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feat: Added Infinite Vehicle Ammo (#3003)
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src/backend/looped/vehicle/infinite_veh_ammo.cpp
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40
src/backend/looped/vehicle/infinite_veh_ammo.cpp
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@ -0,0 +1,40 @@
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#include "backend/looped_command.hpp"
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#include "natives.hpp"
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namespace big
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{
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class infinite_veh_ammo : looped_command
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{
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using looped_command::looped_command;
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virtual void on_tick() override
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{
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if (self::veh && VEHICLE::DOES_VEHICLE_HAVE_WEAPONS(self::veh))
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{
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for (int i = 0; i < 3; i++)
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{
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VEHICLE::SET_VEHICLE_WEAPON_RESTRICTED_AMMO(self::veh, i, -1);
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}
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VEHICLE::SET_VEHICLE_BOMB_AMMO(self::veh, -1);
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VEHICLE::SET_VEHICLE_COUNTERMEASURE_AMMO(self::veh, -1);
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}
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}
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virtual void on_disable() override
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{
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if (self::veh && VEHICLE::DOES_VEHICLE_HAVE_WEAPONS(self::veh))
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{
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for (int i = 0; i < 3; i++)
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{
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VEHICLE::SET_VEHICLE_WEAPON_RESTRICTED_AMMO(self::veh, i, 20);
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}
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VEHICLE::SET_VEHICLE_BOMB_AMMO(self::veh, 20);
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VEHICLE::SET_VEHICLE_COUNTERMEASURE_AMMO(self::veh, 20);
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}
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}
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};
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infinite_veh_ammo g_infinite_veh_ammo("infinitevehammo", "VEHICLE_INFINITE_AMMO", "VEHICLE_INFINITE_AMMO_DESC", g.vehicle.infinite_veh_ammo);
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}
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@ -753,6 +753,7 @@ namespace big
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bool drive_on_water = false;
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bool horn_boost = false;
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bool instant_brake = false;
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bool infinite_veh_ammo = false;
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bool block_homing = true;
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bool ls_customs = false; // don't save this to disk
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bool seatbelt = false;
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@ -807,7 +808,7 @@ namespace big
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NLOHMANN_DEFINE_TYPE_INTRUSIVE(vehicle_ammo_special, enabled, type, explosion_tag, speed, time_between_shots, alternate_wait_time, weapon_range, rocket_time_between_shots, rocket_alternate_wait_time, rocket_lock_on_range, rocket_range, rocket_reload_time, rocket_explosion_tag, rocket_lifetime, rocket_launch_speed, rocket_time_before_homing, rocket_improve_tracking)
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} vehicle_ammo_special{};
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NLOHMANN_DEFINE_TYPE_INTRUSIVE(vehicle, speedo_meter, fly, rainbow_paint, speed_unit, god_mode, proof_bullet, proof_fire, proof_collision, proof_melee, proof_explosion, proof_steam, proof_water, proof_mask, auto_drive_destination, auto_drive_style, auto_drive_speed, auto_turn_signals, boost_behavior, drive_on_water, horn_boost, instant_brake, block_homing, seatbelt, turn_signals, vehicle_jump, keep_vehicle_repaired, no_water_collision, disable_engine_auto_start, change_engine_state_immediately, keep_engine_running, keep_vehicle_clean, vehinvisibility, localveh_visibility, keep_on_ground, no_collision, unlimited_weapons, siren_mute, all_vehs_in_heists, abilities, vehicle_ammo_special)
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NLOHMANN_DEFINE_TYPE_INTRUSIVE(vehicle, speedo_meter, fly, rainbow_paint, speed_unit, god_mode, proof_bullet, proof_fire, proof_collision, proof_melee, proof_explosion, proof_steam, proof_water, proof_mask, auto_drive_destination, auto_drive_style, auto_drive_speed, auto_turn_signals, boost_behavior, drive_on_water, horn_boost, instant_brake, infinite_veh_ammo, block_homing, seatbelt, turn_signals, vehicle_jump, keep_vehicle_repaired, no_water_collision, disable_engine_auto_start, change_engine_state_immediately, keep_engine_running, keep_vehicle_clean, vehinvisibility, localveh_visibility, keep_on_ground, no_collision, unlimited_weapons, siren_mute, all_vehs_in_heists, abilities, vehicle_ammo_special)
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} vehicle{};
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struct weapons
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@ -68,6 +68,7 @@ namespace big
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ImGui::BeginGroup();
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components::command_checkbox<"vehgodmode">("GOD_MODE"_T.data());
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components::command_checkbox<"infinitevehammo">();
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components::command_checkbox<"hornboost">();
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components::command_checkbox<"vehjump">();
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components::command_checkbox<"invisveh">();
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