parent
09a189eb4d
commit
ae486ca129
@ -16,9 +16,8 @@ include(scripts/json.cmake)
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include(scripts/cpr.cmake)
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include(scripts/zydis.cmake)
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include(scripts/lua.cmake)
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message("\nFetching custom modules")
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include(scripts/imgui.cmake)
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message("\nFetching custom modules")
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include(scripts/gtav-classes.cmake)
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@ -35,7 +35,6 @@ namespace big
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looped::system_desync_kick_protection();
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looped::system_spoofing();
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looped::system_mission_creator();
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looped::system_rainbow();
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for (auto command : g_looped_commands)
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if (command->is_enabled())
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@ -40,7 +40,6 @@ namespace big
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static void system_desync_kick_protection();
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static void system_spoofing();
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static void system_mission_creator();
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static void system_rainbow();
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static void vehicle_auto_drive();
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static void vehicle_allow_all_weapons();
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@ -1,101 +0,0 @@
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#include "backend/looped/looped.hpp"
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#include "core/data/color.hpp"
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namespace big
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{
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void looped::system_rainbow()
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{
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static std::chrono::system_clock::time_point last_rgb_run_time;
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static std::chrono::milliseconds delay = 0s;
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enum rgb_controller_t
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{
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rgb_controller_green_up,
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rgb_controller_red_down,
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rgb_controller_blue_up,
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rgb_controller_green_down,
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rgb_controller_red_up,
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rgb_controller_blue_down,
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};
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if (last_rgb_run_time + delay < std::chrono::system_clock::now())
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{
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int delay_step = 100;
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if (g.settings.rainbow.spasm)
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{
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rgb.red = rand() % 256;
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rgb.green = rand() % 256;
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rgb.blue = rand() % 256;
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}
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else if (g.settings.rainbow.fade)
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{
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int delay_step = 10;
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static int rgb_controller_v = rgb_controller_green_up;
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switch (rgb_controller_v)
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{
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case rgb_controller_green_up:
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rgb.green += 5;
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if (rgb.green >= 255)
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{
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rgb.green = 255;
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rgb_controller_v = rgb_controller_red_down;
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}
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break;
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case rgb_controller_red_down:
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rgb.red -= 5;
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if (rgb.red < 0)
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{
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rgb.red = 0;
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rgb_controller_v = rgb_controller_blue_up;
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}
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break;
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case rgb_controller_blue_up:
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rgb.blue += 5;
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if (rgb.blue >= 255)
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{
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rgb.blue = 255;
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rgb_controller_v = rgb_controller_green_down;
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}
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break;
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case rgb_controller_green_down:
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rgb.green -= 5;
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if (rgb.green < 0)
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{
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rgb.green = 0;
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rgb_controller_v = rgb_controller_red_up;
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}
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break;
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case rgb_controller_red_up:
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rgb.red += 5;
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if (rgb.red >= 255)
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{
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rgb.red = 255;
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rgb_controller_v = rgb_controller_blue_down;
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}
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break;
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case rgb_controller_blue_down:
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rgb.blue -= 5;
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if (rgb.blue < 0)
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{
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rgb.blue = 0;
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rgb_controller_v = rgb_controller_green_up;
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}
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break;
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default: break;
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}
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}
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delay = std::chrono::milliseconds(((delay_step * 10) + 10) - (g.settings.rainbow.speed * delay_step));
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last_rgb_run_time = std::chrono::system_clock::now();
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}
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}
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}
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@ -3,34 +3,50 @@
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#include "backend/looped/looped.hpp"
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#include "natives.hpp"
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#include "script.hpp"
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#include "core/data/color.hpp"
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namespace big
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{
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float red = 255.f, green = 0.f, blue = 0.f;
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void looped::vehicle_rainbow_paint()
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{
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static std::chrono::system_clock::time_point last_rgb_run_time;
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static std::chrono::milliseconds delay = 0s;
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static bool ran = false;
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static int red = 255;
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static int green = 0;
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static int blue = 0;
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if (self::veh && g.vehicle.rainbow_paint.type != RainbowPaintType::Off && last_rgb_run_time + delay < std::chrono::system_clock::now())
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if (self::veh && g.vehicle.rainbow_paint.type != RainbowPaintType::Off)
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{
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int delay_step = 100;
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if (g.vehicle.rainbow_paint.type == RainbowPaintType::Spasm)
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if (g.vehicle.rainbow_paint.type == RainbowPaintType::Spasm && last_rgb_run_time + delay < std::chrono::system_clock::now())
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{
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red = rand() % 256;
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green = rand() % 256;
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blue = rand() % 256;
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red = rand() % 255;
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green = rand() % 255;
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blue = rand() % 255;
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delay = std::chrono::milliseconds((110) - (g.vehicle.rainbow_paint.speed * 10));
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last_rgb_run_time = std::chrono::system_clock::now();
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ran = true;
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}
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else if (g.vehicle.rainbow_paint.type == RainbowPaintType::Fade)
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if (g.vehicle.rainbow_paint.type == RainbowPaintType::Fade) //messy but gets job done
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{
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red = rgb.red;
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blue = rgb.blue;
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green = rgb.green;
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if (ran) { red = 255; green = 0; blue = 0; ran = false; }
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if (red > 0 && blue == 0)
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{
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green += g.vehicle.rainbow_paint.speed;
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red -= g.vehicle.rainbow_paint.speed;
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}
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if (green > 0 && red == 0)
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{
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blue += g.vehicle.rainbow_paint.speed;
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green -= g.vehicle.rainbow_paint.speed;
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}
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if (blue > 0 && green == 0)
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{
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red += g.vehicle.rainbow_paint.speed;
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blue -= g.vehicle.rainbow_paint.speed;
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}
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red = std::clamp(red, 0.f, 255.f);
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green = std::clamp(green, 0.f, 255.f);
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blue = std::clamp(blue, 0.f, 255.f);
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}
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if (g.vehicle.rainbow_paint.primary)
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@ -43,19 +59,12 @@ namespace big
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}
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if (g.vehicle.rainbow_paint.neon)
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{
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VEHICLE::SET_VEHICLE_NEON_ENABLED(self::veh, 0, 1);
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VEHICLE::SET_VEHICLE_NEON_ENABLED(self::veh, 1, 1);
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VEHICLE::SET_VEHICLE_NEON_ENABLED(self::veh, 2, 1);
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VEHICLE::SET_VEHICLE_NEON_ENABLED(self::veh, 3, 1);
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VEHICLE::SET_VEHICLE_NEON_COLOUR(self::veh, red, green, blue);
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}
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if (g.vehicle.rainbow_paint.smoke)
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{
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VEHICLE::SET_VEHICLE_TYRE_SMOKE_COLOR(self::veh, red, green, blue);
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}
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delay = std::chrono::milliseconds(((delay_step * 10) + 10) - (g.vehicle.rainbow_paint.speed * delay_step));
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last_rgb_run_time = std::chrono::system_clock::now();
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}
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}
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@ -2,18 +2,41 @@
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#include "core/enums.hpp"
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#include "gta/enums.hpp"
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#include "util/entity.hpp"
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#include "core/data/color.hpp"
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namespace big
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{
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void looped::weapons_paint_gun()
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{
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static Vector3 col = {0, 0, 0};
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static float red = 255.f, green = 0.f, blue = 0.f;
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if (g.weapons.paintgun.rainbow)
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{
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g.weapons.paintgun.col[0] = rgb.red;
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g.weapons.paintgun.col[1] = rgb.green;
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g.weapons.paintgun.col[2] = rgb.blue;
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if (red > 0 && blue == 0)
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{
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green += red;
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red -= g.weapons.paintgun.speed;
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}
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if (green > 0 && red == 0)
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{
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blue += g.weapons.paintgun.speed;
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green -= g.weapons.paintgun.speed;
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}
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if (blue > 0 && green == 0)
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{
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red += g.weapons.paintgun.speed;
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blue -= g.weapons.paintgun.speed;
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}
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red = std::clamp(red, 0.f, 255.f);
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green = std::clamp(green, 0.f, 255.f);
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blue = std::clamp(blue, 0.f, 255.f);
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}
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if (g.weapons.paintgun.rainbow)
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col = {red, green, blue};
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else
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col = {g.weapons.paintgun.col[0], g.weapons.paintgun.col[1], g.weapons.paintgun.col[2]};
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if (g.weapons.custom_weapon == CustomWeapon::PAINT_GUN && (!g.self.custom_weapon_stop || WEAPON::IS_PED_ARMED(self::ped, 4 | 2)))
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{
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@ -35,9 +58,9 @@ namespace big
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0.f, // always 0
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0.5f, //size x
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0.4f, //size y
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g.weapons.paintgun.col[0],
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g.weapons.paintgun.col[1],
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g.weapons.paintgun.col[2],
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col.x,
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col.y,
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col.z,
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g.weapons.paintgun.col[3],
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-1,
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true,
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@ -1,10 +0,0 @@
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namespace big
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{
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inline class rgb
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{
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public:
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float red = 255.f;
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float green = 0;
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float blue = 0;
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} rgb{};
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}
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{
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bool dev_dlc = false;
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struct rainbow
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{
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bool fade = false;
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bool spasm = false;
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int speed = 1;
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} rainbow{};
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struct hotkeys
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{
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bool editing_menu_toggle = false;
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@ -732,6 +725,7 @@ namespace big
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struct paintgun
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{
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bool rainbow = false;
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float speed = 1.f;
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float col[4] = {0.f, 0.f, 1.f, 1.f};
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NLOHMANN_DEFINE_TYPE_INTRUSIVE(paintgun, rainbow, col)
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} paintgun{};
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#include "hooking.hpp"
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#include "core/data/color.hpp"
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#include <misc/vfx/TimecycleKeyframeData.hpp>
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@ -150,6 +150,7 @@ namespace big
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break;
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case CustomWeapon::PAINT_GUN:
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ImGui::Checkbox("Rainbow Color", &g.weapons.paintgun.rainbow);
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ImGui::SliderFloat("Rainbow Speed", &g.weapons.paintgun.speed, 0.f, 10.f);
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if (!g.weapons.paintgun.rainbow) { ImGui::ColorEdit4("Paint Gun Color", g.weapons.paintgun.col); }
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}
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});
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}
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ImGui::SeparatorText("Rainbow");
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ImGui::Checkbox("Spasm", &g.settings.rainbow.spasm);
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ImGui::Checkbox("Fade", &g.settings.rainbow.fade);
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ImGui::SliderInt("Speed", &g.settings.rainbow.speed, 0, 10); // TODO: THIS SPEED DOESNT MAKE SENSE
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ImGui::SeparatorText("SETTINGS_MISC"_T.data());
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ImGui::Checkbox("SETTINGS_MISC_DEV_DLC"_T.data(), &g.settings.dev_dlc);
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#include "views/view.hpp"
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#include <imgui_internal.h>
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namespace big
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{
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void view::vfx()
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Reference in New Issue
Block a user