CheatMenuSA/src/test/test_vehicle.cpp

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#include "pch.h"
#include "test_vehicle.h"
//void TestPage::VehicleTest() {
// // These are neat, the BY_GAME defines seem to have everything in this order: SA, VC, 3.
// // This is under defines.h
// CVehicle* pVeh = BY_GAME(FindPlayerVehicle(-1, false), FindPlayerVehicle(), FindPlayerVehicle());
// int hVeh = CPools::GetVehicleRef(pVeh);
//
// // If the player is in a vehicle.
// if (pVeh)
// {
//
// }
//
// // There is a lot of these on the sanny builder website.
// //
// // Car, TireId (int)
// // https://library.sannybuilder.com/#/sa/default/04FE
// //Command<Commands::BURST_CAR_TYRE>(hVeh, 1);
//
// // Get car speed
// // https://library.sannybuilder.com/#/sa/default/02E3
// //
// // Car
// //Command<Commands::GET_CAR_SPEED>(hVeh);
//
// // Lock car doors
// // https://library.sannybuilder.com/#/sa/default/020A
// // Will this work?
// //Command<Commands::LOCK_CAR_DOORS>(hVeh);
//
// // Explode
// // https://library.sannybuilder.com/#/sa/default/020B
// //
// //Command<Commands::EXPLODE_CAR>(hVeh);
//
//
//}
// This is mostly specific to GTA SA and has been disabled for 3 and vc, I cannot get this to work on VC anyways.
bool bFlyingCars = false;
bool bSearchLight = false;
bool bVehGodMode = false;
static void BlowUpAllCarsMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
CVector pos = player->GetPosition();
if (ImGui::Button("Blow up all cars")) {
CCheat::BlowUpCarsCheat();
Util::SetMessage("All cars have been exterminated!");
#else
Util::SetMessage("Only works for SA!");
}
#endif //GTASA
}
}
static void SearchLightMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
// Try to toggle the search lights in police helicopters, is it toggleable in SA? I think I did it in FiveM.
if (ImGui::Checkbox("Search Light", &bSearchLight))
{
int hPlayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hPlayer);
bool bInHeli = Command<Commands::IS_CHAR_IN_ANY_HELI>(hPlayer);
//bool vehicleSearchLight = Command<Commands::SearchLight>
if (bInHeli)
{
//CHeli::AddHeliSearchLight();
}
}
ImGui::SameLine();
ImGui::Text("Doesn't work!");
#endif //GTASA
}
static void BlowUpVehicleMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
if (ImGui::Button("Blow up Current Car"))
{
//CPlayerPed* player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
// This actually does work.
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
Command<Commands::EXPLODE_CAR>(hVeh);
}
}
#endif //GTASA
}
static void CloseDoorsMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
// Works for closing the doors, not the trunk or hood though.
if (ImGui::Button("Close doors"))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
Command<Commands::CLOSE_ALL_CAR_DOORS>(hVeh);
}
}
}
#endif
static void LockDoorsMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
// This works for locking the car doors.
if (ImGui::Button("Lock doors"))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
bool isCarLocked = Command<Commands::GET_CAR_DOOR_LOCK_STATUS>(hVeh);
//bool isCarLocked = player->m_pVehicle->m_eDoorLock;
// https://library.sannybuilder.com/#/sa/default/020A
// https://library.sannybuilder.com/#/sa/enums/CarLock
if (!isCarLocked)
{
// 2 - Locked
Command<Commands::LOCK_CAR_DOORS>(hVeh, 2);
Util::SetMessage("Car has been locked!");
}
else
{
// 1 - Unlocked
Command<Commands::LOCK_CAR_DOORS>(hVeh, 1);
Util::SetMessage("Car has been unlocked!");
}
}
else
{
// I wonder how to get the last vehicle the player was in to unlock it.
}
}
#endif //GTASA
}
static void FlyingCarsMenu()
{
// This works
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
if (ImGui::Checkbox("Flying cars", &bFlyingCars))
{
// In cleo redux I can read and write to memory addresses, not sure how on here.
// I figured it out in the below code using a function in this menu.
// Example:
/*
* (Written in JavaScript)
player.clearWantedLevel();
Memory.Write(0x969171, 1, 1, false);
// Flying cars cheat.
*/
// Idea for this game from game.cpp on line 359
if (bFlyingCars)
{
patch::Set<byte>(0x969160, 1, true);
Util::SetMessage("Cars can now fly!");
}
else
{
patch::Set<byte>(0x969160, 0, true);
Util::SetMessage("Cars can no longer fly!");
}
// CallDynGlobal seems to be what they are using for cheats in the plugin-sdk
//CallDynGlobal<0x969160>;
// Gives an error though
}
#endif //GTASA
}
static void InvincibleCarsMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
// This works, this was a quick test I came up with.
if (ImGui::Checkbox("Invincible car", &bVehGodMode))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle)
{
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
#ifdef GTASA
bool isCarLocked = Command<Commands::GET_CAR_DOOR_LOCK_STATUS>(hVeh);
#endif //GTASA
//bool isCarLocked = player->m_pVehicle->m_eDoorLock;
if (bVehGodMode)
{
// Car, bulletProof, fireProof, explosionProof, meleeProof
// https://library.sannybuilder.com/#/sa/default/02AC
Command<Commands::SET_CAR_PROOFS>(hVeh, true, true, true, true, true);
Util::SetMessage("Your car now has god mode!");
}
else
{
Command<Commands::SET_CAR_PROOFS>(hVeh, false, false, false, false, false);
Util::SetMessage("Your car no longer has god mode!");
}
}
}
#endif //GTASA
}
static void IsCarInWaterMenu()
{
#ifdef GTASA
CPlayerPed* player = FindPlayerPed();
// Working
if (ImGui::Button("Is car in water"))
{
int hplayer = CPools::GetPedRef(player);
CVehicle* pVeh = nullptr;
bool bInVehicle = Command<Commands::IS_CHAR_IN_ANY_CAR>(hplayer);
if (bInVehicle) {
CVehicle* pVeh = player->m_pVehicle;
int hVeh = CPools::GetVehicleRef(pVeh);
// https://library.sannybuilder.com/#/sa/default/04D8
bool isCarInWater = Command<Commands::IS_CAR_IN_WATER>(hVeh);
if (!isCarInWater)
{
Util::SetMessage("Your car is dry.");
}
else
{
Util::SetMessage("Your car is in the water.");
}
}
else
{
Util::SetMessage("You are not in a car!");
}
}
}
#endif //GTASA
void VehicleTestPage::VehicleTestMenu() {
//#ifdef GTASA
// CPlayerPed* player = FindPlayerPed();
// int hplayer = CPools::GetPedRef(player);
// CVehicle* pVeh = nullptr;
// CVector pos = player->GetPosition();
//
// if (ImGui::Button("Blow up all cars")) {
//
// CCheat::BlowUpCarsCheat();
// Util::SetMessage("All cars have been exterminated!");
//#else
// Util::SetMessage("Only works for SA!");
//
// }
//#endif //GTASA
BlowUpAllCarsMenu();
SearchLightMenu();
BlowUpVehicleMenu();
CloseDoorsMenu();
LockDoorsMenu();
FlyingCarsMenu();
InvincibleCarsMenu();
IsCarInWaterMenu();
}
// void VehiclePage::Draw()
//void VehicleTestPage::Draw()
//{
// // Draw the test menu with a couple of cheats.
// VehicleTestMenu();
//}