367 lines
9.4 KiB
C++
367 lines
9.4 KiB
C++
#include "pch.h"
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#include "weapon.h"
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#include "ui.h"
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#include "util.h"
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#include "ped.h"
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#include "CWeaponInfo.h"
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Weapon::Weapon()
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{
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Events::processScriptsEvent += []
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{
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CPlayerPed* player = FindPlayerPed();
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#ifdef GTASA
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if (m_bAutoAim)
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{
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if (CPad::NewMouseControllerState.X == 0 && CPad::NewMouseControllerState.Y == 0)
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{
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if (KeyPressed(2))
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{
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CCamera::m_bUseMouse3rdPerson = false;
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}
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}
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else
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{
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CCamera::m_bUseMouse3rdPerson = true;
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}
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}
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#endif
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uchar slot = player->m_nActiveWeaponSlot;
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if (m_nCurrentWeaponSlot != slot)
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{
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eWeaponType weaponType = player->m_aWeapons[slot].m_nType;
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#ifdef GTASA
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CWeaponInfo* pWeaponInfo = CWeaponInfo::GetWeaponInfo(weaponType, player->GetWeaponSkill(weaponType));
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#elif GTAVC
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CWeaponInfo* pWeaponInfo = CWeaponInfo::GetWeaponInfo(weaponType);
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if(m_bInfiniteAmmo)
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{
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Command<Commands::SET_PLAYER_AMMO>(0, weaponType, 999999);
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}
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#endif
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if (m_bHugeDamage)
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{
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pWeaponInfo->m_nDamage = 1000;
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}
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if (m_bLongRange)
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{
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#ifdef GTASA
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pWeaponInfo->m_fTargetRange = 1000.0f;
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pWeaponInfo->m_fWeaponRange = 1000.0f;
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pWeaponInfo->m_fAccuracy = 1.0f;
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pWeaponInfo->m_nFlags.bReload2Start = true;
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#elif GTAVC
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pWeaponInfo->m_fRange = 1000.0f;
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#endif
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}
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#ifdef GTASA
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if (m_bRapidFire && weaponType != BY_GAME(WEAPON_MINIGUN, WEAPONTYPE_MINIGUN)) // mingun doesn't work with rapidfire
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{
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pWeaponInfo->m_nFlags.bContinuosFire = true;
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}
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if (m_bDualWeild && (weaponType == WEAPON_PISTOL || weaponType == WEAPON_MICRO_UZI || weaponType ==
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WEAPON_TEC9 || weaponType == WEAPON_SAWNOFF))
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{
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pWeaponInfo->m_nFlags.bTwinPistol = true;
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}
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if (m_bMoveAim)
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{
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pWeaponInfo->m_nFlags.bMoveAim = true;
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}
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if (m_bMoveFire)
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{
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pWeaponInfo->m_nFlags.bMoveFire = true;
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}
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#endif
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m_nCurrentWeaponSlot = slot;
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}
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};
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}
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#ifdef GTASA
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void Weapon::SetGangWeapon(std::string& weapon_type)
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{
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m_nGangWeaponList[m_nSelectedGang][m_nSelectedWeapon] = std::stoi(weapon_type);
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CGangs::SetGangWeapons(m_nSelectedGang, m_nGangWeaponList[m_nSelectedGang][0], m_nGangWeaponList[m_nSelectedGang][1],
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m_nGangWeaponList[m_nSelectedGang][2]);
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}
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#elif GTAVC
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// Implementation of SA opcode 0x555
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static void ClearPlayerWeapon(eWeaponType weaponType)
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{
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int weaponSlot = CWeaponInfo::GetWeaponInfo(weaponType)->m_WeaponSlot;
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CPlayerPed *pPlayer = FindPlayerPed();
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if ( weaponSlot != -1 )
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{
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CWeapon *pWeapon = &pPlayer->m_aWeapons[weaponSlot];
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if ( pWeapon->m_nType == weaponType )
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{
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if ( pPlayer->m_nActiveWeaponSlot == weaponSlot )
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{
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CWeaponInfo *pWeaponInfo = CWeaponInfo::GetWeaponInfo(WEAPONTYPE_UNARMED);
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pPlayer->SetCurrentWeapon(pWeaponInfo->m_WeaponSlot);
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}
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pWeapon->Shutdown();
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}
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}
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}
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// Implementation of opcode 0x605 (CLEO)
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static eWeaponType GetWeaponTypeFromModel(int model)
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{
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eWeaponType weaponType = WEAPONTYPE_UNARMED;
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for (size_t i = 0; i < 37; i++)
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{
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int temp = CallAndReturn<int,0x4418B0>(i); // int __cdecl CPickups::ModelForWeapon(int a1)
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if (temp == model)
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{
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weaponType = (eWeaponType)i;
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break;
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}
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}
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return weaponType;
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}
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#endif
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#ifdef GTASA
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void Weapon::GiveWeaponToPlayer(std::string& weapon_type)
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{
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CPlayerPed* player = FindPlayerPed();
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int hplayer = CPools::GetPedRef(player);
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if (weapon_type == "-1") // Jetpack
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{
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Command<Commands::TASK_JETPACK>(hplayer);
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}
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else if (weapon_type == "-2") // CellPhone
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{
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CStreaming::RequestModel(330, PRIORITY_REQUEST);
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CStreaming::LoadAllRequestedModels(false);
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player->ClearWeaponTarget();
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player->SetCurrentWeapon(WEAPON_UNARMED);
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player->AddWeaponModel(330);
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Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(330);
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}
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else
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{
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int iweapon_type = std::stoi(weapon_type);
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int model = NULL;
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Command<Commands::GET_WEAPONTYPE_MODEL>(iweapon_type, &model);
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CStreaming::RequestModel(model, PRIORITY_REQUEST);
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if (model == 363) // remote bomb
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{
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CStreaming::RequestModel(364, PRIORITY_REQUEST); // detonator
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}
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CStreaming::LoadAllRequestedModels(false);
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Command<Commands::GIVE_WEAPON_TO_CHAR>(hplayer, iweapon_type, m_nAmmoCount);
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if (model == 363) // remote bomb
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{
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Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(364); // detonator
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}
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Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(model);
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}
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}
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#elif GTAVC
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void Weapon::GiveWeaponToPlayer(std::string& rootkey, std::string& name, std::string& model)
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{
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CPlayerPed* player = FindPlayerPed();
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int hplayer = CPools::GetPedRef(player);
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int iModel = std::stoi(model);
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CStreaming::RequestModel(iModel, PRIORITY_REQUEST);
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CStreaming::LoadAllRequestedModels(false);
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eWeaponType weaponType = GetWeaponTypeFromModel(iModel);
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Command<Commands::GIVE_WEAPON_TO_CHAR>(hplayer, weaponType, m_nAmmoCount);
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Command<Commands::MARK_MODEL_AS_NO_LONGER_NEEDED>(iModel);
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}
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#endif
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void Weapon::Draw()
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{
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CPlayerPed* pPlayer = FindPlayerPed();
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uint hplayer = CPools::GetPedRef(pPlayer);
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ImGui::Spacing();
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if (ImGui::Button("Drop weapon", Ui::GetSize(3)))
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{
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float x, y, z;
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Command<Commands::GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS>(hplayer, 0.0, 3.0, 0.0, &x, &y, &z);
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eWeaponType weaponType = pPlayer->m_aWeapons[pPlayer->m_nActiveWeaponSlot].m_nType;
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if (weaponType)
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{
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int model = 0, pickup = 0;
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#ifdef GTASA
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Command<Commands::GET_WEAPONTYPE_MODEL>(weaponType, &model);
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#elif GTAVC
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model = CallAndReturn<int,0x4418B0>(weaponType); // int __cdecl CPickups::ModelForWeapon(int a1)
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#endif
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Command<Commands::CREATE_PICKUP_WITH_AMMO>(model, 3, 999, x, y, z, &pickup);
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#ifdef GTASA
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Command<Commands::REMOVE_WEAPON_FROM_CHAR>(hplayer, weaponType);
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#elif GTAVC
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ClearPlayerWeapon(weaponType);
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#endif
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Remove all", Ui::GetSize(3)))
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{
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Command<Commands::REMOVE_ALL_CHAR_WEAPONS>(hplayer);
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}
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ImGui::SameLine();
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if (ImGui::Button("Remove current", Ui::GetSize(3)))
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{
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#ifdef GTASA
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Command<Commands::REMOVE_WEAPON_FROM_CHAR>(hplayer, pPlayer->m_aWeapons[pPlayer->m_nActiveWeaponSlot].m_nType);
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#elif GTAVC
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ClearPlayerWeapon(pPlayer->m_aWeapons[pPlayer->m_nActiveWeaponSlot].m_nType);
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#endif
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}
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ImGui::Spacing();
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if (ImGui::BeginTabBar("Ped", ImGuiTabBarFlags_NoTooltip + ImGuiTabBarFlags_FittingPolicyScroll))
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{
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if (ImGui::BeginTabItem("Checkboxes"))
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{
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ImGui::Spacing();
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ImGui::BeginChild("CheckboxesChild");
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ImGui::Spacing();
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ImGui::SameLine();
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ImGui::Text("Info");
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Ui::ShowTooltip("Weapon tweaks apply globally\nto every ped weapon type");
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ImGui::Columns(2, 0, false);
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#ifdef GTASA
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Ui::CheckboxWithHint("Fast aim", &m_bAutoAim, "Enables aim assist on keyboard\n\nQ = left E = right\n\nPress Q and E to switch targets.\nMoving mouse removes the target!");
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if (Ui::CheckboxWithHint("Dual wield", &m_bDualWeild,
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"Dual wield pistol, shawoff, uzi, tec9\n(Other weapons don't work)"))
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{
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if (!m_bDualWeild)
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{
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CWeaponInfo::LoadWeaponData();
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}
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}
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#endif
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if (Ui::CheckboxWithHint("Huge damage", &m_bHugeDamage, "Also enable 'Long range' if weapon range is short"))
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{
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if (!m_bHugeDamage)
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{
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CWeaponInfo::LoadWeaponData();
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}
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}
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if (Ui::CheckboxWithHint("Fast reload", &m_bFastReload))
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{
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Command<Commands::SET_PLAYER_FAST_RELOAD>(hplayer, m_bFastReload);
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}
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#ifdef GTASA
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Ui::CheckboxAddress("Infinite ammo", 0x969178);
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#endif
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ImGui::NextColumn();
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#ifdef GTAVC
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Ui::CheckboxWithHint("Infinite ammo", &m_bInfiniteAmmo);
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#endif
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if (Ui::CheckboxWithHint("Long range", &m_bLongRange))
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{
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if (!m_bLongRange)
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{
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CWeaponInfo::LoadWeaponData();
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}
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}
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#ifdef GTASA
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if (Ui::CheckboxWithHint("Move when aiming", &m_bMoveAim))
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{
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if (!m_bMoveAim)
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{
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CWeaponInfo::LoadWeaponData();
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}
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}
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if (Ui::CheckboxWithHint("Move when firing", &m_bMoveFire))
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{
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if (!m_bMoveFire)
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{
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CWeaponInfo::LoadWeaponData();
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}
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}
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if (Ui::CheckboxWithHint("Rapid fire", &m_bRapidFire))
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{
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if (!m_bRapidFire)
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{
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CWeaponInfo::LoadWeaponData();
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}
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}
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#endif
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ImGui::Columns(1, 0, false);
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ImGui::EndChild();
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Spawn"))
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{
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ImGui::Spacing();
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if (ImGui::InputInt("Ammo", &m_nAmmoCount))
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{
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m_nAmmoCount = (m_nAmmoCount < 0) ? 0 : m_nAmmoCount;
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m_nAmmoCount = (m_nAmmoCount > 99999) ? 99999 : m_nAmmoCount;
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}
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#ifdef GTASA
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Ui::DrawImages(m_WeaponData, GiveWeaponToPlayer, nullptr,
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[](std::string str) { return m_WeaponData.m_pJson->m_Data[str].get<std::string>(); },
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[](std::string str) { return str != "0"; /*Unarmed*/ }
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);
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#elif GTAVC
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Ui::DrawJSON(m_WeaponData, GiveWeaponToPlayer, nullptr);
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#endif
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ImGui::EndTabItem();
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}
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#ifdef GTASA
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if (ImGui::BeginTabItem("Gang weapon editor"))
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{
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ImGui::Spacing();
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Ui::ListBox("Select gang", Ped::m_GangNames, m_nSelectedGang);
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ImGui::Columns(3, 0, false);
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ImGui::RadioButton("Weap 1", &m_nSelectedWeapon, 0);
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ImGui::NextColumn();
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ImGui::RadioButton("Weap 2", &m_nSelectedWeapon, 1);
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ImGui::NextColumn();
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ImGui::RadioButton("Weap 3", &m_nSelectedWeapon, 2);
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ImGui::Columns(1);
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ImGui::Spacing();
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ImGui::Text("Current weapon: %s",
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m_WeaponData.m_pJson->m_Data[std::to_string(m_nGangWeaponList[m_nSelectedGang][m_nSelectedWeapon])].get<
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std::string>().c_str());
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ImGui::Spacing();
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Ui::DrawImages(m_WeaponData, SetGangWeapon, nullptr,
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[](std::string str) { return m_WeaponData.m_pJson->m_Data[str].get<std::string>(); },
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[](std::string str) { return str != "-1"; /*Jetpack*/ }
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);
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ImGui::EndTabItem();
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}
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#endif
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ImGui::EndTabBar();
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}
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}
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