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src/gtasa/effects/custom/player/MergeWeaponsAmmoEffect.cpp
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#include "util/EffectBase.h" | ||
#include "util/hooks/HookMacros.h" | ||
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#include <cstdio> | ||
namespace | ||
{ | ||
enum eWeaponSlot | ||
{ | ||
UNARMED, | ||
MELEE, | ||
HANDGUN, | ||
SHOTGUN, | ||
SMG, | ||
RIFLE, | ||
SNIPER, | ||
HEAVY, | ||
THROWN, | ||
SPECIAL, | ||
GIFT, | ||
PARACHUTE, | ||
DETONATOR, | ||
}; | ||
} // namespace | ||
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using namespace plugin; | ||
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class MergeWeaponsAmmoEffect : public EffectBase | ||
{ | ||
static inline bool *infiniteAmmoCheat = nullptr; | ||
static inline int totalAmmo = 0; | ||
static inline bool isValidWeapon = false; | ||
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public: | ||
void | ||
OnStart (EffectInstance *inst) override | ||
{ | ||
infiniteAmmoCheat = reinterpret_cast<bool *> (0x969178); | ||
HOOK_METHOD_ARGS (inst, Hooked_Weapon_Fire, | ||
bool (CWeapon *, CPed *, CVector *, CVector *, | ||
CEntity *, CVector *, CVector *), | ||
0x742300); | ||
HOOK_METHOD_ARGS (inst, Hooked_Weapon_FireFromCar, | ||
bool (CWeapon *, CVehicle *, bool, bool), 0x73FA20); | ||
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patch::RedirectCall (0x589498, Redirect_AsciiToGxtChar); | ||
} | ||
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void | ||
OnEnd (EffectInstance *inst) | ||
{ | ||
patch::RedirectCall (0x589498, AsciiToGxtChar); | ||
} | ||
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void | ||
OnTick (EffectInstance *inst) override | ||
{ | ||
auto *player = FindPlayerPed (); | ||
if (!player) return; | ||
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totalAmmo = 0; | ||
for (int i = HANDGUN; i < SPECIAL; i++) | ||
{ | ||
if (!player->m_aWeapons[i].m_eWeaponType) | ||
{ | ||
continue; | ||
} | ||
totalAmmo += player->m_aWeapons[i].m_nTotalAmmo; | ||
} | ||
isValidWeapon = false; | ||
auto activeWeaponSlot = player->m_nActiveWeaponSlot; | ||
if (activeWeaponSlot >= HANDGUN && activeWeaponSlot < SPECIAL) | ||
{ | ||
isValidWeapon = true; | ||
} | ||
} | ||
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static void | ||
Redirect_AsciiToGxtChar (const char *src, char *dst) | ||
{ | ||
std::array<char, 32> buff; | ||
buff.fill (0); | ||
std::sprintf (buff.data (), "%d", totalAmmo); | ||
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const char *p = isValidWeapon ? buff.data () : src; | ||
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AsciiToGxtChar (p, dst); | ||
} | ||
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static bool | ||
Hooked_Weapon_Fire (auto &&cb, CWeapon *thisWeapon, CPed *owner, | ||
CVector *vecOrigin, CVector *_vecEffectPosn, | ||
CEntity *targetEntity, CVector *vecTarget, | ||
CVector *arg_14) | ||
{ | ||
auto *player = FindPlayerPed (); | ||
if (owner != player || !player) | ||
{ | ||
return cb (); | ||
} | ||
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if (*infiniteAmmoCheat) // already active, skip the next logic | ||
{ | ||
return cb (); | ||
} | ||
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if (isValidWeapon) | ||
{ | ||
int activeSlot = player->m_nActiveWeaponSlot; | ||
*infiniteAmmoCheat = true; // hack to decrease ammo manually | ||
auto hasFire = cb (); | ||
*infiniteAmmoCheat = false; | ||
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if (hasFire) | ||
{ | ||
DecreaseAmmo (activeSlot); | ||
} | ||
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return hasFire; | ||
} | ||
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return cb (); | ||
} | ||
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static bool | ||
Hooked_Weapon_FireFromCar (auto &&cb, CWeapon *thisWeapon, | ||
CVehicle *vehicle, bool leftSide, bool rightSide) | ||
{ | ||
auto *player = FindPlayerPed (); | ||
if (vehicle->m_pDriver != player || !player) | ||
{ | ||
return cb (); | ||
} | ||
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if (*infiniteAmmoCheat) // already active, skip the next logic | ||
{ | ||
return cb (); | ||
} | ||
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if (isValidWeapon) | ||
{ | ||
int activeSlot = player->m_nActiveWeaponSlot; | ||
*infiniteAmmoCheat = true; // hack to decrease ammo manually | ||
auto hasFire = cb (); | ||
*infiniteAmmoCheat = false; | ||
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if (hasFire) | ||
{ | ||
DecreaseAmmo (activeSlot); | ||
} | ||
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return hasFire; | ||
} | ||
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return cb (); | ||
} | ||
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static void | ||
DecreaseAmmo (int slot) | ||
{ | ||
auto *player = FindPlayerPed (); | ||
auto &weapon = player->m_aWeapons[slot]; | ||
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if (weapon.m_nTotalAmmo > 2) | ||
{ | ||
weapon.m_nTotalAmmo--; | ||
} | ||
else | ||
{ | ||
bool forceDecreaseAmmo = true; | ||
for (int i = HANDGUN; i < SPECIAL; i++) | ||
{ | ||
if (!player->m_aWeapons[i].m_eWeaponType || i == slot) | ||
{ | ||
continue; | ||
} | ||
if (player->m_aWeapons[i].m_nTotalAmmo > 0) | ||
{ | ||
player->m_aWeapons[i].m_nTotalAmmo--; | ||
forceDecreaseAmmo = false; | ||
break; | ||
} | ||
} | ||
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if (forceDecreaseAmmo) | ||
{ | ||
weapon.m_nTotalAmmo--; | ||
} | ||
} | ||
} | ||
}; | ||
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DEFINE_EFFECT (MergeWeaponsAmmoEffect, "effect_merge_weapons_ammo", | ||
GROUP_WEAPONS); |