Feat vehicle gun improv (#291)

This commit is contained in:
Quentin E. / iDeath 2022-06-27 15:59:25 +02:00 committed by GitHub
parent e2696ef4d5
commit ba19c7b2b3
2 changed files with 48 additions and 32 deletions

View File

@ -2,47 +2,61 @@
#include "core/enums.hpp"
#include "util/math.hpp"
#include "util/vehicle.hpp"
#include "gui.hpp"
namespace big
{
static auto last_time = std::chrono::steady_clock::now();
void looped::weapons_vehicle_gun()
{
bool bVehicleGun = g->weapons.custom_weapon == CustomWeapon::VEHICLE_GUN;
const bool is_vehicle_gun_selected = g->weapons.custom_weapon == CustomWeapon::VEHICLE_GUN;
if (bVehicleGun)
const auto time_now = std::chrono::steady_clock::now();
const auto elapsed_time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(time_now - last_time).count();
if (is_vehicle_gun_selected &&
!g_gui.m_opened &&
elapsed_time_in_ms >= 100 &&
PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK))
{
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
Vector3 location = self::pos;
constexpr int rotation_order = 2;
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(rotation_order);
float pitch = math::deg_to_rad(rot.x); // vertical
//float roll = rot.y;
float yaw = math::deg_to_rad(rot.z + 90); // horizontal
float dist = 10.f;
location.x += dist * cos(pitch) * cos(yaw);
location.y += dist * sin(yaw) * cos(pitch);
location.z += dist * sin(pitch);
Vehicle veh = vehicle::spawn(
(const char*)g->weapons.vehicle_gun_model,
location,
ENTITY::GET_ENTITY_HEADING(self::ped)
);
dist = 150.f;
Vector3 velocity
{
if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, (int)ControllerInputs::INPUT_ATTACK))
{
Vector3 location = self::pos;
dist * cos(pitch) * cos(yaw),
dist * sin(yaw) * cos(pitch),
dist * sin(pitch)
};
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
float pitch = math::deg_to_rad(rot.x); // vertical
//float roll = rot.y;
float yaw = math::deg_to_rad(rot.z + 90); // horizontal
ENTITY::SET_ENTITY_ROTATION(veh, rot.x, rot.y, rot.z, rotation_order, 1);
ENTITY::SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z);
float dist = 10.f;
location.x += dist * cos(pitch) * cos(yaw);
location.y += dist * sin(yaw) * cos(pitch);
location.z += dist * sin(pitch);
Vehicle veh = vehicle::spawn(
(const char*)g->weapons.vehicle_gun_model,
location,
ENTITY::GET_ENTITY_HEADING(self::ped)
);
// flagging the veh as no longer needed so that the game can remove it
// when reaching the maximum vehicle limit,
// allowing the vehicle gun to keep working
ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(&veh);
Vector3 velocity;
dist = 150.f;
velocity.x = dist * cos(pitch) * cos(yaw);
velocity.y = dist * sin(yaw) * cos(pitch);
velocity.z = dist * sin(pitch);
ENTITY::SET_ENTITY_ROTATION(veh, rot.x, rot.y, rot.z, 2, 1);
ENTITY::SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z);
}
}
last_time = time_now;
}
}
}

View File

@ -89,10 +89,12 @@ namespace big
switch (selected)
{
case CustomWeapon::VEHICLE_GUN:
ImGui::Text("Shooting Model:");
ImGui::InputText("##vehicle_gun_model", g->weapons.vehicle_gun_model, 12);
components::input_text_with_hint(
"Shooting Model",
"Name of the vehicle model",
g->weapons.vehicle_gun_model, sizeof(g->weapons.vehicle_gun_model));
break;
}
}
}
}