
* 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
42 lines
1007 B
C++
42 lines
1007 B
C++
#include "backend/looped/looped.hpp"
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#include "core/enums.hpp"
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#include "gta/enums.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_WEAPON_WHEEL_NEXT,
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(int)ControllerInputs::INPUT_WEAPON_WHEEL_PREV,
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(int)ControllerInputs::INPUT_ATTACK
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};
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void looped::weapons_cage_gun()
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{
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bool bCageGun = g->weapons.custom_weapon == CustomWeapon::CAGE_GUN;
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if (bCageGun)
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{
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
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{
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PLAYER::DISABLE_PLAYER_FIRING(self::id, 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, (int)ControllerInputs::INPUT_ATTACK))
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{
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Entity entity;
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if (entity::raycast(&entity))
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{
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if (ENTITY::IS_ENTITY_A_PED(entity))
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{
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entity::cage_ped(entity);
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}
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}
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else g_notification_service->push_error("Weapons", "No entity found.");
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}
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}
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}
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}
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} |