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YimMenu/src/backend/looped/self/super_jump.cpp
maybegreat48 9ccb77e8eb
Add more spoofing options and added clang-format (#1020)
* feat(Spoofing): add spoofing
* feat(Spoofing): prepare code for player attach
* remove(PlayerAttach): isn't going to work due to netsync architecture
* fix(GUI): fix scaling
* feat(Project): add clang-format file
* feat(Classes): update classes
* fix(BlackHole): remove unnecessary cleanup
* fix(Formatting): fix formatting for initializer lists
* feat(clang-format): Set tab width and 1 space before comment

Co-authored-by: Yimura <24669514+Yimura@users.noreply.github.com>
2023-03-01 21:27:15 +00:00

30 lines
898 B
C++

#include "backend/looped_command.hpp"
#include "gta/enums.hpp"
#include "natives.hpp"
namespace big
{
class super_jump_looped : looped_command
{
using looped_command::looped_command;
virtual void on_tick() override
{
if (PAD::IS_CONTROL_JUST_PRESSED(0, (int)ControllerInputs::INPUT_JUMP) && !PED::IS_PED_IN_ANY_VEHICLE(self::ped, NULL) && !ENTITY::IS_ENTITY_IN_AIR(self::ped))
{
ENTITY::APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(self::ped, 0, 0, 10000, 5000, true, true, true, false);
}
if (PED::IS_PED_FALLING(self::ped))
{
TASK::CLEAR_PED_TASKS(self::ped);
}
if (WEAPON::HAS_PED_GOT_WEAPON(self::ped, RAGE_JOAAT("p_parachute_s"), false))
{
WEAPON::SET_CURRENT_PED_WEAPON(self::ped, RAGE_JOAAT("WEAPON_UNARMED"), true);
}
}
};
super_jump_looped g_super_jump_looped("superjump", "Super Jump", "Allows you to jump really high", g.self.super_jump);
}