feat(PlayerWindow & TabVehicle): Updated some strings, updated teleport options

This commit is contained in:
Yimura 2020-12-31 01:46:39 +01:00
parent d201c5de7e
commit eea4000738
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GPG Key ID: 3D8FF4397E768682
4 changed files with 113 additions and 61 deletions

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@ -2,21 +2,41 @@
namespace big::features::teleport
{
Vector3 get_ground_at_3d_coord(Vector3 location)
bool load_ground_at_3dcoord(Vector3 location)
{
float groundZ;
uint16_t attempts = 10;
for (uint16_t i = 0; i < attempts; i++)
uint8_t attempts = 10;
for (uint8_t i = 0; i < attempts; i++)
{
// Only request a collision after the first try failed because the location might already be loaded on first attempt.
if (i)
for (uint8_t z = 0; i && z < 1000; z += 100)
{
for (uint16_t z = 0; z < 1000; z += 100)
{
STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
script::get_current()->yield();
}
script::get_current()->yield();
}
if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
return true;
script::get_current()->yield();
}
return false;
}
Vector3 get_ground_at_3dcoord(Vector3 location)
{
float groundZ;
uint8_t attempts = 10;
for (uint8_t i = 0; i < attempts; i++)
{
// Only request a collision after the first try failed because the location might already be loaded on first attempt.
for (uint8_t z = 0; i && z < 1000; z += 100)
{
STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, (float)z);
script::get_current()->yield();
}
if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
@ -34,23 +54,6 @@ namespace big::features::teleport
return location;
}
// Teleport the player (with/without car to a waypoint)
bool waypoint()
{
Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(8);
if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false;
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
location = get_ground_at_3d_coord(location);
PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
return true;
}
bool bring_blip(int blipSprite, int blipColor, int flag)
{
Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(blipSprite);
@ -107,34 +110,79 @@ namespace big::features::teleport
if (!HUD::DOES_BLIP_EXIST(blipHandle) || (blipColor != -1 && HUD::GET_BLIP_COLOUR(blipHandle) != blipColor)) return false;
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
float groundZ;
location = get_ground_at_3dcoord(location);
UINT16 attempts = 10;
for (UINT16 i = 0; i < attempts; i++)
PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
return true;
}
void teleport_into_player_vehicle(Player player)
{
Ped target = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(player);
if (!PED::IS_PED_IN_ANY_VEHICLE(target, true))
{
// Only request a collision after the first try failed because the location might already be loaded on first attempt.
if (i)
{
for (UINT16 z = 0; z < 1000; z += 100)
{
STREAMING::REQUEST_COLLISION_AT_COORD(location.x, location.y, z);
features::notify::above_map("This player is not in a vehicle right now.");
script::get_current()->yield();
}
}
if (MISC::GET_GROUND_Z_FOR_3D_COORD(location.x, location.y, 1000.f, &groundZ, false, false))
{
location.z = groundZ + 1.f;
break;
}
if (i == attempts - 1) location.z = 1000.f;
script::get_current()->yield();
return;
}
Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
for (uint8_t i = 0; !load_ground_at_3dcoord(location); i++)
if (i == 5) break;
Ped current = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
Vehicle veh;
for (veh = 0; !veh; veh = PED::GET_VEHICLE_PED_IS_IN(target, false))
{
if (!PED::IS_PED_IN_ANY_VEHICLE(target, true))
{
features::notify::above_map("Player is no longer in a vehicle.");
return;
}
veh = PED::GET_VEHICLE_PED_IS_IN(target, false);
if (!veh)
{
ENTITY::SET_ENTITY_COORDS(current, location.x, location.y, 1000.f, 0, 0, 0, 0);
script::get_current()->yield(50ms);
}
}
int seatIndex = -2;
if (VEHICLE::IS_VEHICLE_SEAT_FREE(veh, -1, 0)) seatIndex = -1;
PED::SET_PED_INTO_VEHICLE(current, veh, seatIndex);
}
void teleport_to_player(Player player)
{
Ped target = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(player);
Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
load_ground_at_3dcoord(location);
PED::SET_PED_COORDS_KEEP_VEHICLE(PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId), location.x, location.y, location.z);
}
// Teleport the player (with/without car to a waypoint)
bool waypoint()
{
Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
Blip blipHandle = HUD::GET_FIRST_BLIP_INFO_ID(8);
if (!HUD::DOES_BLIP_EXIST(blipHandle)) return false;
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
location = get_ground_at_3dcoord(location);
PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z);
return true;

View File

@ -6,7 +6,10 @@
namespace big::features::teleport
{
bool bring_blip(int blipSprite, int blipColor, int flag = 70);
Vector3 get_ground_at_3d_coord(Vector3 location);
bool load_ground_at_3dcoord(Vector3 location);
Vector3 get_ground_at_3dcoord(Vector3 location);
bool teleport_to_blip(int blipSprite, int blipColor = -1);
void teleport_into_player_vehicle(Player player);
void teleport_to_player(Player player);
bool waypoint();
}

View File

@ -33,16 +33,17 @@ namespace big
{
QUEUE_JOB_BEGIN_CLAUSE()
{
Ped player = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_playerId);
Ped target = PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(g_selectedPlayer);
Vector3 location = ENTITY::GET_ENTITY_COORDS(target, true);
PED::SET_PED_COORDS_KEEP_VEHICLE(player, location.x, location.y, location.z + 1.f);
features::teleport::teleport_to_player(g_selectedPlayer);
}QUEUE_JOB_END_CLAUSE
}
if (ImGui::Button("Teleport into Vehicle"))
{
QUEUE_JOB_BEGIN_CLAUSE()
{
features::teleport::teleport_into_player_vehicle(g_selectedPlayer);
}QUEUE_JOB_END_CLAUSE
}
ImGui::Separator();
@ -108,7 +109,8 @@ namespace big
}QUEUE_JOB_END_CLAUSE
}
if (ImGui::BeginCombo("Invite Location:", location_names[g_temp.teleport_location]))
ImGui::Text("Force TP Location:");
if (ImGui::BeginCombo("##teleport_location", location_names[g_temp.teleport_location]))
{
for (uint8_t i = 0; i < IM_ARRAYSIZE(location_names); i++)
{
@ -121,7 +123,7 @@ namespace big
ImGui::EndCombo();
}
if (ImGui::Button("Send Invite"))
if (ImGui::Button("Teleport to selected location."))
{
QUEUE_JOB_BEGIN_CLAUSE()
{
@ -141,7 +143,6 @@ namespace big
OBJECT::CREATE_AMBIENT_PICKUP(0x1E9A99F8, coords.x, coords.y, coords.z + 0.5f, 0, rand() % 500 + 2000, (Hash)-1666779307, false, true);
STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED((Hash)-1666779307);
}QUEUE_JOB_END_CLAUSE
}
ImGui::End();

View File

@ -44,7 +44,7 @@ namespace big
{
Vector3 location = HUD::GET_BLIP_COORDS(blipHandle);
// Make sure the AI can reach this
location = features::teleport::get_ground_at_3d_coord(location);
location = features::teleport::get_ground_at_3dcoord(location);
TASK::TASK_VEHICLE_DRIVE_TO_COORD(PLAYER::PLAYER_PED_ID(), veh, location.x, location.y, location.z, 35.f, 0, veh, 2883620, 10.f, true);
}