CheatMenuSA/CheatMenu/Weapon.cpp
2021-06-18 22:49:11 +06:00

235 lines
6.9 KiB
C++

#include "pch.h"
#include "Weapon.h"
#include "Ui.h"
#include "Util.h"
#include "Ped.h"
Weapon::Weapon()
{
Events::processScriptsEvent += []
{
if (!m_bImagesLoaded)
{
Util::LoadTexturesInDirRecursive(
PLUGIN_PATH((char*)"CheatMenu\\weapons\\"), ".jpg", Weapon::m_WeaponData.m_Categories,
Weapon::m_WeaponData.m_ImagesList);
m_bImagesLoaded = true;
}
CPlayerPed* player = FindPlayerPed();
if (m_bAutoAim)
{
if (CPad::NewMouseControllerState.X == 0 && CPad::NewMouseControllerState.Y == 0)
{
if (KeyPressed(2))
CCamera::m_bUseMouse3rdPerson = false;
}
else
CCamera::m_bUseMouse3rdPerson = true;
}
uchar slot = player->m_nActiveWeaponSlot;
if (m_nCurrentWeaponSlot != slot)
{
auto weapon_type = player->m_aWeapons[slot].m_nType;
CWeaponInfo* pweapon_info = CWeaponInfo::GetWeaponInfo(weapon_type, player->GetWeaponSkill(weapon_type));
if (m_bHugeDamage)
pweapon_info->m_nDamage = 1000;
if (m_bLongRange)
{
pweapon_info->m_fTargetRange = 1000.0f;
pweapon_info->m_fWeaponRange = 1000.0f;
pweapon_info->m_fAccuracy = 1.0f;
pweapon_info->m_nFlags.bReload2Start = true;
}
if (m_bRapidFire && weapon_type != WEAPON_MINIGUN) // mingun doesn't work with rapidfire
pweapon_info->m_nFlags.bContinuosFire = true;
if (m_bDualWeild && (weapon_type == WEAPON_PISTOL || weapon_type == WEAPON_MICRO_UZI || weapon_type ==
WEAPON_TEC9 || weapon_type == WEAPON_SAWNOFF))
pweapon_info->m_nFlags.bTwinPistol = true;
if (m_bMoveAim)
pweapon_info->m_nFlags.bMoveAim = true;
if (m_bMoveFire)
pweapon_info->m_nFlags.bMoveFire = true;
m_nCurrentWeaponSlot = slot;
}
};
}
Weapon::~Weapon()
{
Util::ReleaseTextures(Weapon::m_WeaponData.m_ImagesList);
}
void Weapon::SetGangWeapon(std::string& weapon_type)
{
m_nGangWeaponList[m_nSelectedGang][m_nSelectedWeapon] = std::stoi(weapon_type);
CGangs::SetGangWeapons(m_nSelectedGang, m_nGangWeaponList[m_nSelectedGang][0], m_nGangWeaponList[m_nSelectedGang][1],
m_nGangWeaponList[m_nSelectedGang][2]);
}
void Weapon::GiveWeaponToPlayer(std::string& weapon_type)
{
CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
if (weapon_type == "-1") // Jetpack
Command<Commands::TASK_JETPACK>(hplayer);
else
{
int iweapon_type = std::stoi(weapon_type);
int model = NULL;
Command<Commands::GET_WEAPONTYPE_MODEL>(iweapon_type, &model);
CStreaming::RequestModel(model, PRIORITY_REQUEST);
if (model == 363) // remote bomb
CStreaming::RequestModel(364, PRIORITY_REQUEST); // detonator
CStreaming::LoadAllRequestedModels(false);
Command<Commands::GIVE_WEAPON_TO_CHAR>(hplayer, iweapon_type, m_nAmmoCount);
if (model == 363) // remote bomb
Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(364); // detonator
Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(model);
}
}
void Weapon::Draw()
{
CPlayerPed* player = FindPlayerPed();
uint hplayer = CPools::GetPedRef(player);
ImGui::Spacing();
if (ImGui::Button("Drop weapon", Ui::GetSize(3)))
{
float x, y, z;
Command<Commands::GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS>(hplayer, 0.0, 3.0, 0.0, &x, &y, &z);
auto type = player->m_aWeapons[player->m_nActiveWeaponSlot].m_nType;
if (type)
{
int model = 0, pickup = 0;
Command<Commands::GET_WEAPONTYPE_MODEL>(type, &model);
Command<Commands::CREATE_PICKUP_WITH_AMMO>(model, 3, 999, x, y, z, &pickup);
Command<Commands::REMOVE_WEAPON_FROM_CHAR>(hplayer, type);
}
}
ImGui::SameLine();
if (ImGui::Button("Remove all", Ui::GetSize(3)))
Command<Commands::REMOVE_ALL_CHAR_WEAPONS>(hplayer);
ImGui::SameLine();
if (ImGui::Button("Remove current", Ui::GetSize(3)))
Command<Commands::REMOVE_WEAPON_FROM_CHAR>(hplayer, player->m_aWeapons[player->m_nActiveWeaponSlot].m_nType);
ImGui::Spacing();
if (ImGui::BeginTabBar("Ped", ImGuiTabBarFlags_NoTooltip + ImGuiTabBarFlags_FittingPolicyScroll))
{
if (ImGui::BeginTabItem("Checkboxes"))
{
ImGui::Spacing();
ImGui::BeginChild("CheckboxesChild");
ImGui::Columns(2, 0, false);
Ui::CheckboxWithHint("Auto aim", &m_bAutoAim, "Enables aim assist on keyboard\n\nQ = left E = right");
if (Ui::CheckboxWithHint("Dual weild", &m_bDualWeild,
"Dual weild pistol, shawoff, uzi, tec9\n(Other weapons don't work)"))
{
if (!m_bDualWeild)
CWeaponInfo::LoadWeaponData();
}
if (Ui::CheckboxWithHint("Huge damage", &m_bHugeDamage))
{
if (!m_bHugeDamage)
CWeaponInfo::LoadWeaponData();
}
if (Ui::CheckboxWithHint("Fast reload", &m_bFastReload))
Command<Commands::SET_PLAYER_FAST_RELOAD>(hplayer, m_bFastReload);
Ui::CheckboxAddress("Infinite ammo", 0x969178);
ImGui::NextColumn();
if (Ui::CheckboxWithHint("Long range", &m_bLongRange))
{
if (!m_bLongRange)
CWeaponInfo::LoadWeaponData();
}
if (Ui::CheckboxWithHint("Move when aiming", &m_bMoveAim))
{
if (!m_bMoveAim)
CWeaponInfo::LoadWeaponData();
}
if (Ui::CheckboxWithHint("Move when firing", &m_bMoveFire))
{
if (!m_bMoveFire)
CWeaponInfo::LoadWeaponData();
}
if (Ui::CheckboxWithHint("Rapid fire", &m_bRapidFire))
{
if (!m_bRapidFire)
CWeaponInfo::LoadWeaponData();
}
ImGui::Columns(1, 0, false);
ImGui::EndChild();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Gang weapon editor"))
{
ImGui::Spacing();
Ui::ListBox("Select gang", Ped::m_GangNames, m_nSelectedGang);
ImGui::Columns(3, 0, false);
ImGui::RadioButton("Weap 1", &m_nSelectedWeapon, 0);
ImGui::NextColumn();
ImGui::RadioButton("Weap 2", &m_nSelectedWeapon, 1);
ImGui::NextColumn();
ImGui::RadioButton("Weap 3", &m_nSelectedWeapon, 2);
ImGui::Columns(1);
ImGui::Spacing();
ImGui::Text("Current weapon: %s",
m_WeaponData.m_Json.m_Data[std::to_string(m_nGangWeaponList[m_nSelectedGang][m_nSelectedWeapon])].get<
std::string>().c_str());
ImGui::Spacing();
Ui::DrawImages(m_WeaponData.m_ImagesList, ImVec2(65, 65), m_WeaponData.m_Categories, m_WeaponData.m_Selected,
m_WeaponData.m_Filter, SetGangWeapon, nullptr,
[](std::string str) { return m_WeaponData.m_Json.m_Data[str].get<std::string>(); },
[](std::string str) { return str != "-1"; /*Jetpack*/ }
);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Spawn"))
{
ImGui::Spacing();
if (ImGui::InputInt("Ammo", &m_nAmmoCount))
{
m_nAmmoCount = (m_nAmmoCount < 0) ? 0 : m_nAmmoCount;
m_nAmmoCount = (m_nAmmoCount > 99999) ? 99999 : m_nAmmoCount;
}
Ui::DrawImages(m_WeaponData.m_ImagesList, ImVec2(65, 65), m_WeaponData.m_Categories, m_WeaponData.m_Selected,
m_WeaponData.m_Filter, GiveWeaponToPlayer, nullptr,
[](std::string str) { return m_WeaponData.m_Json.m_Data[str].get<std::string>(); },
[](std::string str) { return str != "0"; /*Unarmed*/ }
);
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}