Refactored DISABLE_CONTROL_ACTION to use unordered_set. (#3157)
* Refactored DISABLE_CONTROL_ACTION to use unordered_set. * Refactored SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT hook to reuse the arg0 parameter if format_money was on, but the user had less than 1000 casino chips.
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@ -64,65 +64,9 @@ namespace big
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if (g.weapons.interior_weapon) // Filtering from the inside of Kosatka
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{
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switch (action)
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{
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// case ControllerInputs::INPUT_JUMP: TODO: add as separate feature
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case ControllerInputs::INPUT_ATTACK:
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case ControllerInputs::INPUT_AIM:
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case ControllerInputs::INPUT_DUCK:
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case ControllerInputs::INPUT_SELECT_WEAPON:
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case ControllerInputs::INPUT_COVER:
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case ControllerInputs::INPUT_TALK:
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case ControllerInputs::INPUT_DETONATE:
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case ControllerInputs::INPUT_WEAPON_SPECIAL:
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case ControllerInputs::INPUT_WEAPON_SPECIAL_TWO:
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case ControllerInputs::INPUT_VEH_AIM:
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case ControllerInputs::INPUT_VEH_ATTACK:
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case ControllerInputs::INPUT_VEH_ATTACK2:
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case ControllerInputs::INPUT_VEH_HEADLIGHT:
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case ControllerInputs::INPUT_VEH_NEXT_RADIO:
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case ControllerInputs::INPUT_VEH_PREV_RADIO:
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case ControllerInputs::INPUT_VEH_NEXT_RADIO_TRACK:
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case ControllerInputs::INPUT_VEH_PREV_RADIO_TRACK:
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case ControllerInputs::INPUT_VEH_RADIO_WHEEL:
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case ControllerInputs::INPUT_VEH_PASSENGER_AIM:
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case ControllerInputs::INPUT_VEH_PASSENGER_ATTACK:
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case ControllerInputs::INPUT_VEH_SELECT_NEXT_WEAPON:
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case ControllerInputs::INPUT_VEH_SELECT_PREV_WEAPON:
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case ControllerInputs::INPUT_VEH_ROOF:
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case ControllerInputs::INPUT_VEH_JUMP:
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case ControllerInputs::INPUT_VEH_FLY_ATTACK:
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case ControllerInputs::INPUT_MELEE_ATTACK_LIGHT:
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case ControllerInputs::INPUT_MELEE_ATTACK_HEAVY:
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case ControllerInputs::INPUT_MELEE_ATTACK_ALTERNATE:
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case ControllerInputs::INPUT_MELEE_BLOCK:
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case ControllerInputs::INPUT_SELECT_WEAPON_UNARMED:
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case ControllerInputs::INPUT_SELECT_WEAPON_MELEE:
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case ControllerInputs::INPUT_SELECT_WEAPON_HANDGUN:
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case ControllerInputs::INPUT_SELECT_WEAPON_SHOTGUN:
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case ControllerInputs::INPUT_SELECT_WEAPON_SMG:
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case ControllerInputs::INPUT_SELECT_WEAPON_AUTO_RIFLE:
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case ControllerInputs::INPUT_SELECT_WEAPON_SNIPER:
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case ControllerInputs::INPUT_SELECT_WEAPON_HEAVY:
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case ControllerInputs::INPUT_SELECT_WEAPON_SPECIAL:
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case ControllerInputs::INPUT_ATTACK2:
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case ControllerInputs::INPUT_MELEE_ATTACK1:
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case ControllerInputs::INPUT_MELEE_ATTACK2:
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case ControllerInputs::INPUT_VEH_GUN_LEFT:
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case ControllerInputs::INPUT_VEH_GUN_RIGHT:
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case ControllerInputs::INPUT_VEH_GUN_UP:
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case ControllerInputs::INPUT_VEH_GUN_DOWN:
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case ControllerInputs::INPUT_VEH_HYDRAULICS_CONTROL_TOGGLE:
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case ControllerInputs::INPUT_VEH_MELEE_HOLD:
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case ControllerInputs::INPUT_VEH_MELEE_LEFT:
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case ControllerInputs::INPUT_VEH_MELEE_RIGHT:
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case ControllerInputs::INPUT_VEH_CAR_JUMP:
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case ControllerInputs::INPUT_VEH_ROCKET_BOOST:
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case ControllerInputs::INPUT_VEH_FLY_BOOST:
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case ControllerInputs::INPUT_VEH_PARACHUTE:
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case ControllerInputs::INPUT_VEH_BIKE_WINGS:
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case ControllerInputs::INPUT_VEH_TRANSFORM: return;
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}
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static const std::unordered_set<ControllerInputs> input_set = {ControllerInputs::INPUT_ATTACK, ControllerInputs::INPUT_AIM, ControllerInputs::INPUT_DUCK, ControllerInputs::INPUT_SELECT_WEAPON, ControllerInputs::INPUT_COVER, ControllerInputs::INPUT_TALK, ControllerInputs::INPUT_DETONATE, ControllerInputs::INPUT_WEAPON_SPECIAL, ControllerInputs::INPUT_WEAPON_SPECIAL_TWO, ControllerInputs::INPUT_VEH_AIM, ControllerInputs::INPUT_VEH_ATTACK, ControllerInputs::INPUT_VEH_ATTACK2, ControllerInputs::INPUT_VEH_HEADLIGHT, ControllerInputs::INPUT_VEH_NEXT_RADIO, ControllerInputs::INPUT_VEH_PREV_RADIO, ControllerInputs::INPUT_VEH_NEXT_RADIO_TRACK, ControllerInputs::INPUT_VEH_PREV_RADIO_TRACK, ControllerInputs::INPUT_VEH_RADIO_WHEEL, ControllerInputs::INPUT_VEH_PASSENGER_AIM, ControllerInputs::INPUT_VEH_PASSENGER_ATTACK, ControllerInputs::INPUT_VEH_SELECT_NEXT_WEAPON, ControllerInputs::INPUT_VEH_SELECT_PREV_WEAPON, ControllerInputs::INPUT_VEH_ROOF, ControllerInputs::INPUT_VEH_JUMP, ControllerInputs::INPUT_VEH_FLY_ATTACK, ControllerInputs::INPUT_MELEE_ATTACK_LIGHT, ControllerInputs::INPUT_MELEE_ATTACK_HEAVY, ControllerInputs::INPUT_MELEE_ATTACK_ALTERNATE, ControllerInputs::INPUT_MELEE_BLOCK, ControllerInputs::INPUT_SELECT_WEAPON_UNARMED, ControllerInputs::INPUT_SELECT_WEAPON_MELEE, ControllerInputs::INPUT_SELECT_WEAPON_HANDGUN, ControllerInputs::INPUT_SELECT_WEAPON_SHOTGUN, ControllerInputs::INPUT_SELECT_WEAPON_SMG, ControllerInputs::INPUT_SELECT_WEAPON_AUTO_RIFLE, ControllerInputs::INPUT_SELECT_WEAPON_SNIPER, ControllerInputs::INPUT_SELECT_WEAPON_HEAVY, ControllerInputs::INPUT_SELECT_WEAPON_SPECIAL, ControllerInputs::INPUT_ATTACK2, ControllerInputs::INPUT_MELEE_ATTACK1, ControllerInputs::INPUT_MELEE_ATTACK2, ControllerInputs::INPUT_VEH_GUN_LEFT, ControllerInputs::INPUT_VEH_GUN_RIGHT, ControllerInputs::INPUT_VEH_GUN_UP, ControllerInputs::INPUT_VEH_GUN_DOWN, ControllerInputs::INPUT_VEH_HYDRAULICS_CONTROL_TOGGLE, ControllerInputs::INPUT_VEH_MELEE_HOLD, ControllerInputs::INPUT_VEH_MELEE_LEFT, ControllerInputs::INPUT_VEH_MELEE_RIGHT, ControllerInputs::INPUT_VEH_CAR_JUMP, ControllerInputs::INPUT_VEH_ROCKET_BOOST, ControllerInputs::INPUT_VEH_FLY_BOOST, ControllerInputs::INPUT_VEH_PARACHUTE, ControllerInputs::INPUT_VEH_BIKE_WINGS, ControllerInputs::INPUT_VEH_TRANSFORM};
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if (input_set.contains(action))
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return;
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}
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PAD::DISABLE_CONTROL_ACTION(src->get_arg<int>(0), (int)action, src->get_arg<int>(2));
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@ -35,9 +35,9 @@ namespace big
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void SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT(rage::scrNativeCallContext* src)
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{
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auto arg0 = src->get_arg<int>(0);
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if (g.window.gui.format_money)
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{
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auto arg0 = src->get_arg<int>(0);
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Hash casino_chips = self::char_index ? "MP1_CASINO_CHIPS"_J : "MP0_CASINO_CHIPS"_J;
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int player_chips;
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@ -49,7 +49,7 @@ namespace big
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}
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}
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GRAPHICS::SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT(src->get_arg<int>(0));
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GRAPHICS::SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT(arg0);
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}
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}
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}
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