Separate my test code into multiple classes and reorganize it a bit.

Add new features such as toggle radar, toggle hud.
And more player features.
Move vehicle features into its own class.
This commit is contained in:
kelson8 2024-06-15 15:15:21 -04:00
parent 3124345d78
commit b9a832f15d
Signed by: kelson8
GPG Key ID: 3D738D9DD7239E13
11 changed files with 691 additions and 153 deletions

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@ -12,6 +12,8 @@
#define MENU_VERSION MENU_VERSION_NUMBER
#define MENU_TITLE MENU_NAME " v" MENU_VERSION
// Add my custom code to the menu.
#define CUSTOM_CODE
#ifdef GTASA

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@ -18,6 +18,10 @@
https://github.com/user-grinch/Cheat-Menu
*/
// Well this was working with the Visual Studio 2022 debugger now it says cannot find gta_sa.exe or gta-vc.exe.
// It still seems to work if I launch the games directly though.
#ifdef GTASA
#include "CExplosion.h"
// New
@ -29,10 +33,20 @@
#include "CCarAI.h"
#include "CCarCtrl.h"
#include "CCarEnterExit.h"
#include "CHeli.h"
//Misc
#include "CCheat.h"
#include "CCoronas.h"
#include "CPickup.h"
#include "CPickups.h"
#include "CWeather.h"
#include "CCheckpoints.h"
#include "CGarages.h"
//Test
#include "CGame.h"
#include "CWaterLevel.h"
#endif
#define _TEST
@ -47,51 +61,23 @@
#include "utils/util.h"
#include "pages/ped.h"
// My code
#include "test_vehicle.h"
#include "test_hud.h"
#include "test_ped.h"
// Well I had this working but then broke it 6-14-2024 @ 3:51PM...
// I fixed it 3:53PM.
// TODO Fix this to use translations from the English.toml file instead of hardcoding the values.
TestPage& testPage = TestPage::Get();
TestPage::TestPage()
: IPage<TestPage>(ePageID::Test, "Window.TestPage", true) {
}
//void TestPage::VehicleTest() {
// // These are neat, the BY_GAME defines seem to have everything in this order: SA, VC, 3.
// // This is under defines.h
// CVehicle* pVeh = BY_GAME(FindPlayerVehicle(-1, false), FindPlayerVehicle(), FindPlayerVehicle());
// int hVeh = CPools::GetVehicleRef(pVeh);
//
// // If the player is in a vehicle.
// if (pVeh)
// {
//
// }
//
// // There is a lot of these on the sanny builder website.
// //
// // Car, TireId (int)
// // https://library.sannybuilder.com/#/sa/default/04FE
// //Command<Commands::BURST_CAR_TYRE>(hVeh, 1);
//
// // Get car speed
// // https://library.sannybuilder.com/#/sa/default/02E3
// //
// // Car
// //Command<Commands::GET_CAR_SPEED>(hVeh);
//
// // Lock car doors
// // https://library.sannybuilder.com/#/sa/default/020A
// // Will this work?
// //Command<Commands::LOCK_CAR_DOORS>(hVeh);
//
// // Explode
// // https://library.sannybuilder.com/#/sa/default/020B
// //
// //Command<Commands::EXPLODE_CAR>(hVeh);
//
//
//}
//void TestPage::PlayerTest() {
// CPlayerPed* player = FindPlayerPed();
@ -103,12 +89,46 @@ TestPage::TestPage()
void PlayerTestFeatures()
{
CPlayerPed* player = FindPlayerPed();
// Not sure how to get the garage id.
// TODO
//
// Work on messing with garages
// https://library.sannybuilder.com/#/sa/classes/Garage
//
// Work on adding objects using code
// Add pickups such as money, health, mines, bombs.
//
// Get, add to and decrement stats.
// https://library.sannybuilder.com/#/sa/classes/Stat
// https://gtamods.com/wiki/List_of_statistics_(SA)
// Mess around with tasks
// https://library.sannybuilder.com/#/sa/classes/Task
// Weather
// https://library.sannybuilder.com/#/sa/classes/Weather
// World
// https://library.sannybuilder.com/#/sa/classes/World
// Zone
// https://library.sannybuilder.com/#/sa/classes/Zone
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
CVector pos = player->GetPosition();
}
bool test = false;
//bool toggleHud = true;
//bool toggleRadar = true;
bool enterCrane = false;
//bool playerCanDrown = true;
void TestPage::Draw()
{
CPlayerPed* player = FindPlayerPed();
@ -117,129 +137,59 @@ void TestPage::Draw()
{
if (ImGui::BeginTabItem(TEXT("Test.TestVehicle")))
{
// This works for seperating out the menus!
// 6-15-2024 @ 2:05PM
ImGui::Text("Hello from KCNet");
ImGui::Text("Vehicle Tab");
VehicleTestPage::VehicleTestMenu();
//static int selected = Locale::GetCurrentLocaleIndex();
//static std::vector<std::string>& vec = Locale::GetLocaleList();
ImGui::Text("Hello from KCNet");
if (ImGui::Button("Blow up Car"))
{
#ifdef GTASA
//CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
// This actually does work.
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
Command<Commands::EXPLODE_CAR>(hVeh);
}
#endif
}
if (ImGui::Button("Close doors"))
{
#ifdef GTASA
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
Command<Commands::CLOSE_ALL_CAR_DOORS>(hVeh);
}
#endif
}
// This works for locking the car doors.
if (ImGui::Button("Lock doors"))
{
#ifdef GTASA
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
bool isCarLocked = Command<Commands::GET_CAR_DOOR_LOCK_STATUS>(hVeh);
//bool isCarLocked = player->m_pVehicle->m_eDoorLock;
// https://library.sannybuilder.com/#/sa/default/020A
// https://library.sannybuilder.com/#/sa/enums/CarLock
if (!isCarLocked)
{
// 2 - Locked
Command<Commands::LOCK_CAR_DOORS>(hVeh, 2);
Util::SetMessage("Car has been locked!");
}
else
{
// 1 - Unlocked
Command<Commands::LOCK_CAR_DOORS>(hVeh, 1);
Util::SetMessage("Car has been unlocked!");
}
}
else
{
// I wonder how to get the last vehicle the player was in to unlock it.
}
#endif
}
//}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem(TEXT("Test.TestFeatures")))
{
if (ImGui::Button("Suicide"))
{
// Incomplete
PedTestPage::PlayerTestMenu();
//
//if (ImGui::Button("Suicide"))
//{
// //CPlayerPed* player = FindPlayerPed();
// int hplayer = CPools::GetPedRef(player);
// Command<Commands::EXPLODE_CHAR_HEAD>(hplayer);
//}
//if (ImGui::Button("Bomb")) {
// CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
Command<Commands::EXPLODE_CHAR_HEAD>(hplayer);
}
// int hplayer = CPools::GetPedRef(player);
if (ImGui::Button("Bomb")) {
CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
// CVector playerPos = player->GetPosition();
CVector playerPos = player->GetPosition();
// // https://library.sannybuilder.com/#/sa/default/020C
// // x, y, z, EXPLOSION_CAR
// Command<Commands::ADD_EXPLOSION>(playerPos.x, playerPos.y, playerPos.z, EXPLOSION_CAR);
//}
// https://library.sannybuilder.com/#/sa/default/020C
// x, y, z, EXPLOSION_CAR
Command<Commands::ADD_EXPLOSION>(playerPos.x, playerPos.y, playerPos.z, EXPLOSION_CAR);
}
//if (ImGui::Button("Show coords"))
//{
// CVector playerCoords = player->GetPosition();
// //std::string text = std::to_string(pos.x) + ", " + std::to_string(pos.y) + ", " + std::to_string(pos.z);
// //int playerX = playerCoords.x;
// //int playerY = playerCoords.y;
// //int playerZ = playerCoords.z;
if (ImGui::Button("Show coords"))
{
CVector playerCoords = player->GetPosition();
//std::string text = std::to_string(pos.x) + ", " + std::to_string(pos.y) + ", " + std::to_string(pos.z);
//int playerX = playerCoords.x;
//int playerY = playerCoords.y;
//int playerZ = playerCoords.z;
// std::string playerX = std::to_string(playerCoords.x);
// std::string playerY = std::to_string(playerCoords.y);
// std::string playerZ = std::to_string(playerCoords.z);
std::string playerX = std::to_string(playerCoords.x);
std::string playerY = std::to_string(playerCoords.y);
std::string playerZ = std::to_string(playerCoords.z);
// This works for showing just the X coord, I cannot concatenate these values though
//Util::SetMessage(playerXChar);
// Taken idea from freecam_sa.cpp on line 156
// This works!!
// 6-14-2024 @ 2:34PM
Util::SetMessage(std::format("X: {} Y: {} Z: {}", playerX, playerY, playerZ).c_str());
//Util::SetMessage("X: " + playerXChar + " Y: " + playerYChar + " Z: " + playerZChar);
}
// // This works for showing just the X coord, I cannot concatenate these values though
// //Util::SetMessage(playerXChar);
// // Taken idea from freecam_sa.cpp on line 156
// // This works!!
// // 6-14-2024 @ 2:34PM
// Util::SetMessage(std::format("X: {} Y: {} Z: {}", playerX, playerY, playerZ).c_str());
// //Util::SetMessage("X: " + playerXChar + " Y: " + playerYChar + " Z: " + playerZChar);
//}
//if (ImGui::Button("Show Marker Coords"))
//{
@ -253,16 +203,148 @@ void TestPage::Draw()
// //Command<Commands::BLIP>(playerPos.x, playerPos.y, playerPos.z, EXPLOSION_CAR);
//}
//ImGui::Columns(2, NULL, false);
if (ImGui::Button("Blow up all cars")) {
#ifdef GTASA
CCheat::BlowUpCarsCheat();
Util::SetMessage("All cars have been exterminated!");
#else
Util::SetMessage("Only works for SA!");
#endif
//ImGui::NextColumn();
// https://github.com/JuniorDjjr/CLEOPlus/blob/main/CLEOPlus/Misc.cpp#L261-L266
// reinterpret_cast<CRunningScript*>(thread)->UpdateCompareFlag(CCheat::m_aCheatsActive[i]);
// I wonder how to spawn a different pickup
if (ImGui::Button("Health pickup"))
{
CVector playerPos = player->GetPosition();
int playerX = playerPos.x;
int playerY = playerPos.y;
int playerZ = playerPos.z;
// Needs some more arguments.
//CPickup::GiveUsAPickUpObject(CObject::, -1);
//CPickups::CreatePickupCoorsCloseToCoors(playerPos.x, playerPos.y, playerPos.z);
}
//ImGui::SameLine();
ImGui::Text("Spawn 50k near your position");
if (ImGui::Button("Money pickup"))
{
CVector playerPos = player->GetPosition();
CVector newPos = CVector(playerPos.x + 3, playerPos.y + 3, playerPos.z);
CPickups::CreateSomeMoney(newPos, 50000);
Util::SetMessage("You have spawned 50k near you!");
}
ImGui::Separator();
// Not sure how this one works
//CCheckpoints::PlaceMarker();
if (ImGui::Button("Create Checkpoint"))
{
}
ImGui::SameLine();
ImGui::Text("Doesn't work!");
if (ImGui::Button("Remove checkpoint"))
{
}
ImGui::SameLine();
ImGui::Text("Doesn't work!");
// Hud functions
HudTestPage::HudTestMenu();
// Not sure how these work.
// https://library.sannybuilder.com/#/sa/classes/Crane
if (ImGui::Checkbox("Enter Crane", &enterCrane))
{
if(enterCrane)
{
// https://library.sannybuilder.com/#/sa/default/079D
Command<Commands::PLAYER_ENTERED_DOCK_CRANE>();
}
else
{
// https://library.sannybuilder.com/#/sa/default/079F
Command<Commands::PLAYER_LEFT_CRANE>();
}
}
// This seems to work fine.
//if (ImGui::Checkbox("Player drowns", &playerCanDrown))
//{
// int hPlayer = CPools::GetPedRef(player);
// if (!playerCanDrown) {
// Command<Commands::SET_CHAR_DROWNS_IN_WATER>(hPlayer, false);
// Util::SetMessage("You can no longer drown!");
// }
// else
// {
// Command<Commands::SET_CHAR_DROWNS_IN_WATER>(hPlayer, true);
// Util::SetMessage("You can now drown again!");
// }
//}
// This works
if (ImGui::Button("Play Mission Passed"))
{
// https://library.sannybuilder.com/#/sa/default/0394
Command<Commands::PLAY_MISSION_PASSED_TUNE>(1);
//bool isFlyingActive = CCheat::m_aCheatsActive);
//Util::SetMessage(std::format("Is Flying Active: {}", isFlyingActive).c_str());
}
// Doesn't work
// if (ImGui::Button("Show corona"))
// {
// I wonder How I would use this?
// I would need to define it somehow
//CCorona
//CCoronas::RegisterCorona();
// }
/*
* void PedPage::AddNewPed()
Example for what i'm trying to do spawning in a ped.
Command<Commands::REQUEST_MODEL>(model);
Command<Commands::LOAD_ALL_MODELS_NOW>();
if (Command<Commands::IS_MODEL_AVAILABLE>(model))
{
std::string key = std::format("Custom.{} (Added)", name);
m_PedData.m_pData->Set(key.c_str(), std::to_string(model));
m_PedData.m_pData->Save();
Util::SetMessage(TEXT("Ped.AddPedMSG"));
Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(model);
}
else
{
Util::SetMessage(TEXT("Vehicle.InvalidID"));
}
*/
// First request the model
// Then load all models
// Lastly check if the model is available.
// If not say "Invalid model"
//
//if (ImGui::Button("Spawn Ped"))
//{
// //CPed* pPed = new CPed::;
// //CWaterLevel::
// //CWorld::Add()
//}
// Clothes
#endif
//if (ImGui::Button("Spawn ped to attack vehicle"))
//{
// Util::SetMessage("Not setup!");

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@ -21,5 +21,3 @@ public:
};
extern TestPage& testPage;
// This doesn't do anything yet, I would like to add a custom tab to the Cheat menu

38
src/test/test_hud.cpp Normal file
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@ -0,0 +1,38 @@
#include "pch.h"
#include "test_hud.h"
bool toggleHud = true;
bool toggleRadar = true;
void HudTestPage::HudTestMenu()
{
// GTA SA Specific memory addresses, will most likely crash 3 and vc.
#ifdef GTASA
if (ImGui::Checkbox("Toggle hud", &toggleHud))
{
// hudModeAddress = 0xBA6769;
if (!toggleHud)
{
patch::Set(0xBA6769, 0, true);
}
else
{
patch::Set(0xBA6769, 1, true);
}
}
if (ImGui::Checkbox("Toggle Radar", &toggleRadar))
{
// radarModeAddress = 0xBA676C
if (!toggleRadar)
{
patch::Set(0xBA676C, 2, true);
}
else
{
patch::Set(0xBA676C, 0, true);
}
}
#endif //GTASA
}

12
src/test/test_hud.h Normal file
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@ -0,0 +1,12 @@
#pragma once
//#include "pch.h"
class HudTestPage
{
private:
HudTestPage();
HudTestPage(const HudTestPage&);
void Draw();
public:
static void HudTestMenu();
};

93
src/test/test_ped.cpp Normal file
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@ -0,0 +1,93 @@
#include "pch.h"
#include "test_ped.h"
#ifdef GTASA
#include "CExplosion.h"
#endif
// Incomplete.
bool playerCanDrown = true;
void PedTestPage::PlayerTestMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
if (ImGui::Button("Suicide"))
{
//CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
Command<Commands::EXPLODE_CHAR_HEAD>(hplayer);
}
#else
CPlayerPed* player = FindPlayerPed();
#endif //GTASA
#ifdef GTASA
//TODO Test these in the other games, 3 and vc later!
if (ImGui::Button("Bomb")) {
CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
CVector playerPos = player->GetPosition();
// https://library.sannybuilder.com/#/sa/default/020C
// x, y, z, EXPLOSION_CAR
Command<Commands::ADD_EXPLOSION>(playerPos.x, playerPos.y, playerPos.z, EXPLOSION_CAR);
}
#endif //GTASA
#ifdef GTASA
if (ImGui::Button("Show coords"))
{
CVector playerCoords = player->GetPosition();
//std::string text = std::to_string(pos.x) + ", " + std::to_string(pos.y) + ", " + std::to_string(pos.z);
//int playerX = playerCoords.x;
//int playerY = playerCoords.y;
//int playerZ = playerCoords.z;
std::string playerX = std::to_string(playerCoords.x);
std::string playerY = std::to_string(playerCoords.y);
std::string playerZ = std::to_string(playerCoords.z);
// This works for showing just the X coord, I cannot concatenate these values though
//Util::SetMessage(playerXChar);
// Taken idea from freecam_sa.cpp on line 156
// This works!!
// 6-14-2024 @ 2:34PM
Util::SetMessage(std::format("X: {} Y: {} Z: {}", playerX, playerY, playerZ).c_str());
//Util::SetMessage("X: " + playerXChar + " Y: " + playerYChar + " Z: " + playerZChar);
}
#endif //GTASA
//if (ImGui::Button("Show Marker Coords"))
//{
// if (Command<Commands::DOES_BLIP_EXIST>())
// {
// // Check if the target marker blip exists and print the coords if so, looks like this function is only available in cleo.
// // GET_TARGET_BLIP_COORDS
// //if()
// }
// //Command<Commands::BLIP>(playerPos.x, playerPos.y, playerPos.z, EXPLOSION_CAR);
//}
//ImGui::Columns(2, NULL, false);
#ifdef GTASA
if (ImGui::Checkbox("Player drowns", &playerCanDrown))
{
int hPlayer = CPools::GetPedRef(player);
if (!playerCanDrown) {
Command<Commands::SET_CHAR_DROWNS_IN_WATER>(hPlayer, false);
Util::SetMessage("You can no longer drown!");
}
else
{
Command<Commands::SET_CHAR_DROWNS_IN_WATER>(hPlayer, true);
Util::SetMessage("You can now drown again!");
}
}
#endif //GTASA
}

13
src/test/test_ped.h Normal file
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@ -0,0 +1,13 @@
#pragma once
//#include "pch.h"
class PedTestPage
{
private:
PedTestPage();
PedTestPage(const PedTestPage&);
void Draw();
public:
//static void PedTestMenu();
static void PlayerTestMenu();
};

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@ -0,0 +1,8 @@
#include "pch.h"
#include "test_teleport.h"
// Incomplete
void TeleportTestPage::TestTeleportMenu()
{
}

12
src/test/test_teleport.h Normal file
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@ -0,0 +1,12 @@
#pragma once
//#include "pch.h"
class TeleportTestPage
{
private:
TeleportTestPage();
TeleportTestPage(const TeleportTestPage&);
void Draw();
public:
static void TestTeleportMenu();
};

268
src/test/test_vehicle.cpp Normal file
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@ -0,0 +1,268 @@
#include "pch.h"
#include "test_vehicle.h"
//void TestPage::VehicleTest() {
// // These are neat, the BY_GAME defines seem to have everything in this order: SA, VC, 3.
// // This is under defines.h
// CVehicle* pVeh = BY_GAME(FindPlayerVehicle(-1, false), FindPlayerVehicle(), FindPlayerVehicle());
// int hVeh = CPools::GetVehicleRef(pVeh);
//
// // If the player is in a vehicle.
// if (pVeh)
// {
//
// }
//
// // There is a lot of these on the sanny builder website.
// //
// // Car, TireId (int)
// // https://library.sannybuilder.com/#/sa/default/04FE
// //Command<Commands::BURST_CAR_TYRE>(hVeh, 1);
//
// // Get car speed
// // https://library.sannybuilder.com/#/sa/default/02E3
// //
// // Car
// //Command<Commands::GET_CAR_SPEED>(hVeh);
//
// // Lock car doors
// // https://library.sannybuilder.com/#/sa/default/020A
// // Will this work?
// //Command<Commands::LOCK_CAR_DOORS>(hVeh);
//
// // Explode
// // https://library.sannybuilder.com/#/sa/default/020B
// //
// //Command<Commands::EXPLODE_CAR>(hVeh);
//
//
//}
// This is mostly specific to GTA SA and has been disabled for 3 and vc, I cannot get this to work on VC anyways.
bool bFlyingCars = false;
bool bSearchLight = false;
bool bVehGodMode = false;
void VehicleTestPage::VehicleTestMenu() {
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
CVector pos = player->GetPosition();
if (ImGui::Button("Blow up all cars")) {
CCheat::BlowUpCarsCheat();
Util::SetMessage("All cars have been exterminated!");
#else
Util::SetMessage("Only works for SA!");
#endif
}
#ifdef GTASA
// Try to toggle the search lights in police helicopters, is it toggleable in SA? I think I did it in FiveM.
if (ImGui::Checkbox("Search Light", &bSearchLight))
{
int hPlayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hPlayer);
bool bInHeli = Command<Commands::IS_CHAR_IN_ANY_HELI>(hPlayer);
//bool vehicleSearchLight = Command<Commands::SearchLight>
if (bInHeli)
{
//CHeli::AddHeliSearchLight();
}
}
#endif //GTASA
// https://github.com/JuniorDjjr/CLEOPlus/blob/main/CLEOPlus/Misc.cpp#L261-L266
/*
reinterpret_cast<CRunningScript*>(thread)->UpdateCompareFlag(CCheat::m_aCheatsActive[i]);
*/
#ifdef GTASA
if (ImGui::Button("Blow up Current Car"))
{
//CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
// This actually does work.
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
Command<Commands::EXPLODE_CAR>(hVeh);
}
}
#endif //GTASA
#ifdef GTASA
// Works for closing the doors, not the trunk or hood though.
if (ImGui::Button("Close doors"))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
Command<Commands::CLOSE_ALL_CAR_DOORS>(hVeh);
}
}
#endif //GTASA
#ifdef GTASA
// This works for locking the car doors.
if (ImGui::Button("Lock doors"))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
bool isCarLocked = Command<Commands::GET_CAR_DOOR_LOCK_STATUS>(hVeh);
//bool isCarLocked = player->m_pVehicle->m_eDoorLock;
// https://library.sannybuilder.com/#/sa/default/020A
// https://library.sannybuilder.com/#/sa/enums/CarLock
if (!isCarLocked)
{
// 2 - Locked
Command<Commands::LOCK_CAR_DOORS>(hVeh, 2);
Util::SetMessage("Car has been locked!");
}
else
{
// 1 - Unlocked
Command<Commands::LOCK_CAR_DOORS>(hVeh, 1);
Util::SetMessage("Car has been unlocked!");
}
}
else
{
// I wonder how to get the last vehicle the player was in to unlock it.
}
}
#endif //GTASA
//}
// This works
#ifdef GTASA
if (ImGui::Checkbox("Flying cars", &bFlyingCars))
{
// In cleo redux I can read and write to memory addresses, not sure how on here.
// I figured it out in the below code using a function in this menu.
// Example:
/*
* (Written in JavaScript)
player.clearWantedLevel();
Memory.Write(0x969171, 1, 1, false);
// Flying cars cheat.
*/
// Idea for this game from game.cpp on line 359
if (bFlyingCars)
{
patch::Set<byte>(0x969160, 1, true);
Util::SetMessage("Cars can now fly!");
}
else
{
patch::Set<byte>(0x969160, 0, true);
Util::SetMessage("Cars can no longer fly!");
}
// CallDynGlobal seems to be what they are using for cheats in the plugin-sdk
//CallDynGlobal<0x969160>;
// Gives an error though
}
#endif //GTASA
#ifdef GTASA
// This works, this was a quick test I came up with.
if (ImGui::Checkbox("Invincible car", &bVehGodMode))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
#ifdef GTASA
bool isCarLocked = Command<Commands::GET_CAR_DOOR_LOCK_STATUS>(hVeh);
#endif //GTASA
//bool isCarLocked = player->m_pVehicle->m_eDoorLock;
if (bVehGodMode)
{
// Car, bulletProof, fireProof, explosionProof, meleeProof
// https://library.sannybuilder.com/#/sa/default/02AC
Command<Commands::SET_CAR_PROOFS>(hVeh, true, true, true, true, true);
Util::SetMessage("Your car now has god mode!");
}
else
{
Command<Commands::SET_CAR_PROOFS>(hVeh, false, false, false, false, false);
Util::SetMessage("Your car no longer has god mode!");
}
}
}
#endif //GTASA
#ifdef GTASA
// Working
if (ImGui::Button("Is car in water"))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle) {
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
// https://library.sannybuilder.com/#/sa/default/04D8
bool isCarInWater = Command<Commands::IS_CAR_IN_WATER>(hVeh);
if (!isCarInWater)
{
Util::SetMessage("Your car is dry.");
}
else
{
Util::SetMessage("Your car is in the water.");
}
}
else
{
Util::SetMessage("You are not in a car!");
}
}
}
#endif //GTASA
// void VehiclePage::Draw()
//void VehicleTestPage::Draw()
//{
// // Draw the test menu with a couple of cheats.
// VehicleTestMenu();
//}

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src/test/test_vehicle.h Normal file
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#pragma once
//#include "pch.h"
class VehicleTestPage
{
private:
VehicleTestPage();
VehicleTestPage(const VehicleTestPage&);
void Draw();
public:
static void VehicleTestMenu();
};