
* Complete player and network UI redesign, meant to show all features instead of stuffing them into tiny boxes * Added option to delete player vehicles * Better clone player (now clones head blend too) * Better host token spoofing, with an option to enter your own * Better host token spoofing detection * Better desync kick prot detections * A script blocker for the entire session (per-player options will be added later) * Added option to spoof data/DLC hashes * Logging framework that allows developers to easily debug false positives * Major protection improvements
35 lines
837 B
C++
35 lines
837 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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#include "natives.hpp"
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namespace big
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{
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void looped::weapons_cage_gun()
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{
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if (g.weapons.custom_weapon == CustomWeapon::CAGE_GUN && (!g.self.custom_weapon_stop || WEAPON::IS_PED_ARMED(self::ped, 4 | 2)))
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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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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
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{
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g_notification_service.push_error("CUSTOM_WEAPONS"_T.data(), "BACKEND_LOOPED_WEAPONS_CAGE_GUN_NO_ENTITY_FOUND"_T.data());
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}
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}
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}
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}
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}
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}
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