
* Fixed ped flags system not allowing Michael's flag to be set. * Refactored is_a_ped_type_we_dont_care_about logic to not be extraneous and inefficient. * Fixed completely broken and wrong FoV calculations. * No Sway patch. Co-authored-by: gir489 <100792176+gir489returns@users.noreply.github.com>
89 lines
2.0 KiB
C++
89 lines
2.0 KiB
C++
#include "backend/looped_command.hpp"
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#include "gta/enums.hpp"
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#include "natives.hpp"
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namespace big
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{
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class no_recoil : looped_command
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{
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using looped_command::looped_command;
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CWeaponInfo* p_modified_weapon = nullptr;
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float og_bullet_speed = 0;
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float og_recoil_shake_amplitude = 0;
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uint32_t og_recoil_hash = 0;
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uint32_t og_recoil_hash_fp = 0;
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void reset_to_og()
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{
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p_modified_weapon->m_speed = og_bullet_speed;
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p_modified_weapon->m_recoil_shake_amplitude = og_recoil_shake_amplitude;
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p_modified_weapon->m_recoil_shake_hash = og_recoil_hash;
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p_modified_weapon->m_recoil_shake_hash_first_person = og_recoil_hash_fp;
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}
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virtual void on_tick() override
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{
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if (!g_local_player)
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{
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return;
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}
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auto* const weapon_mgr = g_local_player->m_weapon_manager;
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if (weapon_mgr)
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{
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if (p_modified_weapon != weapon_mgr->m_weapon_info)
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{
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if (p_modified_weapon)
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{
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reset_to_og();
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}
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p_modified_weapon = weapon_mgr->m_weapon_info;
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if (weapon_mgr->m_weapon_info)
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{
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// Backup
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{
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og_bullet_speed = weapon_mgr->m_weapon_info->m_speed;
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og_recoil_shake_amplitude = weapon_mgr->m_weapon_info->m_recoil_shake_amplitude;
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og_recoil_hash = weapon_mgr->m_weapon_info->m_recoil_shake_hash;
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og_recoil_hash_fp = weapon_mgr->m_weapon_info->m_recoil_shake_hash_first_person;
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}
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// Set to the good stuff
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{
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weapon_mgr->m_weapon_info->m_speed = 9999999999.0f;
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weapon_mgr->m_weapon_info->m_recoil_shake_amplitude = 0;
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weapon_mgr->m_weapon_info->m_recoil_shake_hash = 0;
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weapon_mgr->m_weapon_info->m_recoil_shake_hash_first_person = 0;
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}
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}
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}
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}
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}
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virtual void on_disable() override
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{
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if (g_local_player && p_modified_weapon)
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{
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reset_to_og();
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p_modified_weapon = nullptr;
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}
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}
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};
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no_recoil
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g_no_recoil("norecoil", "BACKEND_LOOPED_WEAPONS_NO_RECOIL", "BACKEND_LOOPED_WEAPONS_NO_RECOIL_DESC", g.weapons.no_recoil);
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}
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