Added sanity checks to vehicle_allow_all_weapons() to prevent an EXCEPTION_ACCESS_VIOLATION on m_vehicle when first entering it. (#2612)

Made the weapons lists in Self->Weapons->Ammunation and Weapon Hotkey sorted by name instead of a completely random order.
This commit is contained in:
gir489 2023-12-20 08:16:03 -05:00 committed by GitHub
parent 5e58512a1e
commit 8179dfe2e9
2 changed files with 23 additions and 11 deletions

View File

@ -12,7 +12,7 @@ namespace big
{
void looped::vehicle_allow_all_weapons()
{
if (self::veh == 0 || g_local_player == nullptr)
if (g_local_player == nullptr || g_local_player->m_vehicle == nullptr)
return;
auto seat_info = g_pointers->m_gta.m_get_ped_seat(g_local_player->m_seat_info, g_local_player);
@ -50,11 +50,13 @@ namespace big
}
}
CVehicleModelInfo* vehicle_model_info = static_cast<CVehicleModelInfo*>(g_local_player->m_vehicle->m_model_info);
vehicle_model_info->set_vehicle_model_flag(CVehicleModelInfoFlags::DRIVER_NO_DRIVE_BY, false);
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
if (auto vehicle_model_info = static_cast<CVehicleModelInfo*>(g_local_player->m_vehicle->m_model_info))
{
PAD::DISABLE_CONTROL_ACTION(0, (int)ControllerInputs::INPUT_VEH_FLY_MOUSE_CONTROL_OVERRIDE, 1);
vehicle_model_info->set_vehicle_model_flag(CVehicleModelInfoFlags::DRIVER_NO_DRIVE_BY, false);
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
{
PAD::DISABLE_CONTROL_ACTION(0, (int)ControllerInputs::INPUT_VEH_FLY_MOUSE_CONTROL_OVERRIDE, 1);
}
}
}
}

View File

@ -206,7 +206,12 @@ namespace big
ImGui::PushItemWidth(300);
if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), selected_weapon.c_str()))
{
for (auto& weapon : g_gta_data_service->weapons())
std::map<std::string, weapon_item> sorted_map;
for (const auto& [_, weapon] : g_gta_data_service->weapons())
{
sorted_map.emplace(weapon.m_display_name, weapon);
}
for (const auto& weapon : sorted_map)
{
bool is_selected = weapon.second.m_hash == selected_weapon_hash;
if (weapon.second.m_display_name != "NULL" && ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
@ -358,16 +363,21 @@ namespace big
ImGui::PushItemWidth(300);
if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), weapon.m_display_name.c_str()))
{
for (auto& weapon : g_gta_data_service->weapons())
std::map<std::string, weapon_item> sorted_map;
for (const auto& [_, weapon_iter] : g_gta_data_service->weapons())
{
if (weapon.second.m_display_name == "NULL")
sorted_map.emplace(weapon_iter.m_display_name, weapon_iter);
}
for (const auto& [_, weapon_iter] : g_gta_data_service->weapons())
{
if (weapon_iter.m_display_name == "NULL")
{
continue;
}
bool is_selected = weapon.second.m_hash == weapon_hash;
if (ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
bool is_selected = weapon_iter.m_hash == weapon_hash;
if (ImGui::Selectable(weapon_iter.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
{
weapon_hash = weapon.second.m_hash;
weapon_hash = weapon_iter.m_hash;
}
if (is_selected)
{