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116 lines
3.1 KiB
C++

#include "features/custom_guns.hpp"
#include "features/notify.hpp"
namespace big
{
static Entity entity = 0;
static Vector3 location;
static Vector3 other;
static float dist;
static const int scroll = 2;
static const int controls[] = { 14, 15, 24 };
void custom_guns::gravity_gun()
{
bool bGravityGun = g_settings.options["custom_gun"]["type"] == 2;
double multiplier = g_settings.options["custom_gun"]["gravity_velocity_multiplier"];
if (bGravityGun)
{
Hash currWeapon;
WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id), &currWeapon, 1);
if (currWeapon != RAGE_JOAAT("weapon_pistol") && currWeapon != RAGE_JOAAT("weapon_pistol_mk2")) return;
// ZOOMED IN
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
{
PLAYER::DISABLE_PLAYER_FIRING(g_player.id, true);
for (int control : controls)
PAD::DISABLE_CONTROL_ACTION(0, control, true);
location = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_player.id), true);
// Attack RELEASED
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 24) && entity == 0)
{
if (func::raycast_entity(&entity))
{
if (ENTITY::IS_ENTITY_A_PED(entity) && PED::IS_PED_A_PLAYER(entity))
{
entity = 0;
notify::above_map("You can't move player entities!");
}
else
{
other = ENTITY::GET_ENTITY_COORDS(entity, true);
dist = (float)func::distance_between_vectors(location, other);
if (dist > 500)
{
entity = 0;
notify::above_map("Entity is too far.");
}
else
{
func::take_control_of_entity(entity);
if (ENTITY::IS_ENTITY_A_PED(entity) && !PED::IS_PED_RAGDOLL(entity)) TASK::SET_HIGH_FALL_TASK(entity, 0, 0, 0);
notify::above_map("Selected entity at crosshair.");
}
}
}
else
{
entity = 0;
notify::above_map("No entity found.");
}
}
if (ENTITY::DOES_ENTITY_EXIST(entity))
{
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 14))
dist -= 5;
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 15))
dist += 5;
func::take_control_of_entity(entity);
ENTITY::SET_ENTITY_COLLISION(entity, false, false);
other = ENTITY::GET_ENTITY_COORDS(entity, true);
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
float pitch = func::deg_to_rad(rot.x); // vertical
// float roll = rot.y;
float yaw = func::deg_to_rad(rot.z + 90); // horizontal
Vector3 velocity;
velocity.x = location.x + (dist * cos(pitch) * cos(yaw)) - other.x;
velocity.y = location.y + (dist * sin(yaw) * cos(pitch)) - other.y;
velocity.z = location.z + (dist * sin(pitch)) - other.z;
ENTITY::SET_ENTITY_VELOCITY(entity, velocity.x * (float)multiplier, velocity.y * (float)multiplier, velocity.z * (float)multiplier);
ENTITY::SET_ENTITY_ALPHA(entity, 105, 0);
}
}
else if (entity != 0)
{
func::take_control_of_entity(entity);
ENTITY::SET_ENTITY_COLLISION(entity, true, true);
ENTITY::SET_ENTITY_ALPHA(entity, 255, 0);
entity = 0;
notify::above_map("Released entity.");
}
}
}
}