wip(SuperSprint): Added sky diving to super sprint
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b5b495b558
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@ -3,6 +3,7 @@
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namespace big
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namespace big
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{
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{
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static bool bLastSuperSprint = false;
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static bool bLastSuperSprint = false;
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static bool bSkyDiving = false;
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void features::super_sprint()
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void features::super_sprint()
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{
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{
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@ -12,12 +13,25 @@ namespace big
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{
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{
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QUEUE_JOB_BEGIN_CLAUSE(= )
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QUEUE_JOB_BEGIN_CLAUSE(= )
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{
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{
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if (TASK::IS_PED_SPRINTING(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId)))
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Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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{
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Vector3 location = ENTITY::GET_ENTITY_COORDS(player, true);
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Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
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float ground;
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MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, location.z, &ground, 0, 0);
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bool flying = location.z - ground > 3;
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if (flying && !bSkyDiving)
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{
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TASK::TASK_SKY_DIVE(player, true);
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bSkyDiving = true;
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}
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else if (!flying && bSkyDiving)
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bSkyDiving = false;
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if (TASK::IS_PED_SPRINTING(player) || flying)
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{
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Vector3 offset = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(player, 0, 0.6, 0);
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Vector3 offset = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(player, 0, 0.6, 0);
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ENTITY::APPLY_FORCE_TO_ENTITY(player, 1, 0.0f, 1.3, 0, 0.0f, 0.0f, 0.0f, 0, 1, 1, 1, 0, 1);
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ENTITY::APPLY_FORCE_TO_ENTITY(player, 1, 0.0f, 1.3, bSkyDiving ? 1.f : 0.f, 0.0f, 0.0f, 0.0f, 0, 1, 1, 1, 0, 1);
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PLAYER::SET_PLAYER_SPRINT(g_playerId, 1);
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PLAYER::SET_PLAYER_SPRINT(g_playerId, 1);
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PLAYER::SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER(g_playerId, 1.49);
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PLAYER::SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER(g_playerId, 1.49);
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