CheatMenuSA/src/vehicle.cpp

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#include "pch.h"
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#include "vehicle.h"
#include "menu.h"
#include "ui.h"
#include "util.h"
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#include "filehandler.h"
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#include <CPopulation.h>
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#include <CDamageManager.h>
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#ifdef GTASA
#include "tHandlingData.h"
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#include "neon.h"
#include "paint.h"
#endif
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Vehicle::Vehicle()
{
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#ifdef GTASA
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FileHandler::FetchHandlingID(m_VehicleIDE);
Neon::InjectHooks();
Paint::InjectHooks();
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#endif
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FileHandler::FetchColorData(m_CarcolsColorData);
Events::processScriptsEvent += [this]
{
uint timer = CTimer::m_snTimeInMilliseconds;
CPlayerPed* pPlayer = FindPlayerPed();
CVehicle* pVeh = BY_GAME(FindPlayerVehicle(-1, false), FindPlayerVehicle(), FindPlayerVehicle());
if (pPlayer && Util::IsInVehicle())
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{
int hveh = CPools::GetVehicleRef(pVeh);
if (flipVeh.Pressed())
{
Util::FlipVehicle(pVeh);
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}
if (fixVeh.Pressed())
{
Util::FixVehicle(pVeh);
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SetHelpMessage("Vehicle fixed", false, false, false);
}
if (vehEngine.Pressed())
{
bool state = BY_GAME(!pVeh->m_nVehicleFlags.bEngineBroken, true, true) || pVeh->m_nVehicleFlags.bEngineOn;
if (state)
{
SetHelpMessage("Vehicle engine off", false, false, false);
}
else
{
SetHelpMessage("Vehicle engine on", false, false, false);
}
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#ifdef GTASA
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pVeh->m_nVehicleFlags.bEngineBroken = state;
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#endif
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pVeh->m_nVehicleFlags.bEngineOn = !state;
}
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if (vehInstantStart.Pressed())
{
Util::SetCarForwardSpeed(pVeh, 40.0f);
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}
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if (vehInstantStop.Pressed())
{
Util::SetCarForwardSpeed(pVeh, 0.0f);
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}
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if (m_bNoDamage)
{
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#ifdef GTASA
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pVeh->m_nPhysicalFlags.bBulletProof = true;
pVeh->m_nPhysicalFlags.bExplosionProof = true;
pVeh->m_nPhysicalFlags.bFireProof = true;
pVeh->m_nPhysicalFlags.bCollisionProof = true;
pVeh->m_nPhysicalFlags.bMeeleProof = true;
pVeh->m_nVehicleFlags.bCanBeDamaged = true;
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#elif GTAVC
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pVeh->m_nFlags.bBulletProof = true;
pVeh->m_nFlags.bExplosionProof = true;
pVeh->m_nFlags.bFireProof = true;
pVeh->m_nFlags.bCollisionProof = true;
pVeh->m_nFlags.bMeleeProof = true;
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pVeh->m_nFlags.bImmuneToNonPlayerDamage = true;
#else
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pVeh->m_nEntityFlags.bBulletProof = true;
pVeh->m_nEntityFlags.bExplosionProof = true;
pVeh->m_nEntityFlags.bFireProof = true;
pVeh->m_nEntityFlags.bCollisionProof = true;
pVeh->m_nEntityFlags.bMeleeProof = true;
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#endif
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}
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Command<Commands::SET_CAR_HEAVY>(hveh, m_bVehHeavy);
Command<Commands::SET_CAR_WATERTIGHT>(hveh, m_bVehWatertight);
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if (m_bLockSpeed)
{
Util::SetCarForwardSpeed(pVeh, m_fLockSpeed);
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}
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#ifdef GTASA
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if (m_UnlimitedNitro::m_bEnabled
&& BY_GAME(pVeh->m_nVehicleSubClass, pVeh->m_nVehicleClass, NULL) == VEHICLE_AUTOMOBILE)
{
patch::Set<BYTE>(0x969165, 0, true); // All cars have nitro
patch::Set<BYTE>(0x96918B, 0, true); // All taxis have nitro
if (KeyPressed(VK_LBUTTON))
{
if (!m_UnlimitedNitro::m_bCompAdded)
{
AddComponent("1010", false);
m_UnlimitedNitro::m_bCompAdded = true;
}
}
else
{
if (m_UnlimitedNitro::m_bCompAdded)
{
RemoveComponent("1010", false);
m_UnlimitedNitro::m_bCompAdded = false;
}
}
}
if (m_Neon::m_bRainbowEffect && timer - m_Neon::m_nRainbowTimer > 50)
{
int red, green, blue;
Util::RainbowValues(red, green, blue, 0.25);
Neon::Install(pVeh, red, green, blue);
m_Neon::m_nRainbowTimer = timer;
}
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#endif
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}
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#ifdef GTASA
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// Traffic neons
if (m_Neon::m_bApplyOnTraffic && timer - m_Neon::m_bTrafficTimer > 1000)
{
for (CVehicle* veh : CPools::ms_pVehiclePool)
{
int chance = 0;
if (veh->m_nVehicleClass == CLASS_NORMAL) // Normal
{
chance = Random(1, 20);
}
if (veh->m_nVehicleClass == CLASS_RICHFAMILY) // Rich family
{
chance = Random(1, 4);
}
if (veh->m_nVehicleClass == CLASS_EXECUTIVE) // Executive
{
chance = Random(1, 3);
}
if (chance == 1 && !Neon::IsInstalled(veh) && veh->m_pDriver != pPlayer)
{
Neon::Install(veh, Random(0, 255), Random(0, 255), Random(0, 255));
}
}
m_Neon::m_bTrafficTimer = timer;
}
if (m_bBikeFly && pVeh && pVeh->IsDriver(pPlayer))
{
if (pVeh->m_nVehicleSubClass == VEHICLE_BIKE || pVeh->m_nVehicleSubClass == VEHICLE_BMX)
{
if (sqrt(pVeh->m_vecMoveSpeed.x * pVeh->m_vecMoveSpeed.x
+ pVeh->m_vecMoveSpeed.y * pVeh->m_vecMoveSpeed.y
+ pVeh->m_vecMoveSpeed.z * pVeh->m_vecMoveSpeed.z
) > 0.0
&& CTimer::ms_fTimeStep > 0.0)
{
pVeh->FlyingControl(3, -9999.9902f, -9999.9902f, -9999.9902f, -9999.9902f);
}
}
}
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#endif
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};
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}
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Vehicle::~Vehicle()
{
#ifdef GTASA
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Neon::RemoveHooks();
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#endif
}
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#ifdef GTASA
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void Vehicle::AddComponent(const std::string& component, const bool display_message)
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{
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try
{
CPlayerPed* player = FindPlayerPed();
int icomp = std::stoi(component);
int hveh = CPools::GetVehicleRef(player->m_pVehicle);
CStreaming::RequestModel(icomp, eStreamingFlags::PRIORITY_REQUEST);
CStreaming::LoadAllRequestedModels(true);
player->m_pVehicle->AddVehicleUpgrade(icomp);
CStreaming::SetModelIsDeletable(icomp);
if (display_message)
SetHelpMessage("Component added", false, false, false);
}
catch (...)
{
gLog << "Failed to component to vehicle " << component << std::endl;
}
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}
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void Vehicle::RemoveComponent(const std::string& component, const bool display_message)
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{
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try
{
CPlayerPed* player = FindPlayerPed();
int icomp = std::stoi(component);
int hveh = CPools::GetVehicleRef(player->m_pVehicle);
player->m_pVehicle->RemoveVehicleUpgrade(icomp);
if (display_message)
{
SetHelpMessage("Component removed", false, false, false);
}
}
catch (...)
{
gLog << "Failed to remove component from vehicle " << component << std::endl;
}
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}
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// hardcoded for now
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int Vehicle::GetRandomTrainIdForModel(int model)
{
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static int train_ids[] =
{
8, 9, // model 449
0, 3, 6, 10, 12, 13, // model 537
1, 5, 15 // model 538
};
int _start = 0, _end = 0;
switch (model)
{
case 449:
_start = 0;
_end = 1;
break;
case 537:
_start = 2;
_end = 7;
break;
case 538:
_start = 8;
_end = 10;
break;
default:
SetHelpMessage("Invalid train model", false, false, false);
return -1;
}
int id = Random(_start, _end);
return train_ids[id];
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}
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#elif GTAVC
void WarpPlayerIntoVehicle(CVehicle *pVeh, int seatId)
{
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CPlayerPed *pPlayer = FindPlayerPed();
pPlayer->m_bInVehicle = true;
pPlayer->m_pVehicle = pVeh;
pPlayer->RegisterReference((CEntity**)&pPlayer->m_pVehicle);
pPlayer->m_pObjectiveVehicle = pVeh;
pPlayer->RegisterReference((CEntity**)&pPlayer->m_pObjectiveVehicle);
pPlayer->m_dwAction = ePedAction::Driving;
pPlayer->m_dwObjective = OBJECTIVE_NO_OBJ;
patch::Set<BYTE>(0x7838CD, 1); // player got in car flag
Call<0x41D370>(pVeh); // CCarCtrl::RegisterVehicleOfInterest
if (pVeh->m_passengers[seatId])
{
pVeh->m_passengers[seatId]->Remove();
}
pVeh->m_passengers[seatId] = pPlayer;
pVeh->RegisterReference((CEntity**)&pVeh->m_passengers[seatId]);
// Set player position
CWorld::Remove(pPlayer);
pPlayer->m_placement.pos.x = pVeh->m_placement.pos.x;
pPlayer->m_placement.pos.y = pVeh->m_placement.pos.y;
pPlayer->m_placement.pos.z = pVeh->m_placement.pos.z;
CWorld::Add(pPlayer);
pPlayer->m_nFlags.bUseCollision = false;
pPlayer->m_nPedFlags.bIsStanding = false;
pPlayer->m_nPedFlags.b03 = 0;
RpAnimBlendClumpSetBlendDeltas(pPlayer->m_pRwClump, 16, -1000);
pPlayer->AddInCarAnims(pVeh, false);
CallMethod<0x4FF6A0>(pPlayer); // char __thiscall RemoveWeaponWhenEnteringVehicle(CPed*)
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}
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#endif
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#ifdef GTASA
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void Vehicle::SpawnVehicle(std::string& smodel)
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#else
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void Vehicle::SpawnVehicle(std::string& rootkey, std::string& vehName, std::string& smodel)
#endif
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{
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CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
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int imodel = std::stoi(smodel);
CVehicle* veh = nullptr;
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int interior = BY_GAME(player->m_nAreaCode, player->m_nInterior, 0);
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CVector pos = player->GetPosition();
float speed = 0;
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bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle && m_Spawner::m_bSpawnInside)
{
CVehicle* pveh = player->m_pVehicle;
int hveh = CPools::GetVehicleRef(pveh);
pos = pveh->GetPosition();
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Command<Commands::GET_CAR_SPEED>(hveh, &speed);
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Command<Commands::WARP_CHAR_FROM_CAR_TO_COORD>(hplayer, pos.x, pos.y, pos.z);
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#ifdef GTASA
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if (pveh->m_nVehicleClass == VEHICLE_TRAIN)
{
Command<Commands::DELETE_MISSION_TRAIN>(hveh);
}
else
{
Command<Commands::DELETE_CAR>(hveh);
}
#else
Command<Commands::DELETE_CAR>(hveh);
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#endif
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}
if (interior == 0)
{
if (m_Spawner::m_bSpawnInAir && (CModelInfo::IsHeliModel(imodel) || CModelInfo::IsPlaneModel(imodel)))
{
pos.z = 400;
}
else
{
pos.z -= 5;
}
}
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#ifdef GTASA
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if (CModelInfo::IsTrainModel(imodel))
{
int train_id = GetRandomTrainIdForModel(imodel);
if (train_id == -1) // Unknown train id
return;
int hveh = 0;
// Loading all train related models
CStreaming::RequestModel(590, PRIORITY_REQUEST);
CStreaming::RequestModel(538, PRIORITY_REQUEST);
CStreaming::RequestModel(570, PRIORITY_REQUEST);
CStreaming::RequestModel(569, PRIORITY_REQUEST);
CStreaming::RequestModel(537, PRIORITY_REQUEST);
CStreaming::RequestModel(449, PRIORITY_REQUEST);
CStreaming::LoadAllRequestedModels(false);
CTrain* train = nullptr;
CTrain* carraige = nullptr;
int track = Random(0, 1);
int node = CTrain::FindClosestTrackNode(pos, &track);
CTrain::CreateMissionTrain(pos, (Random(0, 1)) == 1 ? true : false, train_id, &train, &carraige, node,
track, false);
veh = (CVehicle*)train;
hveh = CPools::GetVehicleRef(veh);
if (veh->m_pDriver)
Command<Commands::DELETE_CHAR>(CPools::GetPedRef(veh->m_pDriver));
if (m_Spawner::m_bSpawnInside)
{
Command<Commands::WARP_CHAR_INTO_CAR>(hplayer, hveh);
Util::SetCarForwardSpeed(veh, speed);
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}
Command<Commands::MARK_MISSION_TRAIN_AS_NO_LONGER_NEEDED>(hveh);
Command<Commands::MARK_CAR_AS_NO_LONGER_NEEDED>(hveh);
CStreaming::SetModelIsDeletable(590);
CStreaming::SetModelIsDeletable(538);
CStreaming::SetModelIsDeletable(570);
CStreaming::SetModelIsDeletable(569);
CStreaming::SetModelIsDeletable(537);
CStreaming::SetModelIsDeletable(449);
}
else
{
#endif
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CStreaming::RequestModel(imodel, PRIORITY_REQUEST);
CStreaming::LoadAllRequestedModels(false);
#ifdef GTASA
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if (m_Spawner::m_nLicenseText[0] != '\0')
{
Command<Commands::CUSTOM_PLATE_FOR_NEXT_CAR>(imodel, m_Spawner::m_nLicenseText);
}
#endif
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int hveh = 0;
if (m_Spawner::m_bSpawnInside)
{
Command<Commands::CREATE_CAR>(imodel, pos.x, pos.y, pos.z + 4.0f, &hveh);
veh = CPools::GetVehicle(hveh);
#ifdef GTASA
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veh->SetHeading(player->GetHeading());
#elif GTAVC
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float x,y,z;
player->m_placement.GetOrientation(x, y, z);
veh->m_placement.SetOrientation(x, y, z);
#else
float x,y,z;
player->GetOrientation(x, y, z);
veh->SetOrientation(x, y, z);
#endif
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Command<Commands::WARP_CHAR_INTO_CAR>(hplayer, hveh);
Util::SetCarForwardSpeed(veh, speed);
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}
else
{
#ifdef GTASA
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player->TransformFromObjectSpace(pos, CVector(0, 10, 0));
#else
player->TransformFromObjectSpace(pos);
#endif
Command<Commands::CREATE_CAR>(imodel, pos.x, pos.y, pos.z + 3.0f, &hveh);
veh = CPools::GetVehicle(hveh);
#ifdef GTASA
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veh->SetHeading(player->GetHeading() + 55.0f);
#elif GTAVC
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float x,y,z;
player->m_placement.GetOrientation(x, y, z);
veh->m_placement.SetOrientation(x, y, z);
#else
float x,y,z;
player->GetOrientation(x, y, z);
veh->SetOrientation(x, y, z);
#endif
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}
BY_GAME(veh->m_nDoorLock, veh->m_nLockStatus, veh->m_nDoorLock) = CARLOCK_UNLOCKED;
#ifndef GTA3
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BY_GAME(veh->m_nAreaCode, veh->m_nInterior, NULL) = interior;
#endif
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Command<Commands::MARK_CAR_AS_NO_LONGER_NEEDED>(CPools::GetVehicleRef(veh));
CStreaming::SetModelIsDeletable(imodel);
#ifdef GTASA
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}
veh->m_nVehicleFlags.bHasBeenOwnedByPlayer = true;
#else
Command<Commands::RESTORE_CAMERA_JUMPCUT>();
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#endif
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}
std::string Vehicle::GetNameFromModel(int model)
{
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#ifdef GTA3
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return std::to_string(model);
#else
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return (const char*)CModelInfo::GetModelInfo(model) + 0x32;
#endif
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}
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int Vehicle::GetModelFromName(const char* name)
{
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int model = 0;
CBaseModelInfo* pModelInfo = CModelInfo::GetModelInfo((char*)name, &model);
if (model > 0 && model < 1000000 && GetNameFromModel(model) != "")
{
return model;
}
else
{
return 0;
}
}
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void Vehicle::ShowPage()
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{
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ImGui::Spacing();
CPlayerPed* pPlayer = FindPlayerPed();
int hplayer = CPools::GetPedRef(pPlayer);
CVehicle *pVeh = pPlayer->m_pVehicle;
if (ImGui::Button("Blow up cars", ImVec2(Ui::GetSize(3))))
{
for (CVehicle *pVeh : CPools::ms_pVehiclePool)
{
BY_GAME(pVeh->BlowUpCar(pPlayer, false), pVeh->BlowUpCar(pPlayer), pVeh->BlowUpCar(pPlayer));
}
}
ImGui::SameLine();
if (ImGui::Button("Fix vehicle", ImVec2(Ui::GetSize(3))) && Util::IsInVehicle())
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{
Util::FixVehicle(pVeh);
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}
ImGui::SameLine();
if (ImGui::Button("Flip vehicle", ImVec2(Ui::GetSize(3))) && Util::IsInVehicle())
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{
Util::FlipVehicle(pVeh);
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}
ImGui::Spacing();
if (ImGui::BeginTabBar("Vehicle", ImGuiTabBarFlags_NoTooltip + ImGuiTabBarFlags_FittingPolicyScroll))
{
CVehicle* pVeh = pPlayer->m_pVehicle;
bool is_driver = pVeh && (pPlayer->m_pVehicle->m_pDriver == pPlayer);
ImGui::Spacing();
if (ImGui::BeginTabItem("Checkboxes"))
{
ImGui::Spacing();
ImGui::BeginChild("CheckboxesChild");
ImGui::Columns(2, 0, false);
#ifdef GTASA
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Ui::CheckboxAddress("Aim while driving", 0x969179);
Ui::CheckboxAddress("All cars have nitro", 0x969165);
#endif
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#ifndef GTA3
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Ui::CheckboxAddress("Aggressive drivers", BY_GAME(0x96914F,0xA10B47, NULL));
Ui::CheckboxAddress("All taxis have nitro", BY_GAME(0x96918B,0xA10B3A, NULL));
Ui::CheckboxWithHint("Bikes fly", &m_bBikeFly);
Ui::CheckboxAddress("Boats fly", BY_GAME(0x969153, 0xA10B11, NULL));
#endif
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Ui::CheckboxAddress("Cars fly", BY_GAME(0x969160, 0xA10B28, 0x95CD75));
Ui::CheckboxWithHint("Cars heavy", &m_bVehHeavy);
if (Ui::CheckboxWithHint("Damage proof", &m_bNoDamage,
"Every vehicle entered will be damage proof\nBullet, Collision, Explosion, Fire, Meele etc"))
{
if (pVeh && !m_bNoDamage)
{
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#ifdef GTASA
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pVeh->m_nPhysicalFlags.bBulletProof = false;
pVeh->m_nPhysicalFlags.bExplosionProof = false;
pVeh->m_nPhysicalFlags.bFireProof = false;
pVeh->m_nPhysicalFlags.bCollisionProof = false;
pVeh->m_nPhysicalFlags.bMeeleProof = false;
pVeh->m_nVehicleFlags.bCanBeDamaged = false;
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#elif GTAVC
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pVeh->m_nFlags.bBulletProof = false;
pVeh->m_nFlags.bExplosionProof = false;
pVeh->m_nFlags.bFireProof = false;
pVeh->m_nFlags.bCollisionProof = false;
pVeh->m_nFlags.bMeleeProof = false;
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pVeh->m_nFlags.bImmuneToNonPlayerDamage = false;
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#else
pVeh->m_nEntityFlags.bBulletProof = false;
pVeh->m_nEntityFlags.bExplosionProof = false;
pVeh->m_nEntityFlags.bFireProof = false;
pVeh->m_nEntityFlags.bCollisionProof = false;
pVeh->m_nEntityFlags.bMeleeProof = false;
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#endif
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}
}
#ifdef GTASA
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Ui::CheckboxAddress("Decreased traffic", 0x96917A);
// if (Ui::CheckboxWithHint("Disable collisions", &m_bDisableColDetection))
// {
// if (m_bDisableColDetection)
// {
// patch::SetUChar(0x56717B, 0x7D);
// patch::SetUChar(0x56725D, 0x7D);
// }
// // update flags for exising vehicles
// for (auto veh : CPools::ms_pVehiclePool)
// {
// if (veh == FindPlayerVehicle(-1, false))
// {
// continue;
// }
// if (m_bDisableColDetection)
// {
// CCollisionData* pColData = veh->GetColModel()->m_pColData;
// // pColData->m_nNumSpheres = 0;
// pColData->m_nNumBoxes = 0;
// pColData->m_nNumTriangles = 0;
// }
// }
// }
#endif
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ImGui::NextColumn();
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#ifndef GTA3
if (Ui::CheckboxWithHint("Don't fall off bike", &m_bDontFallBike))
{
if (m_bDontFallBike)
{
#ifdef GTASA
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pPlayer->m_nPedFlags.CantBeKnockedOffBike = 1;
#elif GTAVC
patch::SetRaw(0x614C4E, (void*)"\x8B\x8D\x00\x00\x00\x00", 6);
patch::SetRaw(0x614CC5, (void*)"\x8B\x85\x00\x00\x00\x00", 6);
#endif
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}
else
{
#ifdef GTASA
pPlayer->m_nPedFlags.CantBeKnockedOffBike = 2;
#elif GTAVC
patch::SetRaw(0x614C4E, (void*)"\x8B\x8D\xA8\x01\x00\x00", 6);
patch::SetRaw(0x614CC5, (void*)"\x8B\x85\xAC\x01\x00\x00", 6);
#endif
}
}
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Ui::CheckboxAddress("Drive on water", BY_GAME(0x969152, 0xA10B81, NULL));
#endif
#ifdef GTASA
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Ui::CheckboxAddressEx("Lock train camera", 0x52A52F, 171, 6);
Ui::CheckboxAddress("Float away when hit", 0x969166);
#endif
#ifndef GTA3
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Ui::CheckboxAddress("Green traffic lights", BY_GAME(0x96914E, 0xA10ADC, NULL));
#endif
#ifdef GTASA
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Ui::CheckboxAddress("Perfect handling", 0x96914C);
Ui::CheckboxAddress("Tank mode", 0x969164);
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Ui::CheckboxWithHint("Unlimited nitro", &m_UnlimitedNitro::m_bEnabled, "Nitro will activate when left clicked\n\
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\nEnabling this would disable\nAll cars have nitro\nAll taxis have nitro");
#elif GTA3
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Ui::CheckboxAddress("Perfect handling", 0x95CD66);
#endif
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Ui::CheckboxWithHint("Watertight car", &m_bVehWatertight, "Peds inside won't drown if the vehicle\nis submerged in water");
Ui::CheckboxAddress("Wheels only", BY_GAME(0x96914B, 0xA10B70, 0x95CD78));
ImGui::Columns(1);
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if (is_driver)
{
ImGui::NewLine();
ImGui::TextWrapped("For current vehicle,");
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ImGui::Columns(2, 0, false);
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bool state = false;
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#ifdef GTASA
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state = pVeh->m_nVehicleFlags.bAlwaysSkidMarks;
if (Ui::CheckboxWithHint("Always skid marks", &state, nullptr))
pVeh->m_nVehicleFlags.bAlwaysSkidMarks = state;
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#endif
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state = BY_GAME(pVeh->m_nPhysicalFlags.bBulletProof, pVeh->m_nFlags.bBulletProof, pVeh->m_nEntityFlags.bBulletProof);
if (Ui::CheckboxWithHint("Bullet proof", &state, nullptr, m_bNoDamage))
{
BY_GAME(pVeh->m_nPhysicalFlags.bBulletProof, pVeh->m_nFlags.bBulletProof, pVeh->m_nEntityFlags.bBulletProof) = state;
}
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state = BY_GAME(pVeh->m_nPhysicalFlags.bCollisionProof, pVeh->m_nFlags.bCollisionProof, pVeh->m_nEntityFlags.bCollisionProof);
if (Ui::CheckboxWithHint("Collision proof", &state, nullptr, m_bNoDamage))
{
BY_GAME(pVeh->m_nPhysicalFlags.bCollisionProof, pVeh->m_nFlags.bCollisionProof, pVeh->m_nEntityFlags.bCollisionProof) = state;
}
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#ifdef GTASA
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state = pVeh->m_nVehicleFlags.bDisableParticles;
if (Ui::CheckboxWithHint("Disable particles", &state, nullptr))
{
pVeh->m_nVehicleFlags.bDisableParticles = state;
}
state = pVeh->m_nVehicleFlags.bVehicleCanBeTargetted;
if (Ui::CheckboxWithHint("Driver targetable", &state, "Driver can be targeted"))
{
pVeh->m_nVehicleFlags.bVehicleCanBeTargetted = state;
}
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#endif
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state = BY_GAME(!pVeh->m_nVehicleFlags.bEngineBroken, true, true) || pVeh->m_nVehicleFlags.bEngineOn;
if (Ui::CheckboxWithHint("Engine on", &state, nullptr, !is_driver))
{
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#ifdef GTASA
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pVeh->m_nVehicleFlags.bEngineBroken = !state;
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#endif
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pVeh->m_nVehicleFlags.bEngineOn = state;
}
state = BY_GAME(pVeh->m_nPhysicalFlags.bExplosionProof, pVeh->m_nFlags.bExplosionProof, pVeh->m_nEntityFlags.bExplosionProof);
if (Ui::CheckboxWithHint("Explosion proof", &state, nullptr, m_bNoDamage))
{
BY_GAME(pVeh->m_nPhysicalFlags.bExplosionProof, pVeh->m_nFlags.bExplosionProof, pVeh->m_nEntityFlags.bExplosionProof) = state;
}
state = BY_GAME(pVeh->m_nPhysicalFlags.bFireProof, pVeh->m_nFlags.bFireProof, pVeh->m_nEntityFlags.bFireProof);
if (Ui::CheckboxWithHint("Fire proof", &state, nullptr, m_bNoDamage))
{
BY_GAME(pVeh->m_nPhysicalFlags.bFireProof, pVeh->m_nFlags.bFireProof, pVeh->m_nEntityFlags.bFireProof) = state;
}
ImGui::NextColumn();
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#ifdef GTASA
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state = pVeh->m_nVehicleFlags.bVehicleCanBeTargettedByHS;
if (Ui::CheckboxWithHint("HS targetable", &state, "Heat Seaker missile can target this"))
{
pVeh->m_nVehicleFlags.bVehicleCanBeTargettedByHS = state;
}
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#endif
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state = !BY_GAME(pVeh->m_bIsVisible, pVeh->m_nFlags.bIsVisible, pVeh->m_nEntityFlags.bIsVisible);
if (Ui::CheckboxWithHint("Invisible car", &state, nullptr, !is_driver))
{
BY_GAME(pVeh->m_bIsVisible, pVeh->m_nFlags.bIsVisible, pVeh->m_nEntityFlags.bIsVisible) = !state;
}
state = BY_GAME(!pVeh->ms_forceVehicleLightsOff, pVeh->m_nVehicleFlags.bLightsOn, pVeh->m_nVehicleFlags.bLightsOn);
if (Ui::CheckboxWithHint("Lights on", &state, nullptr, !is_driver))
{
BY_GAME(pVeh->ms_forceVehicleLightsOff, pVeh->m_nVehicleFlags.bLightsOn, pVeh->m_nVehicleFlags.bLightsOn) = state;
}
state = BY_GAME(pVeh->m_nDoorLock, pVeh->m_nLockStatus, pVeh->m_nDoorLock) == CARLOCK_LOCKED_PLAYER_INSIDE;
if (Ui::CheckboxWithHint("Lock doors", &state, nullptr, !is_driver))
{
if (state)
{
BY_GAME(pVeh->m_nDoorLock, pVeh->m_nLockStatus, pVeh->m_nDoorLock) = CARLOCK_LOCKED_PLAYER_INSIDE;
}
else
{
BY_GAME(pVeh->m_nDoorLock, pVeh->m_nLockStatus, pVeh->m_nDoorLock) = CARLOCK_UNLOCKED;
}
}
state = BY_GAME(pVeh->m_nPhysicalFlags.bMeeleProof, pVeh->m_nFlags.bMeleeProof, pVeh->m_nEntityFlags.bMeleeProof);
if (Ui::CheckboxWithHint("Melee proof", &state, nullptr, m_bNoDamage))
{
BY_GAME(pVeh->m_nPhysicalFlags.bMeeleProof, pVeh->m_nFlags.bMeleeProof, pVeh->m_nEntityFlags.bMeleeProof) = state;
}
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#ifdef GTASA
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state = pVeh->m_nVehicleFlags.bPetrolTankIsWeakPoint;
if (Ui::CheckboxWithHint("Petrol tank blow", &state, "Vehicle will blow up if petrol tank is shot"))
{
pVeh->m_nVehicleFlags.bPetrolTankIsWeakPoint = state;
}
state = pVeh->m_nVehicleFlags.bSirenOrAlarm;
if (Ui::CheckboxWithHint("Siren", &state))
{
pVeh->m_nVehicleFlags.bSirenOrAlarm = state;
}
state = pVeh->m_nVehicleFlags.bTakeLessDamage;
if (Ui::CheckboxWithHint("Take less dmg", &state, nullptr))
pVeh->m_nVehicleFlags.bTakeLessDamage = state;
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#endif
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ImGui::Columns(1);
}
ImGui::EndChild();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Menus"))
{
ImGui::Spacing();
ImGui::BeginChild("MenusChild");
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#ifdef GTASA
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Ui::EditAddress<float>("Density multiplier", 0x8A5B20, 0, 1, 10);
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#endif
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if (ImGui::CollapsingHeader("Enter nearest vehicle as"))
{
int hplayer = CPools::GetPedRef(pPlayer);
CVehicle* pClosestVeh = Util::GetClosestVehicle();
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if (pClosestVeh)
{
#ifdef GTA3
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int seats = pClosestVeh->m_nNumMaxPassengers;
#else
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int seats = pClosestVeh->m_nMaxPassengers;
#endif
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ImGui::Spacing();
ImGui::Columns(2, 0, false);
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ImGui::Text(GetNameFromModel(pClosestVeh->m_nModelIndex).c_str());
ImGui::NextColumn();
ImGui::Text("Total seats: %d", (seats + 1));
ImGui::Columns(1);
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ImGui::Spacing();
if (ImGui::Button("Driver", ImVec2(Ui::GetSize(2))))
{
Command<Commands::WARP_CHAR_INTO_CAR>(hplayer, pClosestVeh);
}
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#ifndef GTA3
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for (int i = 0; i < seats; ++i)
{
if (i % 2 != 1)
{
ImGui::SameLine();
}
if (ImGui::Button((std::string("Passenger ") + std::to_string(i + 1)).c_str(),
ImVec2(Ui::GetSize(2))))
{
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#ifdef GTASA
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Command<Commands::WARP_CHAR_INTO_CAR_AS_PASSENGER>(hplayer, pClosestVeh, i);
#elif GTAVC
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WarpPlayerIntoVehicle(pClosestVeh, i);
#endif
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}
}
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#endif
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}
else
{
ImGui::Text("No nearby vehicles");
}
ImGui::Spacing();
ImGui::Separator();
}
if (ImGui::CollapsingHeader("Remove vehicles in radius"))
{
ImGui::InputInt("Radius", &m_nVehRemoveRadius);
ImGui::Spacing();
if (ImGui::Button("Remove vehicles", Ui::GetSize(1)))
{
CPlayerPed* player = FindPlayerPed();
for (CVehicle* pVeh : CPools::ms_pVehiclePool)
{
if (DistanceBetweenPoints(pVeh->GetPosition(), player->GetPosition()) < m_nVehRemoveRadius
&& player->m_pVehicle != pVeh)
{
Command<Commands::DELETE_CAR>(CPools::GetVehicleRef(pVeh));
}
}
}
ImGui::Spacing();
ImGui::Separator();
}
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#ifndef GTA3
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if (ImGui::CollapsingHeader("Traffic options"))
{
static std::vector<Ui::NamedMemory> color
{
{"Black", BY_GAME(0x969151, 0xA10B82, NULL)},
{"Pink", BY_GAME(0x969150, 0xA10B26, NULL)}
};
Ui::RadioButtonAddress("Color", color);
ImGui::Spacing();
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#ifdef GTASA
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static std::vector<Ui::NamedMemory> type
{
{"Cheap", 0x96915E}, {"Country", 0x96917B}, {"Fast", 0x96915F}
};
Ui::RadioButtonAddress("Type", type);
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#endif
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ImGui::Spacing();
ImGui::Separator();
}
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#endif
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if (pPlayer && pPlayer->m_pVehicle)
{
CVehicle* pVeh = pPlayer->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
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#ifdef GTASA
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Ui::EditFloat("Dirt level", (int)pVeh + 0x4B0, 0, 7.5, 15);
if (pVeh->m_nVehicleClass == VEHICLE_AUTOMOBILE && ImGui::CollapsingHeader("Doors"))
{
ImGui::Columns(2, 0, false);
ImGui::RadioButton("Damage", &m_nDoorMenuButton, 0);
ImGui::RadioButton("Fix", &m_nDoorMenuButton, 1);
ImGui::NextColumn();
ImGui::RadioButton("Open", &m_nDoorMenuButton, 2);
ImGui::RadioButton("Pop", &m_nDoorMenuButton, 3);
ImGui::Columns(1);
ImGui::Spacing();
int seats = pVeh->m_nMaxPassengers + 1; // passenger + driver
int doors = seats == 4 ? 6 : 4;
int hveh = CPools::GetVehicleRef(pVeh);
if (ImGui::Button("All", ImVec2(Ui::GetSize())))
{
for (int i = 0; i < doors; ++i)
{
switch (m_nDoorMenuButton)
{
case 0:
Command<Commands::DAMAGE_CAR_DOOR>(hveh, i);
break;
case 1:
Command<Commands::FIX_CAR_DOOR>(hveh, i);
break;
case 2:
Command<Commands::OPEN_CAR_DOOR>(hveh, i);
break;
case 3:
Command<Commands::POP_CAR_DOOR>(hveh, i);
break;
default:
break;
}
}
}
for (int i = 0; i != doors; ++i)
{
if (ImGui::Button(m_DoorNames[i].c_str(), ImVec2(Ui::GetSize(2))))
{
switch (m_nDoorMenuButton)
{
case 0:
Command<Commands::DAMAGE_CAR_DOOR>(hveh, i);
break;
case 1:
Command<Commands::FIX_CAR_DOOR>(hveh, i);
break;
case 2:
Command<Commands::OPEN_CAR_DOOR>(hveh, i);
break;
case 3:
Command<Commands::POP_CAR_DOOR>(hveh, i);
break;
default:
break;
}
}
if (i % 2 != 1)
{
ImGui::SameLine();
}
}
ImGui::Spacing();
ImGui::Separator();
}
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#endif
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if (ImGui::CollapsingHeader("Set speed"))
{
Ui::CheckboxWithHint("Lock speed", &m_bLockSpeed);
ImGui::Spacing();
ImGui::InputFloat("Set", &m_fLockSpeed);
ImGui::Spacing();
m_fLockSpeed = m_fLockSpeed > 100 ? 100 : m_fLockSpeed;
m_fLockSpeed = m_fLockSpeed < 0 ? 0 : m_fLockSpeed;
if (ImGui::Button("Set speed##brn", ImVec2(Ui::GetSize(2))))
{
Util::SetCarForwardSpeed(pVeh, m_fLockSpeed);
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}
ImGui::SameLine();
if (ImGui::Button("Instant stop##brn", ImVec2(Ui::GetSize(2))))
{
Util::SetCarForwardSpeed(pVeh, 0.0f);
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}
}
}
ImGui::EndChild();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Spawn"))
{
ImGui::Spacing();
ImGui::Columns(2, 0, false);
Ui::CheckboxWithHint("Spawn inside", &m_Spawner::m_bSpawnInside, "Spawn inside vehicle as driver");
ImGui::NextColumn();
Ui::CheckboxWithHint("Spawn aircraft in air", &m_Spawner::m_bSpawnInAir);
ImGui::Columns(1);
ImGui::Spacing();
#ifdef GTASA
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ImGui::SetNextItemWidth(ImGui::GetWindowContentRegionWidth() - 2.5);
ImGui::InputTextWithHint("##LicenseText", "License plate text", m_Spawner::m_nLicenseText, 9);
Ui::DrawImages(m_Spawner::m_VehData, SpawnVehicle, nullptr,
[](std::string str)
{
return GetNameFromModel(std::stoi(str));
});
#else
Ui::DrawJSON(m_Spawner::m_VehData, SpawnVehicle, nullptr);
#endif
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ImGui::EndTabItem();
}
if (pPlayer->m_pVehicle && Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer))
{
CVehicle* veh = FindPlayerPed()->m_pVehicle;
int hveh = CPools::GetVehicleRef(veh);
if (ImGui::BeginTabItem("Color"))
{
#ifdef GTASA
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Paint::GenerateNodeList(veh, m_Paint::m_vecNames);
ImGui::Spacing();
if (ImGui::Button("Reset color", ImVec2(Ui::GetSize())))
{
Paint::ResetNodeColor(veh, m_Paint::m_Selected);
SetHelpMessage("Color reset", false, false, false);
}
ImGui::Spacing();
Ui::ListBoxStr("Component", m_Paint::m_vecNames, m_Paint::m_Selected);
if (ImGui::ColorEdit3("Color picker", m_Paint::m_fColorPicker))
{
uchar r = m_Paint::m_fColorPicker[0] * 255;
uchar g = m_Paint::m_fColorPicker[1] * 255;
uchar b = m_Paint::m_fColorPicker[2] * 255;
Paint::SetNodeColor(veh, m_Paint::m_Selected, { r, g, b, 255 }, m_Paint::m_bMatFilter);
}
#endif
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ImGui::Spacing();
ImGui::Columns(2, NULL, false);
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#ifdef GTASA
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ImGui::Checkbox("Material filter", &m_Paint::m_bMatFilter);
ImGui::RadioButton("Primary", &m_Paint::m_nRadioButton, 1);
ImGui::RadioButton("Secondary", &m_Paint::m_nRadioButton, 2);
ImGui::NextColumn();
ImGui::NewLine();
ImGui::RadioButton("Tertiary", &m_Paint::m_nRadioButton, 3);
ImGui::RadioButton("Quaternary", &m_Paint::m_nRadioButton, 4);
#else
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ImGui::RadioButton("Primary", &m_Paint::m_nRadioButton, 1);
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ImGui::NextColumn();
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ImGui::RadioButton("Secondary", &m_Paint::m_nRadioButton, 2);
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#endif
ImGui::Spacing();
ImGui::Columns(1);
ImGui::Text("Select color preset:");
ImGui::Spacing();
int count = (int)m_CarcolsColorData.size();
ImVec2 size = Ui::GetSize();
int btnsInRow = ImGui::GetWindowContentRegionWidth() / (size.y * 2);
int btnSize = (ImGui::GetWindowContentRegionWidth() - int(ImGuiStyleVar_ItemSpacing) * (btnsInRow -
0.6 * btnsInRow)) / btnsInRow;
ImGui::BeginChild("Colorss");
for (int colorId = 0; colorId < count; ++colorId)
{
if (Ui::ColorButton(colorId, m_CarcolsColorData[colorId], ImVec2(btnSize, btnSize)))
{
*(uint8_replacement*)(int(veh) + BY_GAME(0x433, 0x19F, 0x19B) + m_Paint::m_nRadioButton) = colorId;
}
if ((colorId + 1) % btnsInRow != 0)
{
ImGui::SameLine(0.0, 4.0);
}
}
ImGui::EndChild();
ImGui::EndTabItem();
}
#ifdef GTASA
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if (gRenderer != Render_DirectX11)
{
if (ImGui::BeginTabItem("Neons"))
{
ImGui::Spacing();
if (ImGui::Button("Remove neon", ImVec2(Ui::GetSize())))
{
Neon::Remove(veh);
SetHelpMessage("Neon removed", false, false, false);
}
ImGui::Spacing();
ImGui::Columns(2, NULL, false);
bool pulsing = Neon::IsPulsingEnabled(veh);
if (Ui::CheckboxWithHint("Pulsing neons", &pulsing))
{
Neon::SetPulsing(veh, pulsing);
}
Ui::CheckboxWithHint("Rainbow neons", &m_Neon::m_bRainbowEffect, "Rainbow effect to neon lights");
ImGui::NextColumn();
Ui::CheckboxWithHint("Traffic neons", &m_Neon::m_bApplyOnTraffic, "Adds neon lights to traffic vehicles.\n\
Only some vehicles will have them.");
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ImGui::Columns(1);
ImGui::Spacing();
if (ImGui::ColorEdit3("Color picker", m_Neon::m_fColorPicker))
{
Neon::Install(veh, m_Neon::m_fColorPicker[0] * 255, m_Neon::m_fColorPicker[1] * 255,
m_Neon::m_fColorPicker[2] * 255);
}
ImGui::Spacing();
ImGui::Text("Select neon preset:");
int count = (int)m_CarcolsColorData.size();
ImVec2 size = Ui::GetSize();
int btnsInRow = ImGui::GetWindowContentRegionWidth() / (size.y * 2);
int btnSize = (ImGui::GetWindowContentRegionWidth() - int(ImGuiStyleVar_ItemSpacing) * (btnsInRow -
0.6 * btnsInRow)) / btnsInRow;
ImGui::BeginChild("Neonss");
for (int color_id = 0; color_id < count; ++color_id)
{
if (Ui::ColorButton(color_id, m_CarcolsColorData[color_id], ImVec2(btnSize, btnSize)))
{
std::vector<float>& color = m_CarcolsColorData[color_id];
Neon::Install(veh, color[0] * 255, color[1] * 255, color[2] * 255);
}
if ((color_id + 1) % btnsInRow != 0)
{
ImGui::SameLine(0.0, 4.0);
}
}
ImGui::EndChild();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Textures"))
{
Paint::GenerateNodeList(veh, m_Paint::m_vecNames);
ImGui::Spacing();
if (ImGui::Button("Reset texture", ImVec2(Ui::GetSize())))
{
Paint::ResetNodeTexture(veh, m_Paint::m_Selected);
SetHelpMessage("Texture reset", false, false, false);
}
ImGui::Spacing();
Ui::ListBoxStr("Component", m_Paint::m_vecNames, m_Paint::m_Selected);
ImGui::Spacing();
int maxpjob, curpjob;
Command<Commands::GET_NUM_AVAILABLE_PAINTJOBS>(hveh, &maxpjob);
if (maxpjob > 0)
{
Command<Commands::GET_CURRENT_VEHICLE_PAINTJOB>(hveh, &curpjob);
if (ImGui::InputInt("Paintjob", &curpjob))
{
if (curpjob > maxpjob)
curpjob = -1;
if (curpjob < -1)
curpjob = maxpjob - 1;
Command<Commands::GIVE_VEHICLE_PAINTJOB>(hveh, curpjob);
}
ImGui::Spacing();
}
ImGui::Spacing();
ImGui::SameLine();
ImGui::Checkbox("Material filter", &m_Paint::m_bMatFilter);
ImGui::Spacing();
Ui::DrawImages(Paint::m_TextureData,
[](std::string& str)
{
Paint::SetNodeTexture(FindPlayerPed()->m_pVehicle, m_Paint::m_Selected, str,
m_Paint::m_bMatFilter);
},
nullptr,
[](std::string& str)
{
return str;
});
ImGui::EndTabItem();
}
}
if (ImGui::BeginTabItem("Tune"))
{
ImGui::Spacing();
Ui::DrawImages(m_TuneData,
[](std::string& str)
{
AddComponent(str);
},
[](std::string& str)
{
RemoveComponent(str);
},
[](std::string& str)
{
return str;
},
[pPlayer](std::string& str)
{
return ((bool(*)(int, CVehicle*))0x49B010)(std::stoi(str), pPlayer->m_pVehicle);
}
);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Handling"))
{
ImGui::Spacing();
// https://github.com/multitheftauto/mtasa-blue/blob/16769b8d1c94e2b9fe6323dcba46d1305f87a190/Client/game_sa/CModelInfoSA.h#L213
CBaseModelInfo* pInfo = CModelInfo::GetModelInfo(pPlayer->m_pVehicle->m_nModelIndex);
int handlingID = patch::Get<WORD>((int)pInfo + 74, false); // CBaseModelInfo + 74 = handlingID
tHandlingData *pHandlingData = reinterpret_cast<tHandlingData*>(0xC2B9DC + (handlingID * 224)); // sizeof(tHandlingData) = 224
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if (ImGui::Button("Reset handling", ImVec2(Ui::GetSize(3))))
{
gHandlingDataMgr.LoadHandlingData();
SetHelpMessage("Handling reset", false, false, false);
}
ImGui::SameLine();
if (ImGui::Button("Save to file", ImVec2(Ui::GetSize(3))))
{
FileHandler::GenerateHandlingFile(pHandlingData, m_VehicleIDE);
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SetHelpMessage("Handling saved", false, false, false);
}
ImGui::SameLine();
if (ImGui::Button("Read more", ImVec2(Ui::GetSize(3))))
{
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ShellExecute(NULL, "open", "https://projectcerbera.com/gta/sa/tutorials/handling", NULL, NULL,
SW_SHOWNORMAL);
}
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ImGui::Spacing();
ImGui::BeginChild("HandlingChild");
static std::vector<Ui::NamedValue> abs{ {"On", 1}, {"Off", 0} };
Ui::EditRadioButtonAddressEx("Abs", (int)&pHandlingData->m_bABS, abs);
Ui::EditFloat("Anti dive multiplier", (int)&pHandlingData->m_fSuspensionAntiDiveMultiplier, 0.0f, 0.0f, 1.0f);
Ui::EditFloat("Brake bias", (int)&pHandlingData->m_fBrakeBias, 0.0f, 0.0f, 1.0f);
// Brake deceleration calculation
float BrakeDeceleration = pHandlingData->m_fBrakeDeceleration * 2500;
Ui::EditFloat("Brake deceleration", (int)&pHandlingData->m_fBrakeDeceleration, 0.0f, 0.0f, 20.0f, 2500.0f);
pHandlingData->m_fBrakeDeceleration = BrakeDeceleration / 2500;
Ui::EditFloat("Centre of mass X", (int)&pHandlingData->m_vecCentreOfMass.x, -10.0f, -10.0f, 10.0f);
Ui::EditFloat("Centre of mass Y", (int)&pHandlingData->m_vecCentreOfMass.y, -10.0f, -10.0f, 10.0f);
Ui::EditFloat("Centre of mass Z", (int)&pHandlingData->m_vecCentreOfMass.z, -10.0f, -10.0f, 10.0f);
// CDM calculations
float factor = (1.0 / pHandlingData->m_fMass);
float fCDM = pHandlingData->m_fCollisionDamageMultiplier / (2000.0f * factor);
Ui::EditFloat("Collision damage multiplier", (int)&fCDM, 0.0f, 0.0f, 1.0f, 0.3381f);
pHandlingData->m_fCollisionDamageMultiplier = factor * fCDM * 2000.0f;
Ui::EditFloat("Damping level", (int)&pHandlingData->m_fSuspensionDampingLevel, -10.0f, -10.0f, 10.0f); // test later
Ui::EditFloat("Drag mult", (int)&pHandlingData->m_fDragMult, 0.0f, 0.0f, 30.0f);
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static std::vector<Ui::NamedValue> drive_type
{
{"Front wheel drive", 70}, {"Rear wheel drive", 82}, {"Four wheel drive", 52}
};
Ui::EditRadioButtonAddressEx("Drive type", (int)&pHandlingData->m_transmissionData.m_nDriveType, drive_type);
// Engine acceleration calculation
float fEngineAcceleration = pHandlingData->m_transmissionData.m_fEngineAcceleration * 12500;
Ui::EditFloat("Engine acceleration", (int)&fEngineAcceleration, 0.0f, 0.0f, 49.0f, 12500.0f);
pHandlingData->m_transmissionData.m_fEngineAcceleration = fEngineAcceleration / 12500;
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Ui::EditFloat("Engine inertia", (int)&pHandlingData->m_transmissionData.m_fEngineInertia, 0.1f, 0.1f, 400.0f);
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static std::vector<Ui::NamedValue> engine_type{ {"Petrol", 80}, {"Diseal", 68}, {"Electric", 69} };
Ui::EditRadioButtonAddressEx("Engine type", (int)&pHandlingData->m_transmissionData.m_nEngineType, engine_type);
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std::vector<Ui::NamedValue> front_lights{ {"Long", 0}, {"Small", 1}, {"Big", 2}, {"Tall", 3} };
Ui::EditRadioButtonAddressEx("Front lights", (int)&pHandlingData->m_nFrontLights, front_lights);
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Ui::EditFloat("Force level", (int)&pHandlingData->m_fSuspensionForceLevel, -10.0f, -10.0f, 10.0f); // test later
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Ui::EditBits("Handling flags", (int)&pHandlingData->m_nHandlingFlags, m_HandlingFlagNames);
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Ui::EditFloat("High speed damping", (int)&pHandlingData->m_fSuspensionDampingLevel, -10.0f, -10.0f, 10.0f); // test later
Ui::EditFloat("Lower limit", (int)&pHandlingData->m_fSuspensionLowerLimit, -10.0f, -10.0f, 10.0f); // test later
Ui::EditFloat("Mass", (int)&pHandlingData->m_fMass, 1.0f, 1.0f, 50000.0f);
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// Max Velocity calculation
int MaxVelocity = pHandlingData->m_transmissionData.m_fMaxGearVelocity / *(float*)0xC2B9BC;
Ui::EditFloat("Max velocity", (int)&MaxVelocity, 1.0f, 1.0f, 1000.0f);
pHandlingData->m_transmissionData.m_fMaxGearVelocity = MaxVelocity * (*(float*)0xC2B9BC);
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Ui::EditBits("Model flags", (int)&pHandlingData->m_nModelFlags, m_ModelFlagNames);
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Ui::EditAddress<int>("Monetary value", (int)&pHandlingData->m_nMonetaryValue, 1, 1, 100000);
Ui::EditAddress<BYTE>("Number of gears", (int)&pHandlingData->m_transmissionData.m_nNumberOfGears, 1, 1, 10);
Ui::EditAddress<BYTE>("Percent submerged", (int)&pHandlingData->m_nPercentSubmerged, 10, 10, 120);
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static std::vector<Ui::NamedValue> rear_lights{ {"Long", 0}, {"Small", 1}, {"Big", 2}, {"Tall", 3} };
Ui::EditRadioButtonAddressEx("Rear lights", (int)&pHandlingData->m_nRearLights, rear_lights);
Ui::EditFloat("Seat offset distance", (int)&pHandlingData->m_fSeatOffsetDistance, 0.0f, 0.0f, 1.0f);
Ui::EditFloat("Steering lock", (int)&pHandlingData->m_fSteeringLock, 10.0f, 10.0f, 50.0f);
Ui::EditFloat("Suspension bias", (int)&pHandlingData->m_fSuspensionBiasBetweenFrontAndRear, 0.0f, 0.0f, 1.0f);
Ui::EditFloat("Traction bias", (int)&pHandlingData->m_fTractionBias, 0.0f, 0.0f, 1.0f);
Ui::EditFloat("Traction loss", (int)&pHandlingData->m_fTractionLoss, 0.0f, 0.0f, 1.0f);
Ui::EditFloat("Traction multiplier", (int)&pHandlingData->m_fTractionMultiplier, 0.5f, 0.5f, 2.0f);
Ui::EditFloat("Turn mass", (int)&pHandlingData->m_fTurnMass, 20.0f, 20.0f, 1000.0f); // test later
Ui::EditFloat("Upper limit", (int)&pHandlingData->m_fSuspensionUpperLimit, -1.0f, -1.0f, 1.0f);
Ui::EditAddress<BYTE>("Vehicle anim group", (int)&pHandlingData->m_nAnimGroup, 0, 0, 20);
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ImGui::EndChild();
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ImGui::EndTabItem();
}
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#endif
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}
ImGui::EndTabBar();
}
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}