feat(GravityGun): Added velocity based gravity gun

This commit is contained in:
Yimura 2021-01-13 15:36:13 +01:00
parent 7f290a70f5
commit ff6a72405b
4 changed files with 278 additions and 0 deletions

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@ -120,4 +120,67 @@ namespace big::features::functions
g_settings.save();
}
bool take_control_of_entity(Entity ent)
{
for (uint8_t i = 0; !NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent) && i < 3; i++)
{
NETWORK::NETWORK_REQUEST_CONTROL_OF_ENTITY(ent);
script::get_current()->yield();
}
if (!NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent)) return false;
int netHandle = NETWORK::NETWORK_GET_NETWORK_ID_FROM_ENTITY(ent);
NETWORK::SET_NETWORK_ID_CAN_MIGRATE(netHandle, true);
return true;
}
BOOL raycast_entity(Entity* ent)
{
BOOL hit;
Vector3 endCoords;
Vector3 surfaceNormal;
Vector3 camCoords = CAM::GET_GAMEPLAY_CAM_COORD();
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
Vector3 dir = rotation_to_direction(rot);
Vector3 farCoords;
farCoords.x = camCoords.x + dir.x * 1000;
farCoords.y = camCoords.y + dir.y * 1000;
farCoords.z = camCoords.z + dir.z * 1000;
int ray = SHAPETEST::_START_SHAPE_TEST_RAY(camCoords.x, camCoords.y, camCoords.z, farCoords.x, farCoords.y, farCoords.z, -1, 0, 7);
SHAPETEST::GET_SHAPE_TEST_RESULT(ray, &hit, &endCoords, &surfaceNormal, ent);
return hit;
}
float deg_to_rad(float deg)
{
double radian = (3.14159265359 / 180) * deg;
return (float)radian;
}
Vector3 rotation_to_direction(Vector3 rotation)
{
float x = deg_to_rad(rotation.x);
float z = deg_to_rad(rotation.z);
float num = abs(cos(x));
return Vector3
{
-sin(z) * num,
cos(z) * num,
sin(x)
};
}
double distance_between_vectors(Vector3 a, Vector3 b)
{
return sqrt(pow((a.x - b.x), 2) + pow((a.y - b.y), 2) + pow((a.z - b.z), 2));
}
}

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@ -12,4 +12,11 @@ namespace big::features::functions
void set_player_level(int level);
void spoof_rank(int rank);
void toggle_protections(bool toggle);
bool take_control_of_entity(Entity ent);
BOOL raycast_entity(Entity* ent);
float deg_to_rad(float deg);
Vector3 rotation_to_direction(Vector3 rotation);
double distance_between_vectors(Vector3 a, Vector3 b);
}

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@ -0,0 +1,172 @@
#include "features.hpp"
namespace big
{
static Entity entity = -1;
static Vector3 location;
static Vector3 other;
static double dist;
static const float multiplier = 3;
static const int scroll = 2;
static const int controls[] = { 14, 15, 24 };
void features::gravity_gun()
{
bool bGravityGun = g_settings.options["gravity_gun"];
if (bGravityGun)
{
// ZOOMED IN
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
{
for (int control : controls)
PAD::DISABLE_CONTROL_ACTION(0, control, true);
location = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), true);
// Attack RELEASED
if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, 24))
{
if (functions::raycast_entity(&entity))
{
other = ENTITY::GET_ENTITY_COORDS(entity, true);
dist = functions::distance_between_vectors(location, other);
if (dist > 50)
{
entity = -1;
notify::above_map("Entity is too far.");
}
else
{
functions::take_control_of_entity(entity);
features::notify::above_map("Selected entity at crosshair.");
}
}
else
{
entity = -1;
features::notify::above_map("No entity found.");
}
}
if (ENTITY::DOES_ENTITY_EXIST(entity))
{
// Scroll Away
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 14))
dist -= 5;
if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 15))
dist += 5;
functions::take_control_of_entity(entity);
ENTITY::SET_ENTITY_COLLISION(entity, false, false);
other = ENTITY::GET_ENTITY_COORDS(entity, true);
Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
float pitch = functions::deg_to_rad(rot.x - 0); // vertical
// float roll = rot.y;
float yaw = functions::deg_to_rad(rot.z + 90); // horizontal
Vector3 zRot;
zRot.x = location.x + (dist * cos(pitch) * cos(yaw));
zRot.y = location.y + (dist * sin(yaw) * cos(pitch));
zRot.z = location.z + (dist * sin(pitch));
ENTITY::SET_ENTITY_VELOCITY(entity, (zRot.x - other.x) * multiplier, (zRot.y - other.y) * multiplier, (zRot.z - other.z) * multiplier);
}
}
else if (entity != -1)
{
ENTITY::SET_ENTITY_COLLISION(entity, true, true);
entity = -1;
features::notify::above_map("Released entity.");
}
}
}
float deg_to_rad(float deg)
{
double radian = (3.14159265359 / 180) * deg;
return (float)radian;
}
Vector3 rotation_to_direction(Vector3 rotation)
{
float x = deg_to_rad(rotation.x);
float z = deg_to_rad(rotation.z);
float num = abs(cos(x));
return Vector3
{
-sin(z) * num,
cos(z) * num,
sin(x)
};
}
Vector3 screen_to_world(Vector3 position, Vector3 rotation, float mouseX, float mouseY, Vector3 &out)
{
Vector3 direction = rotation_to_direction(rotation);
Vector3 rotUp = rotation;
Vector3 rotDown = rotation;
Vector3 rotLeft = rotation;
Vector3 rotRight = rotation;
rotUp.x += 1;
rotDown.x -= 1;
rotLeft.z -= 1;
rotRight.z += 1;
Vector3 camRight = rotation_to_direction(rotRight) - rotation_to_direction(rotLeft);
Vector3 camUp = rotation_to_direction(rotUp) - rotation_to_direction(rotDown);
float rollRad = -deg_to_rad(rotation.y);
Vector3 camRightRoll = camRight * cos(rollRad) - camUp * sin(rollRad);
Vector3 camUpRoll = camRight * sin(rollRad) + camUp * cos(rollRad);
Vector3 point3d = position + direction * 1.f + camRightRoll + camUpRoll;
float x, y;
if (!GRAPHICS::GET_SCREEN_COORD_FROM_WORLD_COORD(point3d.x, point3d.y, point3d.z, &x, &y))
{
out = direction;
return position + direction * 1.f;
}
Vector3 point3d_zero = position + direction * 1.f;
float x_zero, y_zero;
if (!GRAPHICS::GET_SCREEN_COORD_FROM_WORLD_COORD(point3d_zero.x, point3d_zero.y, point3d_zero.z, &x_zero, &y_zero))
{
out = direction;
return position + direction * 1.f;
}
const double eps = .001;
if (abs(x - x_zero) < eps || abs(y - y_zero) < eps)
{
out = direction;
return position + direction * 1.f;
}
float scaleX = (mouseX - x_zero) / (x - x_zero);
float scaleY = (mouseY - y_zero) / (y - y_zero);
Vector3 point3d_ret = position + direction * 1.f + camRightRoll * scaleX + camUpRoll * scaleY;
out = direction + camRightRoll * scaleX + camUpRoll * scaleY;
return point3d_ret;
}
}

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@ -32,6 +32,42 @@ namespace rage
scrVector(float x, float y, float z) :
x(x), y(y), z(z)
{}
scrVector operator+(const scrVector& other)
{
scrVector vec;
vec.x = this->x + other.x;
vec.y = this->y + other.y;
vec.z = this->z + other.z;
return vec;
}
scrVector operator-(const scrVector& other)
{
scrVector vec;
vec.x = this->x - other.x;
vec.y = this->y - other.y;
vec.z = this->z - other.z;
return vec;
}
scrVector operator*(const scrVector& other)
{
scrVector vec;
vec.x = this->x * other.x;
vec.y = this->y * other.y;
vec.z = this->z * other.z;
return vec;
}
scrVector operator*(const float& other)
{
scrVector vec;
vec.x = this->x * other;
vec.y = this->y * other;
vec.z = this->z * other;
return vec;
}
public:
float x{};
private: