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https://github.com/Mr-X-GTA/YimMenu.git
synced 2025-01-03 16:13:36 +08:00
feat(GravityGun): Added velocity based gravity gun
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@ -120,4 +120,67 @@ namespace big::features::functions
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g_settings.save();
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}
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bool take_control_of_entity(Entity ent)
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{
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for (uint8_t i = 0; !NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent) && i < 3; i++)
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{
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NETWORK::NETWORK_REQUEST_CONTROL_OF_ENTITY(ent);
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script::get_current()->yield();
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}
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if (!NETWORK::NETWORK_HAS_CONTROL_OF_ENTITY(ent)) return false;
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int netHandle = NETWORK::NETWORK_GET_NETWORK_ID_FROM_ENTITY(ent);
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NETWORK::SET_NETWORK_ID_CAN_MIGRATE(netHandle, true);
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return true;
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}
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BOOL raycast_entity(Entity* ent)
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{
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BOOL hit;
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Vector3 endCoords;
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Vector3 surfaceNormal;
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Vector3 camCoords = CAM::GET_GAMEPLAY_CAM_COORD();
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Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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Vector3 dir = rotation_to_direction(rot);
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Vector3 farCoords;
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farCoords.x = camCoords.x + dir.x * 1000;
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farCoords.y = camCoords.y + dir.y * 1000;
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farCoords.z = camCoords.z + dir.z * 1000;
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int ray = SHAPETEST::_START_SHAPE_TEST_RAY(camCoords.x, camCoords.y, camCoords.z, farCoords.x, farCoords.y, farCoords.z, -1, 0, 7);
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SHAPETEST::GET_SHAPE_TEST_RESULT(ray, &hit, &endCoords, &surfaceNormal, ent);
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return hit;
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}
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float deg_to_rad(float deg)
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{
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double radian = (3.14159265359 / 180) * deg;
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return (float)radian;
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}
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Vector3 rotation_to_direction(Vector3 rotation)
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{
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float x = deg_to_rad(rotation.x);
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float z = deg_to_rad(rotation.z);
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float num = abs(cos(x));
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return Vector3
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{
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-sin(z) * num,
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cos(z) * num,
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sin(x)
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};
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}
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double distance_between_vectors(Vector3 a, Vector3 b)
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{
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return sqrt(pow((a.x - b.x), 2) + pow((a.y - b.y), 2) + pow((a.z - b.z), 2));
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}
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}
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@ -12,4 +12,11 @@ namespace big::features::functions
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void set_player_level(int level);
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void spoof_rank(int rank);
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void toggle_protections(bool toggle);
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bool take_control_of_entity(Entity ent);
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BOOL raycast_entity(Entity* ent);
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float deg_to_rad(float deg);
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Vector3 rotation_to_direction(Vector3 rotation);
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double distance_between_vectors(Vector3 a, Vector3 b);
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}
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172
BigBaseV2/src/features/looped/gravity_gun.cpp
Normal file
172
BigBaseV2/src/features/looped/gravity_gun.cpp
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@ -0,0 +1,172 @@
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#include "features.hpp"
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namespace big
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{
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static Entity entity = -1;
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static Vector3 location;
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static Vector3 other;
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static double dist;
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static const float multiplier = 3;
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static const int scroll = 2;
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static const int controls[] = { 14, 15, 24 };
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void features::gravity_gun()
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{
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bool bGravityGun = g_settings.options["gravity_gun"];
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if (bGravityGun)
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{
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// ZOOMED IN
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 25))
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{
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for (int control : controls)
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PAD::DISABLE_CONTROL_ACTION(0, control, true);
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location = ENTITY::GET_ENTITY_COORDS(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), true);
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// Attack RELEASED
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if (PAD::IS_DISABLED_CONTROL_JUST_RELEASED(0, 24))
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{
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if (functions::raycast_entity(&entity))
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{
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other = ENTITY::GET_ENTITY_COORDS(entity, true);
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dist = functions::distance_between_vectors(location, other);
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if (dist > 50)
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{
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entity = -1;
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notify::above_map("Entity is too far.");
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}
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else
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{
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functions::take_control_of_entity(entity);
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features::notify::above_map("Selected entity at crosshair.");
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}
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}
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else
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{
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entity = -1;
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features::notify::above_map("No entity found.");
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}
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}
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if (ENTITY::DOES_ENTITY_EXIST(entity))
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{
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// Scroll Away
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 14))
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dist -= 5;
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, 15))
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dist += 5;
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functions::take_control_of_entity(entity);
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ENTITY::SET_ENTITY_COLLISION(entity, false, false);
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other = ENTITY::GET_ENTITY_COORDS(entity, true);
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Vector3 rot = CAM::GET_GAMEPLAY_CAM_ROT(2);
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float pitch = functions::deg_to_rad(rot.x - 0); // vertical
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// float roll = rot.y;
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float yaw = functions::deg_to_rad(rot.z + 90); // horizontal
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Vector3 zRot;
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zRot.x = location.x + (dist * cos(pitch) * cos(yaw));
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zRot.y = location.y + (dist * sin(yaw) * cos(pitch));
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zRot.z = location.z + (dist * sin(pitch));
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ENTITY::SET_ENTITY_VELOCITY(entity, (zRot.x - other.x) * multiplier, (zRot.y - other.y) * multiplier, (zRot.z - other.z) * multiplier);
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}
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}
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else if (entity != -1)
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{
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ENTITY::SET_ENTITY_COLLISION(entity, true, true);
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entity = -1;
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features::notify::above_map("Released entity.");
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}
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}
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}
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float deg_to_rad(float deg)
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{
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double radian = (3.14159265359 / 180) * deg;
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return (float)radian;
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}
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Vector3 rotation_to_direction(Vector3 rotation)
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{
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float x = deg_to_rad(rotation.x);
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float z = deg_to_rad(rotation.z);
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float num = abs(cos(x));
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return Vector3
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{
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-sin(z) * num,
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cos(z) * num,
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sin(x)
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};
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}
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Vector3 screen_to_world(Vector3 position, Vector3 rotation, float mouseX, float mouseY, Vector3 &out)
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{
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Vector3 direction = rotation_to_direction(rotation);
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Vector3 rotUp = rotation;
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Vector3 rotDown = rotation;
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Vector3 rotLeft = rotation;
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Vector3 rotRight = rotation;
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rotUp.x += 1;
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rotDown.x -= 1;
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rotLeft.z -= 1;
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rotRight.z += 1;
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Vector3 camRight = rotation_to_direction(rotRight) - rotation_to_direction(rotLeft);
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Vector3 camUp = rotation_to_direction(rotUp) - rotation_to_direction(rotDown);
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float rollRad = -deg_to_rad(rotation.y);
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Vector3 camRightRoll = camRight * cos(rollRad) - camUp * sin(rollRad);
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Vector3 camUpRoll = camRight * sin(rollRad) + camUp * cos(rollRad);
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Vector3 point3d = position + direction * 1.f + camRightRoll + camUpRoll;
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float x, y;
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if (!GRAPHICS::GET_SCREEN_COORD_FROM_WORLD_COORD(point3d.x, point3d.y, point3d.z, &x, &y))
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{
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out = direction;
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return position + direction * 1.f;
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}
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Vector3 point3d_zero = position + direction * 1.f;
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float x_zero, y_zero;
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if (!GRAPHICS::GET_SCREEN_COORD_FROM_WORLD_COORD(point3d_zero.x, point3d_zero.y, point3d_zero.z, &x_zero, &y_zero))
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{
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out = direction;
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return position + direction * 1.f;
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}
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const double eps = .001;
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if (abs(x - x_zero) < eps || abs(y - y_zero) < eps)
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{
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out = direction;
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return position + direction * 1.f;
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}
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float scaleX = (mouseX - x_zero) / (x - x_zero);
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float scaleY = (mouseY - y_zero) / (y - y_zero);
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Vector3 point3d_ret = position + direction * 1.f + camRightRoll * scaleX + camUpRoll * scaleY;
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out = direction + camRightRoll * scaleX + camUpRoll * scaleY;
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return point3d_ret;
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}
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}
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@ -32,6 +32,42 @@ namespace rage
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scrVector(float x, float y, float z) :
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x(x), y(y), z(z)
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{}
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scrVector operator+(const scrVector& other)
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{
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scrVector vec;
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vec.x = this->x + other.x;
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vec.y = this->y + other.y;
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vec.z = this->z + other.z;
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return vec;
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}
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scrVector operator-(const scrVector& other)
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{
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scrVector vec;
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vec.x = this->x - other.x;
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vec.y = this->y - other.y;
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vec.z = this->z - other.z;
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return vec;
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}
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scrVector operator*(const scrVector& other)
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{
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scrVector vec;
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vec.x = this->x * other.x;
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vec.y = this->y * other.y;
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vec.z = this->z * other.z;
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return vec;
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}
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scrVector operator*(const float& other)
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{
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scrVector vec;
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vec.x = this->x * other;
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vec.y = this->y * other;
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vec.z = this->z * other;
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return vec;
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}
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public:
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float x{};
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private:
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