void CClientCamera::GetTarget ( CVector & vecTarget ) const { if ( m_bFixed ) vecTarget = m_vecFixedTarget; else { CMatrix matTemp; m_pCamera->GetMatrix ( &matTemp ); CCam* pCam = m_pCamera->GetCam ( m_pCamera->GetActiveCam () ); vecTarget = matTemp.vPos + *pCam->GetFront (); } }
// // Return matrix being used by GTA right now // CMatrix CClientCamera::GetGtaMatrix ( void ) const { CCam* pCam = m_pCamera->GetCam ( m_pCamera->GetActiveCam () ); CMatrix matResult; m_pCamera->GetMatrix ( &matResult ); matResult.vFront = *pCam->GetFront (); matResult.vUp = *pCam->GetUp (); matResult.vPos = *pCam->GetSource (); matResult.vRight = -matResult.vRight; // Camera has this the other way matResult.OrthoNormalize( CMatrix::AXIS_FRONT, CMatrix::AXIS_UP ); return matResult; }
void CNametags::DrawFromAim() { unsigned long ulCurrentTime = CClientTime::GetTime(); // Got any players that are not local? if (m_pPlayerManager->Count() > 1) { // Grab the local player CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer(); if (pLocalPlayer) { // Grab the current time and the camera unsigned long ulCurrentTime = CClientTime::GetTime(); CCamera* pCamera = g_pGame->GetCamera(); // Grab our controller state CControllerState State; g_pGame->GetPad()->GetCurrentControllerState(&State); // Grab our current weapon slot. Use screen center if melee or none CVector vecStart; CVector vecTarget; eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot(); if (eSlot == WEAPONSLOT_TYPE_UNARMED || eSlot == WEAPONSLOT_TYPE_MELEE || eSlot == WEAPONSLOT_TYPE_RIFLE || eSlot == WEAPONSLOT_TYPE_THROWN || eSlot == WEAPONSLOT_TYPE_SPECIAL || eSlot == WEAPONSLOT_TYPE_GIFT || eSlot == WEAPONSLOT_TYPE_PARACHUTE || eSlot == WEAPONSLOT_TYPE_DETONATOR) { // Grab the active cam CCamera* pCamera = g_pGame->GetCamera(); CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Range float fRange; eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); if (pWeaponStat) { fRange = pWeaponStat->GetTargetRange(); } else { fRange = MELEE_VISIBLE_RANGE; } // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * fRange; } else { // Grab the weapon and keysync state. If it exists and he holds Target down CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon(); if (pPlayerWeapon && State.RightShoulder1) { // Grab the gun muzzle position eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); CVector vecGunMuzzle = *pWeaponStat->GetFireOffset(); pLocalPlayer->GetTransformedBonePosition(BONE_RIGHTWRIST, vecGunMuzzle); // Grab the target point pCamera->Find3rdPersonCamTargetVector(AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget); } else { // Grab the active cam CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * MELEE_VISIBLE_RANGE; } } // Ignore the local player for this pLocalPlayer->WorldIgnore(true); // Do the raycast CColPoint* pColPoint = NULL; CEntity* pEntity = NULL; SLineOfSightFlags flags; flags.bCheckBuildings = true; flags.bCheckVehicles = true; flags.bCheckPeds = true; flags.bCheckObjects = true; flags.bCheckDummies = true; flags.bSeeThroughStuff = true; flags.bIgnoreSomeObjectsForCamera = false; flags.bShootThroughStuff = true; g_pGame->GetWorld()->ProcessLineOfSight(&vecStart, &vecTarget, &pColPoint, &pEntity, flags); if (pColPoint) pColPoint->Destroy(); // Un-ignore the local player pLocalPlayer->WorldIgnore(false); // Did we find an entity? if (pEntity) { // Grab the CClientEntity belonging to this game_sa entity CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer()); if (pClientEntity) { // Is it a vehicle? Is it a ped? eClientEntityType EntityType = pClientEntity->GetType(); if (EntityType == CCLIENTVEHICLE) { CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity); // Set the current time as the last draw time for all players inside CClientPed* pPed; int i; for (i = 0; i < 8; i++) { // Grab this seat's occupant and set its last nametag show time to now pPed = pClientVehicle->GetOccupant(i); if (pPed && pPed->GetType() == CCLIENTPLAYER) { static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime); } } } else if (EntityType == CCLIENTPLAYER) { // Grab the player this entity is CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity); if (pClientPlayer) { // Set now as the last time we had the cursor above him pClientPlayer->SetLastNametagShow(ulCurrentTime); } } } } // Grab the local player vehicle CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle(); // Draw the nametags we need to CClientPlayer* pPlayer; CClientStreamElement* pElement; list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin(); for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter) { pElement = *iter; if (!pElement->IsStreamedIn()) continue; if (pElement->GetType() != CCLIENTPLAYER) continue; pPlayer = static_cast<CClientPlayer*>(pElement); if (pPlayer->IsLocalPlayer()) continue; // Is he in the same vehicle as the local player? if (pLocalVehicle && pPlayer->GetOccupiedVehicle() == pLocalVehicle) { pPlayer->SetLastNametagShow(ulCurrentTime); } // Can we show this player's nametag unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); if (ulLastNametagShow != 0 && ulCurrentTime <= ulLastNametagShow + NAMETAG_END_FADE_TIME) { unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); // Calculate the alpha modifier float fAlphaTimeModifier; if (ulCurrentTime < ulLastNametagShow + NAMETAG_BEGIN_FADE_TIME) { fAlphaTimeModifier = 1.0f; } else { fAlphaTimeModifier = 1.0f - (ulCurrentTime - ulLastNametagShow - NAMETAG_BEGIN_FADE_TIME) / 1000.0f; } // Calculate the alpha for the nametag unsigned char ucAlpha = static_cast<unsigned char>(180.0f * fAlphaTimeModifier); // Draw it DrawTagForPlayer(pPlayer, ucAlpha); } } } } }
void cheat_handle_quickwarp(struct vehicle_info *vehicle_info, struct actor_info *actor_info) { if (KEYCOMBO_PRESSED(set.key_quickwarp)) { CCam *pCam = pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam()); CVector camsrc(*pCam->GetSource()), src, target, tppos; CColPoint *pCollision = nullptr; CEntitySAInterface *pEntity = nullptr; if (pCam->GetMode() == MODE_AIMWEAPON || pCam->GetMode() == MODE_AIMWEAPON_ATTACHED || pCam->GetMode() == MODE_AIMWEAPON_FROMCAR) { // calculate target position by aim vector pGame->GetCamera()->Find3rdPersonCamTargetVector(700.0f, &camsrc, &src, &target); } else { // else by camera vector target = camsrc + *pCam->GetFront() * 700.0f; } // ignore self vehicle if (vehicle_info != nullptr) { *(::vehicle_info **)VAR_IgnoredEntity = vehicle_info; } if (GTAfunc_ProcessLineOfSight(&camsrc, &target, &pCollision, &pEntity, true, true, false, true, true, false, false, false)) { tppos = *pCollision->GetPosition(); tppos -= (*pCollision->GetNormal()) * 0.5f; if (pCollision->GetNormal()->fZ >= 0.5f || pPedSelf->GetAreaCode() != 0) { tppos.fZ += 1.0f; tppos.fZ = pGameInterface->GetWorld()->FindGroundZFor3DPosition(&tppos); } else { tppos.fZ = pGameInterface->GetWorld()->FindGroundZForPosition(tppos.fX, tppos.fY); } if (vehicle_info != nullptr) { // check for collision CVehicle *vehSelf = pPedSelf->GetVehicle(); if (vehSelf) { pCollision->Destroy(); // check for collision CVector vecVehicleGravity; vehSelf->GetGravity(&vecVehicleGravity); CVector vecVehicleAbove = (-vecVehicleGravity * 5.0f) + tppos; CVector vecVehicleBelow = (vecVehicleGravity * 5.0f) + tppos; bool bCollision = GTAfunc_ProcessLineOfSight(&vecVehicleAbove, &vecVehicleBelow, &pCollision, &pEntity, true, false, false, true, true, false, false, false); // not checking for vehicle collisions if (bCollision && pCollision) { // set vehicle to same Up position has surface normal CMatrix matVehicleSelf; vehSelf->GetMatrix(&matVehicleSelf); CVector vecCollisionNormal = *pCollision->GetNormal(); // get "down" from vehicle model CVector rotationAxis = matVehicleSelf.vUp; // normalize our vectors vecCollisionNormal.Normalize(); rotationAxis.Normalize(); // axis and rotation for gravity float theta = acos(rotationAxis.DotProduct(&vecCollisionNormal)); if (!near_zero(theta)) { rotationAxis.CrossProduct(&vecCollisionNormal); rotationAxis.Normalize(); rotationAxis.ZeroNearZero(); matVehicleSelf = matVehicleSelf.Rotate(&rotationAxis, -theta); } // set the new matrix vehSelf->SetMatrix(&matVehicleSelf); // set pos floats for actual teleporting tppos.fX = pCollision->GetPosition()->fX; tppos.fY = pCollision->GetPosition()->fY; tppos.fZ = pCollision->GetPosition()->fZ + 1.0f; // should be enough to stay above the ground properly } else { tppos.fZ += 0.5f; } cheat_vehicle_teleport(vehicle_info, &tppos.fX, gta_interior_id_get(), true); } } else if (actor_info != nullptr) { tppos.fZ += 1.0f; cheat_actor_teleport(actor_info, &tppos.fX, gta_interior_id_get()); } GTAfunc_TogglePlayerControllable(0); GTAfunc_LockActor(0); } if (pCollision != nullptr) { pCollision->Destroy(); } } }