
* refactor(globals): use macro's for to_json/from_json * refactor(globals): switch from global pointer to global instance
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#include "backend/looped/looped.hpp"
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#include "gta/enums.hpp"
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#include "natives.hpp"
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#include "util/math.hpp"
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namespace big
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{
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static float run_speed = 10.f;
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static float run_cap = 100.f;
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static bool super_run_state = false;
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void looped::self_super_run()
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{
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if (g.self.super_run && PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_SPRINT))
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{
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if (run_speed < run_cap) run_speed += .5f;
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Vector3 location = self::pos;
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Ped ped = self::ped;
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//Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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Vector3 rot = ENTITY::GET_ENTITY_ROTATION(ped, 2);
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float yaw = math::deg_to_rad(rot.z + 90);
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Vector3 offset;
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offset.x = location.x + (run_speed * cos(yaw));
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offset.y = location.y + (run_speed * sin(yaw));
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offset.z = location.z + .2f;
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float groundZ;
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MISC::GET_GROUND_Z_FOR_3D_COORD(offset.x, offset.y, 1000.f, &groundZ, false, false);
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if (groundZ < location.z)
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offset.z = groundZ;
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Vector3 vel = offset - location;
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ENTITY::SET_ENTITY_VELOCITY(ped, vel.x, vel.y, vel.z);
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g_local_player->m_player_info->m_run_speed = .7f;
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}
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else if (!g.self.super_run && g.self.super_run != super_run_state)
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{
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g_local_player->m_player_info->m_run_speed = 1.f;
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}
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else if (PAD::IS_CONTROL_JUST_RELEASED(0, (int)ControllerInputs::INPUT_SPRINT))
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{
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run_speed = 10.f;
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g_local_player->m_player_info->m_run_speed = 1.f;
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}
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super_run_state = g.self.super_run;
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}
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} |