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Hash currWeapon;
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WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), &currWeapon, 1);
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if (currWeapon != RAGE_JOAAT("weapon_pistol") && currWeapon != RAGE_JOAAT("weapon_pistol_mk2")) return;
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
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{
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PLAYER::DISABLE_PLAYER_FIRING(g_playerId, true);
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for (int control : controls)
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PAD::DISABLE_CONTROL_ACTION(0, control, true);
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if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, 24))
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{
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Entity entity;
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if (func::raycast_entity(&entity))
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{
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if (ENTITY::IS_ENTITY_A_VEHICLE(entity))
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{
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VEHICLE::SET_VEHICLE_FIXED(entity);
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VEHICLE::SET_VEHICLE_DEFORMATION_FIXED(entity);
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VEHICLE::SET_VEHICLE_DIRT_LEVEL(entity, 0.f);
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}
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else
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{
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notify::above_map("Entity is not a vehicle.");
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}
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}
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else notify::above_map("No entity found.");
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}
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}
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}
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}
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} |