Fix build issues with III & VC
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58d395df02
commit
d0434379d3
@ -9,7 +9,7 @@
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#define MENU_NAME "Cheat Menu"
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#define MENU_VERSION_NUMBER "3.3"
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#define MENU_VERSION MENU_VERSION_NUMBER"-beta"
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#define BUILD_NUMBER "20220620"
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#define BUILD_NUMBER "20220626"
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#define MENU_TITLE MENU_NAME " v" MENU_VERSION
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#ifdef GTASA
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24
src/game.cpp
24
src/game.cpp
@ -261,14 +261,14 @@ void Game::FreeCam()
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Command<Commands::CAMERA_PERSIST_FOV>(true);
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patch::Set<BYTE>(0xBA676C, 2); // disable radar
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#elif GTAVC
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m_Freecam::m_pPed->m_nFlags.bIsVisible = false;
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m_Freecam::m_pPed->m_nFlags.bUseCollision = false;
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m_Freecam::m_pPed->SetPosition(playerPos);
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Freecam::m_pPed->m_nFlags.bIsVisible = false;
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Freecam::m_pPed->m_nFlags.bUseCollision = false;
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Freecam::m_pPed->SetPosition(playerPos);
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patch::Set<BYTE>(0xA10AB6, 1); // disable radar
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#else
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m_Freecam::m_pPed->m_nFlags.bIsVisible = false;
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m_Freecam::m_pPed->m_nFlags.bUsesCollision = false;
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m_Freecam::m_pPed->SetPosition(playerPos.x, playerPos.y, playerPos.z);
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Freecam::m_pPed->m_nFlags.bIsVisible = false;
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Freecam::m_pPed->m_nFlags.bUsesCollision = false;
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Freecam::m_pPed->SetPosition(playerPos.x, playerPos.y, playerPos.z);
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#endif
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Freecam::m_bInitDone = true;
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@ -379,11 +379,11 @@ void Game::FreeCam()
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Freecam::m_pPed->SetPosn(pos);
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CIplStore::AddIplsNeededAtPosn(pos);
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#elif GTAVC
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m_Freecam::m_pPed->m_placement.SetHeading(m_Freecam::m_fTotalMouse.x);
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m_Freecam::m_pPed->SetPosition(pos);
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Freecam::m_pPed->m_placement.SetHeading(Freecam::m_fTotalMouse.x);
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Freecam::m_pPed->SetPosition(pos);
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#else
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m_Freecam::m_pPed->SetHeading(m_Freecam::m_fTotalMouse.x);
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m_Freecam::m_pPed->SetPosition(pos.x, pos.y, pos.z);
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Freecam::m_pPed->SetHeading(Freecam::m_fTotalMouse.x);
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Freecam::m_pPed->SetPosition(pos.x, pos.y, pos.z);
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#endif
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}
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@ -516,7 +516,7 @@ void Game::ShowPage()
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HardMode::m_fBacMaxHealth = CStats::GetStatValue(STAT_MAX_HEALTH);
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HardMode::m_fBacStamina = CStats::GetStatValue(STAT_STAMINA);
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#else
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m_HardMode::m_fBacMaxHealth = 100.0f;
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HardMode::m_fBacMaxHealth = 100.0f;
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#endif
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player->m_fHealth = 50.0f;
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}
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@ -781,7 +781,7 @@ void Game::ShowPage()
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#ifdef GTASA
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if (ImGui::BeginTabItem(TEXT("Game.Stats")))
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{
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// similar to Ui::DrawJSON()
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// similar to Ui::DrawList()
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ImGui::Spacing();
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if (ImGui::Button(TEXT("Game.MaxWepSkills"), Ui::GetSize(2)))
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10
src/ped.cpp
10
src/ped.cpp
@ -137,7 +137,7 @@ void Ped::SpawnPed(std::string& cat, std::string& name, std::string& model)
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Command<Commands::LOAD_SPECIAL_CHARACTER>(currentSlot, model.c_str());
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Command<Commands::LOAD_ALL_MODELS_NOW>();
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Command<Commands::CREATE_CHAR>(m_SpawnPed::m_nSelectedPedType + 4, 108+currentSlot, pos.x, pos.y, pos.z + 1, &hplayer);
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Command<Commands::CREATE_CHAR>(SpawnPed::m_nSelectedPedType + 4, 108+currentSlot, pos.x, pos.y, pos.z + 1, &hplayer);
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Command<Commands::UNLOAD_SPECIAL_CHARACTER>(currentSlot);
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++currentSlot;
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@ -365,7 +365,7 @@ void Ped::ShowPage()
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return m_PedData.m_pData->Get(str.c_str(), "Unknown");
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});
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#else
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Ui::DrawJSON(m_PedData, SpawnPed, nullptr);
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Ui::DrawList(m_PedData, SpawnPed, nullptr);
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#endif
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ImGui::EndTabItem();
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}
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@ -416,11 +416,11 @@ void Ped::ShowPage()
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}
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);
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#else
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Ui::DrawJSON(Weapon::m_WeaponData,
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Ui::DrawList(Weapon::m_WeaponData,
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[](std::string& root, std::string& key, std::string& id)
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{
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m_SpawnPed::m_nWeaponId = std::stoi(id);
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m_SpawnPed::m_nWeaponName = key;
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SpawnPed::m_nWeaponId = std::stoi(id);
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SpawnPed::m_nWeaponName = key;
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},
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nullptr);
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#endif
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@ -891,7 +891,7 @@ void Player::ShowPage()
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#else
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ImGui::TextWrapped(TEXT("Player.WorkSkinOnly"));
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#endif
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Ui::DrawJSON(skinData, ChangePlayerModel, nullptr);
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Ui::DrawList(skinData, ChangePlayerModel, nullptr);
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ImGui::EndTabItem();
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}
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#endif
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@ -40,30 +40,30 @@ void Teleport::Init()
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Events::processScriptsEvent += []
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{
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if ((QuicKTP::m_bEnabled == true) && ((CTimer::m_snTimeInMilliseconds - QuicKTP::m_nTimer) > 500))
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if ((QuickTP::m_bEnabled == true) && ((CTimer::m_snTimeInMilliseconds - QuickTP::m_nTimer) > 500))
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{
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CPlayerPed* player = FindPlayerPed();
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#ifdef GTASA
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CEntity* player_entity = FindPlayerEntity(-1);
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QuicKTP::m_fPos.z = CWorld::FindGroundZFor3DCoord(QuicKTP::m_fPos.x, QuicKTP::m_fPos.y,
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QuicKTP::m_fPos.z + 100.0f, nullptr, &player_entity) + 1.0f;
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QuickTP::m_fPos.z = CWorld::FindGroundZFor3DCoord(QuickTP::m_fPos.x, QuickTP::m_fPos.y,
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QuickTP::m_fPos.z + 100.0f, nullptr, &player_entity) + 1.0f;
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#else
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m_Teleport::m_fPos.z = CWorld::FindGroundZFor3DCoord(m_Teleport::m_fPos.x, m_Teleport::m_fPos.y,
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m_Teleport::m_fPos.z + 100.0f, nullptr) + 1.0f;
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QuickTP::m_fPos.z = CWorld::FindGroundZFor3DCoord(QuickTP::m_fPos.x, QuickTP::m_fPos.y,
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QuickTP::m_fPos.z + 100.0f, nullptr) + 1.0f;
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#endif
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CVehicle* pVeh = player->m_pVehicle;
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if (pVeh && BY_GAME(player->m_nPedFlags.bInVehicle, player->m_pVehicle, player->m_pVehicle))
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{
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BY_GAME(pVeh->Teleport(QuicKTP::m_fPos, false), pVeh->Teleport(QuicKTP::m_fPos), player->Teleport(QuicKTP::m_fPos));
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BY_GAME(pVeh->Teleport(QuickTP::m_fPos, false), pVeh->Teleport(QuickTP::m_fPos), player->Teleport(QuickTP::m_fPos));
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}
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else
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{
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BY_GAME(player->Teleport(QuicKTP::m_fPos, false), player->Teleport(QuicKTP::m_fPos), player->Teleport(QuicKTP::m_fPos));
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BY_GAME(player->Teleport(QuickTP::m_fPos, false), player->Teleport(QuickTP::m_fPos), player->Teleport(QuickTP::m_fPos));
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}
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QuicKTP::m_bEnabled = false;
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QuickTP::m_bEnabled = false;
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Command<Commands::FREEZE_CHAR_POSITION_AND_DONT_LOAD_COLLISION>(CPools::GetPedRef(player), false);
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Command<Commands::RESTORE_CAMERA_JUMPCUT>();
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TheCamera.Fade(0, 1);
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@ -100,9 +100,9 @@ void Teleport::TeleportPlayer(bool get_marker, CVector pos, int interior_id)
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pos = targetBlip.m_vecPos;
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pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, 1000, nullptr, &pPlayerEntity) + 500.f;
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QuicKTP::m_fPos = pos;
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QuicKTP::m_nTimer = CTimer::m_snTimeInMilliseconds;
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QuicKTP::m_bEnabled = true;
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QuickTP::m_fPos = pos;
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QuickTP::m_nTimer = CTimer::m_snTimeInMilliseconds;
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QuickTP::m_bEnabled = true;
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TheCamera.Fade(0, 0);
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Command<Commands::FREEZE_CHAR_POSITION_AND_DONT_LOAD_COLLISION>(CPools::GetPedRef(pPlayer), true);
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}
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@ -15,7 +15,7 @@ private:
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static inline DataStore m_SpriteData {"sprites"};
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#endif
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struct QuicKTP
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struct QuickTP
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{
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static inline bool m_bEnabled;
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static inline CVector m_fPos = { -1, -1, -1 };
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@ -1073,7 +1073,7 @@ void Vehicle::ShowPage()
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return GetNameFromModel(std::stoi(str));
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});
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#else
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Ui::DrawJSON(m_Spawner::m_VehData, SpawnVehicle, nullptr);
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Ui::DrawList(Spawner::m_VehData, SpawnVehicle, nullptr);
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#endif
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ImGui::EndTabItem();
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}
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@ -1118,9 +1118,9 @@ void Vehicle::ShowPage()
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ImGui::RadioButton(TEXT("Vehicle.Tertiary"), &PaintData::m_nRadioButton, 3);
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ImGui::RadioButton(TEXT("Vehicle.Quaternary"), &PaintData::m_nRadioButton, 4);
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#else
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ImGui::RadioButton(TEXT("Vehicle.Primary"), &m_PaintData::m_nRadioButton, 1);
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ImGui::RadioButton(TEXT("Vehicle.Primary"), &PaintData::m_nRadioButton, 1);
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ImGui::NextColumn();
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ImGui::RadioButton(TEXT("Vehicle.Secondary"), &m_PaintData::m_nRadioButton, 2);
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ImGui::RadioButton(TEXT("Vehicle.Secondary"), &PaintData::m_nRadioButton, 2);
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#endif
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ImGui::Spacing();
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ImGui::Columns(1);
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@ -358,7 +358,7 @@ void Weapon::ShowPage()
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}
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);
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#else
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Ui::DrawJSON(m_WeaponData, GiveWeaponToPlayer, nullptr);
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Ui::DrawList(m_WeaponData, GiveWeaponToPlayer, nullptr);
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#endif
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ImGui::EndTabItem();
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}
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