
* refactor: Use self globals * refactor: Use gui::components * fix(Vehicle Preview): Addresses #119 Previewed vehicle set to unclimbable Only preview when hovered on vehicle * fix(Infinite Clip): Disabling it now works * fix(No Ragdoll): Disabling it now works Removed unnecessary calls to natives (0xB128377056A54E2A should be enough) * fix(Spawn): Wrong footer placement * fix self globals file name typo * refactor(Mobile): Clear ped tasks when set conditions are met Only clear ped tasks if pv_teleport_into bool is true and ped is in a vehicle * feat(Weapons): Remove current weapon * refactor: Added missing variable in calls to self globals * refactor: Utilize usage of ControllerInputs * fix(Vehicle Fly): uninitialized local variable 'ped' used * refactor(No Ragdoll, Infinite Clip): Only run on boolean change. * refactor(Infinite Ammo): Simplified code * refactor: Utilize ControllerInputs in other areas of code * refactor: Utilize ControllerInputs in other areas of code
104 lines
2.7 KiB
C++
104 lines
2.7 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 "script.hpp"
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#include "util/entity.hpp"
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namespace big
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{
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static const int controls[] = {
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(int)ControllerInputs::INPUT_SPRINT,
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(int)ControllerInputs::INPUT_MOVE_UP_ONLY,
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(int)ControllerInputs::INPUT_MOVE_DOWN_ONLY,
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(int)ControllerInputs::INPUT_MOVE_LEFT_ONLY,
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(int)ControllerInputs::INPUT_MOVE_RIGHT_ONLY,
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(int)ControllerInputs::INPUT_DUCK
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};
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static float speed = 20.f;
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static float mult = 0.f;
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static bool bLastNoclip = false;
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static Entity prev = -1;
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static Vector3 rot{};
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void looped::self_noclip() {
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bool bNoclip = g->self.noclip;
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Vector3 location = self::pos;
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Entity ent = self::veh != NULL ? self::veh : self::ped;
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// cleanup when changing entities
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if (prev != ent)
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{
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ENTITY::FREEZE_ENTITY_POSITION(prev, false);
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ENTITY::SET_ENTITY_COLLISION(prev, true, true);
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prev = ent;
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}
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if (bNoclip)
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{
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for (int control : controls)
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PAD::DISABLE_CONTROL_ACTION(0, control, true);
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Vector3 vel = { 0.f, 0.f, 0.f };
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float heading = 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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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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mult = 0.f;
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}
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else
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{
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if (mult < 20.f)
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mult += 0.15f;
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ENTITY::FREEZE_ENTITY_POSITION(ent, false);
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Vector3 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 * mult, vel.y * mult, vel.z * mult);
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}
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}
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else if (bNoclip != bLastNoclip)
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{
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if (entity::take_control_of(ent))
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{
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ENTITY::FREEZE_ENTITY_POSITION(ent, false);
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ENTITY::SET_ENTITY_COLLISION(ent, true, false);
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}
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}
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bLastNoclip = bNoclip;
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}
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} |