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Infinite Eagle Eye & Super Damage #117

Merged
merged 52 commits into from
Jul 11, 2024
Merged

Infinite Eagle Eye & Super Damage #117

merged 52 commits into from
Jul 11, 2024

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Deadlineem
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@Deadlineem Deadlineem commented Mar 28, 2024

This PR adds a toggleable option for Eagle Eye.

This checks to see if eagle eye is active, if its not, it activates it for you then sets eagle eye to run for an infinite duration.

NOTE: While eagle eye is active, when you try to sprint, it deactivates, this will keep reactivating it for you but will pretty much nullify sprinting.

If this is an issue, removing PLAYER::_SECONDARY_SPECIAL_ABILITY_SET_ACTIVE(PLAYER::PLAYER_ID()); will only set the infinite eagle eye duration, but it must be manually activated, sprinting is still going to disable eagle eye.

Disabling will remove all effects (Eagle eye, infinite duration) one time only.

##Update 2:

Adds a togglable option for super damage

Closes #115 -- Infinite Eagle Eye

Closes #104 -- Instant Kill

Closes #132 -- Fishing bug

Infinite/Always Active Eagle Eye
Added eagle eye toggle.
Adds super damage toggle.
Adds Super Damage toggleable for instant kills
@Deadlineem Deadlineem changed the title Infinite Eagle Eye Infinite Eagle Eye & Super Damage Mar 28, 2024
@Deadlineem
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@DayibBaba whats your take, should I remove the check if eagle eye is active and just set the infinite modifier, let them activate eagle eye on their own, or is this ok?

@Rxann
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Rxann commented Mar 28, 2024

@DayibBaba whats your take, should I remove the check if eagle eye is active and just set the infinite modifier, let them activate eagle eye on their own, or is this ok?

I am not Dayibaba but i think you should let them activate it on your own, but by all means it is up to you and dayibaba. just a suggestion.

Fixed positioning of Spawned Objects/Collectibles, they now spawn in front of your player instead of inside/behind/in the air
Fixed ground placement of the objects being spawned.
@DayibBaba
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We should investigate why sprinting and deadeye are mutualy exclusive. I don't suppose logically they would, a simple nop could make this a much more elegant feature.

@Deadlineem
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We should investigate why sprinting and deadeye are mutualy exclusive. I don't suppose logically they would, a simple nop could make this a much more elegant feature.

I agree with you on that, it bothers me that you cant run with eagle eye active. Same with deadeye, but while i was working on the eagle eye feature i found one for deadeye as well, so really, its mainly about the running now.

@Deadlineem
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@DayibBaba I found something related to motion states in natives which brought me here

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CPedMotionStates__eMotionState

This might help?

@Rxann
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Rxann commented Mar 30, 2024

We should investigate why sprinting and deadeye are mutualy exclusive. I don't suppose logically they would, a simple nop could make this a much more elegant feature.

Would we be patching an instruction in a native function?

Added more to the damage multipliers, explosions and melee
Allows for no bullet spread, always 100% accurate.
Adds Lightning strike explosion
adds lightning strike option
Adds option to Quit the online session, bringing you back to the main menu.
Adds a function to quit the session youre in.
Added toggle for No Spread
src/game/features/self/NoSpread.cpp Outdated Show resolved Hide resolved
src/game/features/self/SuperDamage.cpp Outdated Show resolved Hide resolved
src/util/Rewards.cpp Outdated Show resolved Hide resolved
@DayibBaba
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We should investigate why sprinting and deadeye are mutualy exclusive. I don't suppose logically they would, a simple nop could make this a much more elegant feature.

Would we be patching an instruction in a native function?

Im affraid it runs a little deeper than that.

Reverted, the other explosion type was not lightning
Fixed horse godmode
Now applies to horses, wagons, anything vehicle related.
Revised README for current updates.
README.md Outdated Show resolved Hide resolved
Added Game Build Version at bottom left.
@Rxann
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Rxann commented Jul 10, 2024

I will test this soon

cough cough

I know right?! @Rxann tick tock im not getting any younger! I can push the train speed modifications next after this PR and work on the ptfx as well

My fault, been busy on other horsemenu stuff

I wanna be busy with it too! Merge teh PR brotha!

Have u tested it?

Yes, it works as it should, i haven't noticed any bugs with it yet, the rest of them were tested awhile ago.

Once you fix what MBG reviewed and he confirms it's fine, it can be merged.

@maybegreat48
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I wanna be busy with it too! Merge teh PR brotha!

You can create a different branch while waiting for your existing PR to get merged. You can even open multiple PRs at the same time

@Deadlineem
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I wanna be busy with it too! Merge teh PR brotha!

You can create a different branch while waiting for your existing PR to get merged. You can even open multiple PRs at the same time

I tried figuring it out, failed 100 times 😂

@maybegreat48
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maybegreat48 commented Jul 10, 2024

I tried figuring it out, failed 100 times 😂

https://github.com/Deadlineem/HorseMenu/branches
Create a new one based on upstream (/YimMenu/HorseMenu) master

@Deadlineem
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I tried figuring it out, failed 100 times 😂

https://github.com/Deadlineem/HorseMenu/branches Create a new one based on upstream (/YimMenu/HorseMenu) master

For 3 months ive been trying to figure it out, every time i would just use vs and commit i tried making a new branch in vs but not on github, im dumb 🤣

@tyackman
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I tried figuring it out, failed 100 times 😂

https://github.com/Deadlineem/HorseMenu/branches Create a new one based on upstream (/YimMenu/HorseMenu) master

For 3 months ive been trying to figure it out, every time i would just use vs and commit i tried making a new branch in vs but not on github, im dumb 🤣

Here is the git bash command to clone a specific branch of your repo, once you push changes to said branch, you can open a pr from it if you head to your repository in a web browser. git clone https://github.com/Deadlineem/HorseMenu.git --branch branchname

@Rxann Rxann dismissed their stale review July 10, 2024 02:59

Not Ready for Merge Yet

src/game/frontend/Menu.cpp Show resolved Hide resolved
src/game/features/network/QuitSession.cpp Outdated Show resolved Hide resolved
revert to Original UIManager for now.
This will set the ondisable to normal accuracy, I tried retrieving the default using PED::GET_PED_ACCURACY but it always returns 100 even without setting the accuracy to 100
@Deadlineem
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@Rxann all issues resolved and tested/working

src/game/features/self/NoSpread.cpp Outdated Show resolved Hide resolved
@Rxann Rxann requested a review from maybegreat48 July 11, 2024 21:04
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@maybegreat48 maybegreat48 left a comment

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LGTM

Also @Deadlineem did you ever get branches to work?

@Deadlineem
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LGTM

Also @Deadlineem did you ever get branches to work?

I haven't set any new ones up yet but after this PR i do have plans to add some train settings in.

I did notice something a bit messed up though when i was working on this, the UI is a bit funky on certain tabs like the tab the player list is on, the box on the left with the IP and other info is too small in width, this is also the same in the recovery tab under self as well but not nearly as bad.

Also, i was playing around with the teleport to waypoint option if you set a waypoint too far it will continuously fail to load/teleport, commented out the if statement to load ground and commented the brackets around it, added the function

LoadGroundAtCoords(coords);

and it loads the teleport as it should no matter the distance but you spawn 1000 feet in the sky. @Rxann @maybegreat48

@Rxann Rxann merged commit 62eb590 into YimMenu:master Jul 11, 2024
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