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https://github.com/Mr-X-GTA/YimMenu.git
synced 2024-12-22 20:17:24 +08:00
Redesigned outfit editor (#3376)
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c8887e1d56
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@ -42,16 +42,16 @@ namespace big::outfit
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{
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if(item->drawable_id > item->drawable_id_max)
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item->drawable_id = item->drawable_id_max;
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if(item->drawable_id < -1)
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item->drawable_id = -1;
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if(item->drawable_id < 0)
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item->drawable_id = 0;
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}
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inline void check_bounds_texture(outfit_t* item)
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{
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if(item->texture_id > item->texture_id_max)
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item->texture_id = item->texture_id_max;
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if(item->texture_id < -1)
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item->texture_id = -1;
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if(item->texture_id < 0)
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item->texture_id = 0;
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}
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// usually each update increases 1//
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@ -105,14 +105,17 @@ namespace big
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for (auto& item : components.items)
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{
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ImGui::SetNextItemWidth(120);
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if (ImGui::InputInt(std::format("{} [0,{}]##1", item.label, item.drawable_id_max).c_str(), &item.drawable_id))
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if (item.drawable_id_max <= 0)
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ImGui::BeginDisabled();
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if (ImGui::DragInt(std::format("{} [0,{}]##1", item.label, item.drawable_id_max).c_str(), &item.drawable_id, 0.25f, 0, item.drawable_id_max))
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{
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outfit::check_bounds_drawable(&item); // The game does this on it's own but seems to crash if we call OOB values to fast.
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//outfit::check_bounds_drawable(&item); // The game does this on its own, but seems to crash if we call OOB values to fast. (-1 is not a valid scenario)
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g_fiber_pool->queue_job([item] {
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PED::SET_PED_COMPONENT_VARIATION(self::ped, item.id, item.drawable_id, 0, PED::GET_PED_PALETTE_VARIATION(self::ped, item.id));
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});
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}
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if (item.drawable_id_max <= 0)
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ImGui::EndDisabled();
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}
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ImGui::EndGroup();
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@ -122,14 +125,17 @@ namespace big
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for (auto& item : components.items)
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{
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ImGui::SetNextItemWidth(120);
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if (ImGui::InputInt(std::format("{} {} [0,{}]##2", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), &item.texture_id))
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if (item.texture_id_max <= 0)
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ImGui::BeginDisabled();
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if (ImGui::DragInt(std::format("{} {} [0,{}]##2", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), &item.texture_id, 0.1f, 0, item.texture_id_max))
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{
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outfit::check_bounds_texture(&item); // The game does this on it's own but seems to crash if we call OOB values to fast.
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//outfit::check_bounds_drawable(&item); // The game does this on its own, but seems to crash if we call OOB values to fast. (-1 is not a valid scenario)
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g_fiber_pool->queue_job([item] {
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PED::SET_PED_COMPONENT_VARIATION(self::ped, item.id, item.drawable_id, item.texture_id, PED::GET_PED_PALETTE_VARIATION(self::ped, item.id));
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});
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}
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if (item.texture_id_max <= 0)
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ImGui::EndDisabled();
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}
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ImGui::EndGroup();
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@ -139,10 +145,11 @@ namespace big
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for (auto& item : props.items)
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{
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ImGui::SetNextItemWidth(120);
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if (ImGui::InputInt(std::format("{} [0,{}]##3", item.label, item.drawable_id_max).c_str(), &item.drawable_id))
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if (item.drawable_id_max <= 0)
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ImGui::BeginDisabled();
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if (ImGui::DragInt(std::format("{} [0,{}]##3", item.label, item.drawable_id_max).c_str(), &item.drawable_id, 0.25f, -1, item.drawable_id_max))
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{
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outfit::check_bounds_drawable(&item); // The game does this on it's own but seems to crash if we call OOB values to fast.
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//outfit::check_bounds_drawable(&item); // The game does this on its own, but seems to crash if we call OOB values to fast. (-1 is only used here as a magic number to signal the removal of the prop.)
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g_fiber_pool->queue_job([item] {
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if (item.drawable_id == -1)
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PED::CLEAR_PED_PROP(self::ped, item.id, 1);
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@ -150,6 +157,8 @@ namespace big
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PED::SET_PED_PROP_INDEX(self::ped, item.id, item.drawable_id, 0, TRUE, 1);
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});
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}
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if (item.drawable_id_max <= 0)
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ImGui::EndDisabled();
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}
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ImGui::EndGroup();
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@ -159,14 +168,17 @@ namespace big
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for (auto& item : props.items)
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{
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ImGui::SetNextItemWidth(120);
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if (ImGui::InputInt(std::format("{} {} [0,{}]##4", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), &item.texture_id))
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if (item.texture_id_max <= 0)
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ImGui::BeginDisabled();
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if (ImGui::DragInt(std::format("{} {} [0,{}]##4", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), &item.texture_id, 0.1f, 0, item.texture_id_max))
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{
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outfit::check_bounds_texture(&item); // The game does this on it's own but seems to crash if we call OOB values to fast.
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//outfit::check_bounds_drawable(&item); // The game does this on its own, but seems to crash if we call OOB values to fast. (-1 is not a valid scenario)
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g_fiber_pool->queue_job([item] {
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PED::SET_PED_PROP_INDEX(self::ped, item.id, item.drawable_id, item.texture_id, TRUE, 1);
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});
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}
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if (item.texture_id_max <= 0)
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ImGui::EndDisabled();
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}
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ImGui::EndGroup();
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@ -88,7 +88,7 @@ namespace big
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for (auto& item : components.items)
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{
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ImGui::SetNextItemWidth(120);
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ImGui::InputInt(std::format("{} [0,{}]##1", item.label, item.drawable_id_max).c_str(), outfit::get_component_drawable_id_address(slot, item.id));
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ImGui::DragInt(std::format("{} [0,{}]##1", item.label, item.drawable_id_max).c_str(), outfit::get_component_drawable_id_address(slot, item.id), 0.1f, 0, item.drawable_id_max);
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}
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ImGui::EndGroup();
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@ -98,7 +98,7 @@ namespace big
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for (auto& item : components.items)
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{
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ImGui::SetNextItemWidth(120);
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ImGui::InputInt(std::format("{} {} [0,{}]##2", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), outfit::get_component_texture_id_address(slot, item.id));
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ImGui::DragInt(std::format("{} {} [0,{}]##2", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), outfit::get_component_texture_id_address(slot, item.id), 0.1f, 0, item.texture_id_max);
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}
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ImGui::EndGroup();
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@ -108,7 +108,7 @@ namespace big
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for (auto& item : props.items)
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{
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ImGui::SetNextItemWidth(120);
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ImGui::InputInt(std::format("{} [0,{}]##3", item.label, item.drawable_id_max).c_str(), outfit::get_prop_drawable_id_address(slot, item.id));
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ImGui::DragInt(std::format("{} [0,{}]##3", item.label, item.drawable_id_max).c_str(), outfit::get_prop_drawable_id_address(slot, item.id), 0.1f, 0, item.drawable_id_max);
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}
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ImGui::EndGroup();
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@ -118,7 +118,7 @@ namespace big
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for (auto& item : props.items)
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{
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ImGui::SetNextItemWidth(120);
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ImGui::InputInt(std::format("{} {} [0,{}]##4", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), outfit::get_prop_texture_id_address(slot, item.id));
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ImGui::DragInt(std::format("{} {} [0,{}]##4", item.label, "OUTFIT_TEX"_T, item.texture_id_max).c_str(), outfit::get_prop_texture_id_address(slot, item.id), 0.1f, 0, item.texture_id_max);
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}
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ImGui::EndGroup();
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}
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