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script.cpp
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script.cpp
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/*
* Custom Camera V Plus
*/
#include "script.h"
float smoothIsMouseLooking = 0.f;
float viewLock = 0.f;
float smoothViewLock = 0.f;
//float fixDistRight;
BOOL modEnabled = true;
BOOL camInitialized = false;
Vehicle veh;
Ped playerPed;
Vector3f prevVehPos;
Vector3f vehPos;
Vector3f vehRot;
Vector3f vehVelocity;
float vehSpeed;
float prevVehSpeed;
uint16_t vehGear;
float lastVelocityMagnitude;
Vector3f vehForwardVector;
Vector3f vehRightVector;
Vector3f vehUpVector;
Vector3f vehSpeedVector;
Vector3f smoothVehSpeedVector;
Vector3f vehAngularVelocity;
Vector3f smoothVehAngularVelocity;
Vector3f smoothTargetPos;
Vector3f smoothTargetPosEq;
//Vector3f smoothVehRightVector;
float vehAcceleration = 0.f;
float smoothAccelerationFactor = 0.f;
float prevVehAcceleration = 0.f;
eVehicleClass vehClass;
bool vehHasTowBone = false;
bool vehHasTrailerBone = false;
//float pivotFrontOffset = 0.365f;
//float pivotFrontOffsetHighSpeed = 0.0f;
float pivotFrontOffsetStraight = 0.f;
float pivotFrontOffsetTurn = 0.f;
float finalPivotFrontOffset = 0.f;
float smoothAngularDiff = 0.f;
float smoothAuxLerpFactor = 0.f;
Camera customCam = NULL;
//float fov3P = 85.f;
//float fov1P = 90.f;
float fov3P = 77.5f;
float fov1P = 75.F;
float fov1PAiming = 60.f;
float fov3PAiming = 60.f;
float distanceOffset3p = 0.f;
float heightOffset3p = 0.f;
float cameraAngle3p = 3.5f;
float InertiaForce3p = 1.f;
const float PI = 3.1415926535897932f;
int lastVehHash = -1;
bool isBike = false;
bool DynamicFov3pEnabled;
float DynamicFovMin3p;
float DynamicFovMax3p;
float DynamicFovMaxAtSpeed3p;
bool DynamicFov3pMaxLimit;
bool DynamicFov1pEnabled;
float DynamicFovMin1p;
float DynamicFovMax1p;
float DynamicFovMaxAtSpeed1p;
bool DynamicFov1pMaxLimit;
bool isInVehicle = false;
float calcLongitudeOffset3P = 0.f;
float calcHeightOffset3P = 0.f;
float vehCenterToFrontDist = 0.f;
float vehCenterToBackDist = 0.f;
float heightIcrementCalc = 0.f;
float rotationSpeed3P = 4.75f;
//bool useVariableRotSpeed3P = true;
//float minRotSpeed3P = 4.55f;
//float maxRotSpeed3P = 7.6f;
//float maxRotSpeedAngle3P = 90.0f;
//
//float variableRotLerpSpeed = 1.9f;
bool useVariableRotSpeed3P = true;
float RotSpeedFast3P = 4.7f;
float RotSpeedSlow3P = 3.8f;
float maxRotSpeedAngle3P = 90.0f;
float smoothFactor = 0.f;
//float variableRotLerpSpeed = 7.75f;
float currentRotSpeed3P = 2.0f;
float smoothSpeedFactor = 0.f;
float useRoadSurfaceNormal = false;
Vector3f cachedSurfaceNormal;
Vector3f smoothSurfaceNormal;
Vector3f smoothVelocity = Vector3f();
Vector3f ultraSmoothVelocity = Vector3f();
Quaternionf dirQuat3P = Quaternionf();
Quaternionf veloQuat3P = Quaternionf();
Quaternionf smoothQuat3P = Quaternionf();
Quaternionf ultraSmoothVelocity3P = Quaternionf();
Vector3f smoothRotSeat = Vector3f();
Quaternionf smoothQuatSeat = Quaternionf();
float smoothIsInAir = 0.f;
float smoothIsInAirNfs = 0.f;
float maxHighSpeed = 130.f;
float maxHighSpeedDistanceIncrement = 1.45f;
float accelerationCamDistanceMultiplier = 1.45f;
Vector3f playerVehOffset;
float vehMaxSpeed;
Vector3f smoothVelocityDir;
Vector3f bouncedSpeedVector;
Vector3f up(0.0f, 0.0f, 1.0f);
Vector3f down(0.0f, 0.0f, -1.0f);
Vector3f back(0.0f, -1.0f, 0.0f);
Vector3f front(0.0f, 1.0f, 0.0f);
Vector3f right(1.0f, 0.0f, 0.0f);
Vector2i lastMouseCoords;
float mouseMoveCountdown = 0.f;
bool isAiming = false;
float smoothIsAiming = 0.f;
bool customCamEnabled = true;
enum eCamType {
DriverSeat1P = 0,
ThirdPerson3P = 1, // New
};
int camsLength = 2;
int currentCam = eCamType::ThirdPerson3P;
// Input stuff taken from https://github.com/E66666666/GTAVMenuBase
const int KEYS_SIZE = 255;
static const std::unordered_map<std::string, int> KeyMap = {
// CTRL/SHIFT already have their left and right variants mapped
//keymap["SHIFT"] = VK_SHIFT;
//keymap["CTRL"] = VK_CONTROL;
{ "XB1" , VK_XBUTTON1 },
{ "XB2" , VK_XBUTTON2 },
{ "LMB" , VK_LBUTTON },
{ "RMB" , VK_RBUTTON },
{ "CANCEL" , VK_CANCEL },
{ "MMB" , VK_MBUTTON },
{ "BACKSPACE" , VK_BACK },
{ "TAB" , VK_TAB },
{ "CLEAR" , VK_CLEAR },
{ "RETURN" , VK_RETURN },
{ "ALT" , VK_MENU },
{ "PAUSE" , VK_PAUSE },
{ "CAPSLOCK" , VK_CAPITAL },
{ "ESCAPE" , VK_ESCAPE },
{ "SPACE" , VK_SPACE },
{ "PAGEUP" , VK_PRIOR },
{ "PAGEDOWN" , VK_NEXT },
{ "END" , VK_END },
{ "HOME" , VK_HOME },
{ "LEFT" , VK_LEFT },
{ "UP" , VK_UP },
{ "RIGHT" , VK_RIGHT },
{ "DOWN" , VK_DOWN },
{ "SELECT" , VK_SELECT },
{ "PRINT" , VK_PRINT },
{ "EXECUTE" , VK_EXECUTE },
{ "PRINTSCREEN" , VK_SNAPSHOT },
{ "INSERT" , VK_INSERT },
{ "DELETE" , VK_DELETE },
{ "HELP" , VK_HELP },
{ "LWIN" , VK_LWIN },
{ "RWIN" , VK_RWIN },
{ "APPS" , VK_APPS },
{ "SLEEP" , VK_SLEEP },
{ "NUM0" , VK_NUMPAD0 },
{ "NUM1" , VK_NUMPAD1 },
{ "NUM2" , VK_NUMPAD2 },
{ "NUM3" , VK_NUMPAD3 },
{ "NUM4" , VK_NUMPAD4 },
{ "NUM5" , VK_NUMPAD5 },
{ "NUM6" , VK_NUMPAD6 },
{ "NUM7" , VK_NUMPAD7 },
{ "NUM8" , VK_NUMPAD8 },
{ "NUM9" , VK_NUMPAD9 },
{ "*" , VK_MULTIPLY },
{ "PLUS" , VK_ADD },
{ "," , VK_SEPARATOR },
{ "MINUS" , VK_SUBTRACT },
{ "." , VK_DECIMAL },
{ "/" , VK_DIVIDE },
{ "F1" , VK_F1 },
{ "F2" , VK_F2 },
{ "F3" , VK_F3 },
{ "F4" , VK_F4 },
{ "F5" , VK_F5 },
{ "F6" , VK_F6 },
{ "F7" , VK_F7 },
{ "F8" , VK_F8 },
{ "F9" , VK_F9 },
{ "F10" , VK_F10 },
{ "F11" , VK_F11 },
{ "F12" , VK_F12 },
{ "F13" , VK_F13 },
{ "F14" , VK_F14 },
{ "F15" , VK_F15 },
{ "F16" , VK_F16 },
{ "F17" , VK_F17 },
{ "F18" , VK_F18 },
{ "F19" , VK_F19 },
{ "F20" , VK_F20 },
{ "F21" , VK_F21 },
{ "F22" , VK_F22 },
{ "F23" , VK_F23 },
{ "F24" , VK_F24 },
{ "VK_F1" , VK_F1 },
{ "VK_F2" , VK_F2 },
{ "VK_F3" , VK_F3 },
{ "VK_F4" , VK_F4 },
{ "VK_F5" , VK_F5 },
{ "VK_F6" , VK_F6 },
{ "VK_F7" , VK_F7 },
{ "VK_F8" , VK_F8 },
{ "VK_F9" , VK_F9 },
{ "VK_F10" , VK_F10 },
{ "VK_F11" , VK_F11 },
{ "VK_F12" , VK_F12 },
{ "VK_F13" , VK_F13 },
{ "VK_F14" , VK_F14 },
{ "VK_F15" , VK_F15 },
{ "VK_F16" , VK_F16 },
{ "VK_F17" , VK_F17 },
{ "VK_F18" , VK_F18 },
{ "VK_F19" , VK_F19 },
{ "VK_F20" , VK_F20 },
{ "VK_F21" , VK_F21 },
{ "VK_F22" , VK_F22 },
{ "VK_F23" , VK_F23 },
{ "VK_F24" , VK_F24 },
{ "NUMLOCK" , VK_NUMLOCK },
{ "SCROLL" , VK_SCROLL },
{ "LSHIFT" , VK_LSHIFT },
{ "RSHIFT" , VK_RSHIFT },
{ "LCTRL" , VK_LCONTROL },
{ "RCTRL" , VK_RCONTROL },
{ "LMENU" , VK_LMENU },
{ "RMENU" , VK_RMENU },
{ "BROWSER_BACK" , VK_BROWSER_BACK },
{ "BROWSER_FORWARD" , VK_BROWSER_FORWARD },
{ "BROWSER_REFRESH" , VK_BROWSER_REFRESH },
{ "BROWSER_STOP" , VK_BROWSER_STOP },
{ "BROWSER_SEARCH" , VK_BROWSER_SEARCH },
{ "BROWSER_FAVORITES" , VK_BROWSER_FAVORITES },
{ "BROWSER_HOME" , VK_BROWSER_HOME },
{ "VOLUME_MUTE" , VK_VOLUME_MUTE },
{ "VOLUME_DOWN" , VK_VOLUME_DOWN },
{ "VOLUME_UP" , VK_VOLUME_UP },
{ "MEDIA_NEXT_TRACK" , VK_MEDIA_NEXT_TRACK },
{ "MEDIA_PREV_TRACK" , VK_MEDIA_PREV_TRACK },
{ "MEDIA_STOP" , VK_MEDIA_STOP },
{ "MEDIA_PLAY_PAUSE" , VK_MEDIA_PLAY_PAUSE },
{ "LAUNCH_MAIL" , VK_LAUNCH_MAIL },
{ "LAUNCH_MEDIA_SELECT" , VK_LAUNCH_MEDIA_SELECT },
{ "LAUNCH_APP1" , VK_LAUNCH_APP1 },
{ "LAUNCH_APP2" , VK_LAUNCH_APP2 },
{ "PLAY" , VK_PLAY },
{ "ZOOM" , VK_ZOOM },
{ "VK_OEM_1" , VK_OEM_1 }, // ';:' for US
{ "VK_OEM_PLUS" , VK_OEM_PLUS }, // '+' any country
{ "VK_OEM_COMMA" , VK_OEM_COMMA }, // ',' any country
{ "VK_OEM_MINUS" , VK_OEM_MINUS }, // '-' any country
{ "VK_OEM_PERIOD" , VK_OEM_PERIOD }, // '.' any country
{ "VK_OEM_2" , VK_OEM_2 }, // '/?' for US
{ "VK_OEM_3" , VK_OEM_3 }, // '`~' for US
{ "VK_OEM_4" , VK_OEM_4 }, // '{' for US
{ "VK_OEM_5" , VK_OEM_5 }, // '\|' for US
{ "VK_OEM_6" , VK_OEM_6 }, // '}' for US
{ "VK_OEM_7" , VK_OEM_7 }, // ''"' for US
{ "VK_OEM_8" , VK_OEM_8 }, // � !
{ "VK_OEM_102" , VK_OEM_102 }, // > <
};
struct {
BOOL curr;
BOOL prev;
} _keyStates[KEYS_SIZE];
bool IsWindowFocused() {
auto foregroundHwnd = GetForegroundWindow();
DWORD foregroundProcId;
GetWindowThreadProcessId(foregroundHwnd, &foregroundProcId);
auto currentProcId = GetCurrentProcessId();
if (foregroundProcId == currentProcId) {
return true;
}
return false;
}
bool IsKeyDown(DWORD key) {
if (!IsWindowFocused()) return false;
if (GetAsyncKeyState(key) & 0x8000) return true;
return false;
}
bool IsKeyJustUp(DWORD key, bool exclusive) {
_keyStates[key].curr = IsKeyDown(key);
if (!_keyStates[key].curr && _keyStates[key].prev) {
_keyStates[key].prev = _keyStates[key].curr;
return true;
}
_keyStates[key].prev = _keyStates[key].curr;
return false;
}
// https://stackoverflow.com/questions/2333728/stdmap-default-value
template <template<class, class, class...> class C, typename K, typename V, typename... Args>
V GetWithDef(const C<K, V, Args...>& m, K const& key, const V& defval) {
typename C<K, V, Args...>::const_iterator it = m.find(key);
if (it == m.end())
return defval;
return it->second;
}
DWORD str2key(std::string humanReadableKey) {
if (humanReadableKey.length() == 1) {
char letter = humanReadableKey.c_str()[0];
if ((letter >= 0x30 && letter <= 0x39) || (letter >= 0x41 && letter <= 0x5A)) {
return static_cast<int>(letter);
}
}
return GetWithDef(KeyMap, humanReadableKey, -1);
}
std::string key2str(DWORD key) {
if (key == -1) return "UNKNOWN";
if ((key >= 0x30 && key <= 0x39) || (key >= 0x41 && key <= 0x5A)) {
std::string letter;
letter = (char)key;
return std::string(letter);
}
for (auto k : KeyMap) {
if (k.second == key) return k.first;
}
return "UNKNOWN";
}
bool showDebug = false;
UINT_PTR gamePlayCameraAddr;
bool isSuitableForCam;
float towLongitudeIncrement = .0f;
float currentTowLongitudeIncrement = .0f;
float towHeightIncrement = .0f;
float currentTowHeightIncrement = .0f;
float lowUpdateTimerInterval = 1.0f;
float lowUpdateTimerCurrentTime = lowUpdateTimerInterval;
Vehicle lastTowVehicle;
float lastTowVehicleLongitude = 0.f;
Vehicle lastTrailer;
float lastTrailerLongitude = 0.f;
float smoothRadarAngle = 0.f;
float extraAngleCamHeight = 0.f;
float relAngle3p = 0.f;
const float DEG_TO_RAD = 0.0174532925f;
const float RADIAN_TO_DEG = 57.29577951f;
float LookLeftAngle1p = 75.0f;
float LookRightAngle1p = 80.0f;
float LookLeftAngle3p = 90.0f;
float LookRightAngle3p = 90.0f;
bool InertiaAffectsPitch3p = false;
bool InertiaEffects1p = true;
float semiDelayedVehSpeed = 0.f;
float delayedVehSpeed = 0.f;
Vector3f prevCamPos = Vector3f();
Vector3f camPosSmooth = Vector3f();
Quaternionf prevCamRot3p = Quaternionf();
//float smoothTurnForce3P = 0.f;
float smoothAngular1 = 0.f;
float smoothAngular2 = 0.f;
float smoothAngular3 = 0.f;
bool isLookingBack = false;
float timerResetLook = 0.f;
Quaternionf lookQuat;
Quaternionf finalQuat3P;
float mouseDeltaX = 0.f;
float mouseDeltaY = 0.f;
float deadzone = 0.f;
bool gamepadAimEasing = true;
float gamepadSensibility = 1.f;
float mouseSensibility = 1.f;
// look left = -1.f; lookRight = 1.f; Center = 0.f (For smooth transitions)
float RelativeLookFactor = 0.f;
float prevLookHorizontalAngle = 0.f;
bool readInputFromMt = true;
float vehDelayedAccel1 = 0.f;
float vehDelayedAccel2 = 0.f;
float vehDelayedAccel3 = 0.f;
float vehDelayedAccel4 = 0.f;
float smoothIsGoingForwardInc = 0.f;
const char * reloadKey = "F10";
const char * toggleModKey = "1";
const char * lookLeftKey = "B";
const char * lookRightKey = "N";
bool hasInputThisFrame = false;
bool hasMouseInputThisFrame = false;
bool AreFloatsSimilar(float a, float b)
{
return fabs(a - b) < 0.001f;
}
float getDeltaTime() {
//return SYSTEM::TIMESTEP();
return GAMEPLAY::GET_FRAME_TIME();
}
std::string SubstringOfCString(const char *cstr,
size_t start, size_t length)
{
return std::string(cstr + start, length);
}
float isMouseLooking() {
return mouseMoveCountdown > 0.001f;
}
void ResetMouseLook() {
mouseMoveCountdown = 0.f;
smoothIsMouseLooking = 0.f;
}
float mathRepeat(float t, float length)
{
return t - floor(t / length) * length;
}
float clamp01(float t) {
if ((double)t < 0.0)
return 0.0f;
if ((double)t > 1.0)
return 1.f;
return t;
}
float clamp(float n, float lower, float upper) {
return max(lower, min(n, upper));
}
float DeltaAngle(float current, float target)
{
float num = mathRepeat(target - current, 360.f);
if (num > 180.f)
{
num -= 360.f;
}
return num;
}
float V3Distance(Vector3f a, Vector3f b)
{
float diff_x = a.x() - b.x();
float diff_y = a.y() - b.y();
float diff_z = a.z() - b.z();
return sqrtf(diff_x * diff_x + diff_y * diff_y + diff_z * diff_z);
}
template <typename T> int sgn(T val) {
return (T(0) < val) - (val < T(0));
}
float InertialDamp(float previousValue, float targetValue, float smoothTime)
{
float x = previousValue - targetValue;
float newValue = x + getDeltaTime() * (-1.f / smoothTime * x);
return targetValue + newValue;
}
float InertialDampAngle(float previousValue, float targetValue, float smoothTime)
{
float x = DeltaAngle(previousValue, targetValue);
float newValue = x + getDeltaTime() * (-1.f / smoothTime * x);
return targetValue + newValue;
}
float distanceOnAxisAbs(Vector3f A, Vector3f B, Vector3f axis) {
//The key is to normalize the arrow vector, so it doesn't scale your distances.
Vector3f normalizedAxis = axis.normalized();
float ADistanceAlongAxis = normalizedAxis.dot(A);
float BDistanceAlongAxis = normalizedAxis.dot(B);
return abs(BDistanceAlongAxis - ADistanceAlongAxis);
}
float distanceOnAxis(Vector3f A, Vector3f B, Vector3f axis) {
//The key is to normalize the arrow vector, so it doesn't scale your distances.
Vector3f normalizedAxis = axis.normalized();
float ADistanceAlongAxis = normalizedAxis.dot(A);
float BDistanceAlongAxis = normalizedAxis.dot(B);
return BDistanceAlongAxis - ADistanceAlongAxis;
}
uintptr_t FindPattern(const char* pattern, const char* mask) {
MODULEINFO modInfo = { nullptr };
GetModuleInformation(GetCurrentProcess(), GetModuleHandle(nullptr), &modInfo, sizeof(MODULEINFO));
const char* start_offset = reinterpret_cast<const char *>(modInfo.lpBaseOfDll);
const uintptr_t size = static_cast<uintptr_t>(modInfo.SizeOfImage);
intptr_t pos = 0;
const uintptr_t searchLen = static_cast<uintptr_t>(strlen(mask) - 1);
for (const char* retAddress = start_offset; retAddress < start_offset + size; retAddress++) {
if (*retAddress == pattern[pos] || mask[pos] == '?') {
if (mask[pos + 1] == '\0') {
return (reinterpret_cast<uintptr_t>(retAddress) - searchLen);
}
pos++;
}
else {
pos = 0;
}
}
return 0;
}
float easeInCubic(float t) {
return pow(t, 3.f);
}
float easeInCirq(float t) {
return -1 * (sqrt(1 - t * t) - 1);
}
float easeInOutCirq(float t)
{
if ((t /= 1.f / 2.f) < 1.f) return -1.f / 2.f * (sqrt(1.f - t * t) - 1.f);
return 1.f / 2.f * (sqrt(1.f - (t -= 2.f) * t) + 1.f);
}
float easeInOutCubic(float t)
{
return t < .5f ? 4.f * t * t * t : (t - 1.f) * (2.f * t - 2.f) * (2.f * t - 2.f) + 1.f;
}
float easeOutCubic(float t) {
return 1.f - easeInCubic(1.f - t);
}
float easeInSine(float t) {
return -1.f * cos(t / 1.f * (PI * 0.5f)) + 1.f;
}
float easeOutSine(float t) {
return sin(t / 1 * (PI * 0.5));
}
// Range -1.f | 1.f
float easeInSineInput(float axisInput)
{
axisInput = clamp(axisInput, -1.f, 1.f);
float easeAbs = easeInSine(abs(axisInput));
if (axisInput < 0.f)
easeAbs *= -1.f;
return easeAbs;
}
Vector2f readLookAroundInput()
{
float mx = (CONTROLS::GET_CONTROL_NORMAL(2, eControl::ControlLookLeftRight)) * -5.f;
float my = (CONTROLS::GET_CONTROL_NORMAL(2, eControl::ControlLookUpDown)) * (LastInputMethodWasMouseAndKeyboard ? -5.f : 5.f);
if (!LastInputMethodWasMouseAndKeyboard()) // if gamepad
{
mx *= 0.2f;
my *= 0.2f;
//showText(1, std::to_string(mx).c_str());
//showText(2, std::to_string(my).c_str());
// apply deadzone
Vector2f stickInput = Vector2f(mx, my);
if (stickInput.norm() < deadzone)
stickInput = Vector2f(0.f, 0.f);
else
stickInput = stickInput.normalized() * ((stickInput.norm() - deadzone) / (1.f - deadzone));
mx = stickInput.x();
my = stickInput.y();
// apply easing
if (gamepadAimEasing) {
mx = easeInSineInput(mx);
my = easeInSineInput(my);
}
// Scale (sensibility)
mx *= 2.f * gamepadSensibility;
my *= 2.f * gamepadSensibility;
}
else
{
mx *= mouseSensibility;
my *= mouseSensibility;
}
return Vector2f(mx, my);
}
inline void vadd_sse(const float *a, const float *b, float *r)
{
_mm_storeu_ps(r, _mm_add_ps(_mm_loadu_ps(a), _mm_loadu_ps(b)));
}
Vector3 Subtract(Vector3 left, Vector3 right)
{
vadd_sse((float*)&left, (float*)&right, (float*)&left);
return left;
}
Quaternionf negateQuat(Quaternionf q) {
return Quaternionf(-q.w(), -q.x(), -q.y(), -q.z());
}
float Vector3Angle(Vector3f from, Vector3f to)
{
double dot = from.normalized().dot(to.normalized());
return (float)((acos(dot)) * (180.0 / PI));
}
Vector3 getRightVector(Vector3f rotation)
{
float num = cos(rotation.y() * (PI / 180.0f));
Vector3 vec;
vec.x = cos(-rotation.z() * (PI / 180.0f)) * num;
vec.y = sin(rotation.z() * (PI / 180.0f)) * num;
vec.z = sin(-rotation.y() * (PI / 180.0f));
return vec;
}
Vector3f QuatToEuler(Quaternionf q)
{
float r11 = -2 * (q.x() * q.y() - q.w() * q.z());
float r12 = q.w() * q.w() - q.x() * q.x() + q.y() * q.y() - q.z() * q.z();
float r21 = 2 * (q.y() * q.z() + q.w() * q.x());
float r31 = -2 * (q.x() * q.z() - q.w() * q.y());
float r32 = q.w() * q.w() - q.x() * q.x() - q.y() * q.y() + q.z() * q.z();
float ax = asinf(r21);
float ay = atan2f(r31, r32);
float az = atan2f(r11, r12);
const float f = 360.0f / 2.0f / 3.1415926535897f;
ax *= f;
ay *= f;
az *= f;
Vector3f ret = Vector3f(ax, ay, az);
return ret;
}
void SET_CAM_QUATERNION(Camera c, Quaternionf q)
{
//Matrix3f rot = q.toRotationMatrix();
//float ax = asinf(rot(1,0));
//float ay = atan2f(rot(2,0), rot(2,1));
//float az = atan2f(rot(0,0), rot(0,1));
Vector3f ret = QuatToEuler(q);
CAM::SET_CAM_ROT(c, ret.x(), ret.y(), ret.z(), 2);
}
Vector3f toV3f(const Vector3 &vec) {
return Vector3f(vec.x, vec.y, vec.z);
}
Vector3 toV3(Vector3f vec) {
Vector3 ret;
ret.x = vec.x();
ret.y = vec.y();
ret.z = vec.z();
return ret;
}
float RadToDeg(const float &rad)
{
return float(rad / M_PI * 180.0);
}
float DegToRad(const float °)
{
return float(deg * M_PI / 180.0);
}
Quaternionf QuatEuler(Vector3f &euler)
{
Vector3f rotVec = DegToRad(1.0f) * euler;
Matrix3f xRot = AngleAxisf(rotVec.x(), Vector3f(1.0f, 0.0f, 0.0f)).matrix();
Matrix3f yRot = AngleAxisf(rotVec.y(), Vector3f(0.0f, 1.0f, 0.0f)).matrix();
Matrix3f zRot = AngleAxisf(rotVec.z(), Vector3f(0.0f, 0.0f, 1.0f)).matrix();
Matrix3f rot = zRot * yRot * xRot;
return Quaternionf(rot);
}
Quaternionf GET_CAM_QUATERNION(Camera c)
{
Vector3f camVec = toV3f(CAM::GET_CAM_ROT(c, 0));
return QuatEuler(camVec);
}
Vector2i getMouseCoords() {
int mX = CONTROLS::GET_CONTROL_VALUE(0, 239) - 127 / 127.f * 1280;
int mY = CONTROLS::GET_CONTROL_VALUE(0, 240) - 127 / 127.f * 720;
return Vector2i(mX, mY);
}
void updateMouseState()
{
float x = CONTROLS::GET_CONTROL_NORMAL(2, eControl::ControlLookLeftRight);
float y = CONTROLS::GET_CONTROL_NORMAL(2, eControl::ControlLookUpDown);
if (
(fabs(x) > 0.005f)
||
(fabs(y) > 0.005f)
)
{
hasInputThisFrame = true;
}
else
hasInputThisFrame = false;
}
// Projects a vector onto another vector.
Vector3f Project(Vector3f vector, Vector3f onNormal)
{
float sqrMag = onNormal.dot(onNormal);
if (sqrMag < FLT_EPSILON)
return Vector3f();
else
return onNormal * vector.dot(onNormal) / sqrMag;
}
// Projects a vector onto a plane defined by a normal orthogonal to the plane.
Vector3f ProjectOnPlane(Vector3f vector, Vector3f planeNormal)
{
return vector - Project(vector, planeNormal);
}
void setGameplayCamRelativeRotation(float heading) {
CAM::SET_GAMEPLAY_CAM_RELATIVE_HEADING(relAngle3p);
CAM::SET_GAMEPLAY_CAM_RELATIVE_PITCH(0.f, 1.f);
//WAIT(0);
}
// Color struct taken from https://github.com/E66666666/GTAVManualTransmission/
struct Color {
int R;
int G;
int B;
int A;
};
const Color solidWhite = { 255, 255, 255, 255 };
const Color solidBlack = { 0, 0, 0, 255 };
const Color solidRed = { 255, 0, 0, 255 };
const Color solidGreen = { 0, 255, 0, 255 };
const Color solidBlue = { 0, 0, 255, 255 };
const Color solidPink = { 255, 0, 255, 255 };
const Color solidYellow = { 255, 255, 0, 255 };
const Color solidCyan = { 0, 255, 255, 255 };
const Color solidOrange = { 255, 127, 0, 255 };
const Color solidLime = { 127, 255, 0, 255 };
const Color solidPurple = { 127, 0, 255, 255 };
const Color transparentGray = { 75, 75, 75, 75 };
void ShowNotification(const char* msg)
{
UI::BEGIN_TEXT_COMMAND_THEFEED_POST("CELL_EMAIL_BCON");
std::string strMsg(msg);
const int maxStringLength = 99;
for (int i = 0; i < strlen(msg); i += maxStringLength)
{
UI::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME((char*)strMsg.substr(i, min(maxStringLength, strlen(msg) - i)).c_str());
}
UI::END_TEXT_COMMAND_THEFEED_POST_TICKER(false, true);
}
void ReadSettings(bool byUser)
{
CSimpleIniA ini;
//ini.SetUnicode();
SI_Error res = ini.LoadFile("CustomCameraVPlus.ini");
if (res == SI_Error::SI_OK) {
reloadKey = strdup(ini.GetValue("keyMappings", "reloadSettingsKey", "F10"));
toggleModKey = strdup(ini.GetValue("keyMappings", "toggleModKey", "1"));
lookLeftKey = strdup(ini.GetValue("keyMappings", "lookLeftKey", "B"));
lookRightKey = strdup(ini.GetValue("keyMappings", "lookRightKey", "N"));
distanceOffset3p = (float)ini.GetDoubleValue("3rdPersonView", "distanceOffset", 0.0);
heightOffset3p = (float) ini.GetDoubleValue("3rdPersonView", "heightOffset", 0.0);
cameraAngle3p = clamp((float)ini.GetDoubleValue("3rdPersonView", "cameraAngle", 3.5), 0.f, 20.f);
DynamicFov3pEnabled = ini.GetLongValue("3rdPersonView", "DynamicFov", 0) > 0;
DynamicFovMin3p = (float)ini.GetDoubleValue("3rdPersonView", "DynamicFovMin", 68.0);
DynamicFovMax3p = (float)ini.GetDoubleValue("3rdPersonView", "DynamicFovMax", 75.0);
DynamicFovMaxAtSpeed3p = (float)ini.GetDoubleValue("3rdPersonView", "DynamicFovMaxAtSpeed", 60.0);
DynamicFov3pMaxLimit = ini.GetLongValue("3rdPersonView", "DynamicFovMaxLimit", 0) > 0;
DynamicFov1pEnabled = ini.GetLongValue("1stPersonView", "DynamicFov", 0) > 0;
DynamicFovMin1p = (float)ini.GetDoubleValue("1stPersonView", "DynamicFovMin", 68.0);
DynamicFovMax1p = (float)ini.GetDoubleValue("1stPersonView", "DynamicFovMax", 75.0);
DynamicFovMaxAtSpeed1p = (float)ini.GetDoubleValue("1stPersonView", "DynamicFovMaxAtSpeed", 60.0);
DynamicFov1pMaxLimit = ini.GetLongValue("1stPersonView", "DynamicFovMaxLimit", 0) > 0;
fov3P = (float) ini.GetDoubleValue("3rdPersonView", "fov", 77.5);
fov1P = (float) ini.GetDoubleValue("1stPersonView", "fov", 75.0);
LookLeftAngle3p = (float) ini.GetDoubleValue("3rdPersonView", "lookLeftAngle", 90.0);
LookRightAngle3p = (float)ini.GetDoubleValue("3rdPersonView", "lookRightAngle", 90.0);
//InertiaAffectsPitch3p = ini.GetLongValue("3rdPersonView", "InertiaAffectsPitch", 0) > 0;
InertiaForce3p = (float)ini.GetDoubleValue("3rdPersonView", "InertiaForce", 1.0);
InertiaEffects1p = ini.GetLongValue("1stPersonView", "InertiaEffects", 1) > 0;
LookLeftAngle1p = (float)ini.GetDoubleValue("1stPersonView", "lookLeftAngle", 75.0);
LookRightAngle1p = (float)ini.GetDoubleValue("1stPersonView", "lookLeftAngle", 80.0);
readInputFromMt = ini.GetLongValue("general", "GetInputFromGearsAsi", 1l) > 0;
deadzone = clamp01((float)ini.GetDoubleValue("input", "gamepadDeadzone", 0.0));
gamepadAimEasing = ini.GetLongValue("input", "gamepadEasing", 1l) > 0;
gamepadSensibility = (float)ini.GetDoubleValue("input", "gamepadSensibility", 1.0);
mouseSensibility = (float)ini.GetDoubleValue("input", "mouseSensibility", 1.0);
if (!byUser)
{
currentCam = (int)ini.GetLongValue("general", "DefaultCamera", 2);
currentCam = currentCam % camsLength;
}
if (byUser) {
ShowNotification("CCVPlus: Settings reloaded");
updateVehicleProperties();
setupCurrentCamera();
if (readInputFromMt && !MT::Present)
{
ShowNotification("CCVPlus: Manual Transmission integration was enabled, but no compatible Gears.asi found. (You need at least version 4.6.6). Looking left/right/back from steering wheel will not work.");
}
}
}
else
ShowNotification("CCVPlus: Cannot load settings! Missing ini file?");
}
// showText() taken from https://github.com/E66666666/GTAVManualTransmission/
void showText(float x, float y, float scale, std::string text, int font, const Color &rgba, bool outline) {
UI::SET_TEXT_FONT(font);
UI::SET_TEXT_SCALE(scale, scale);
UI::SET_TEXT_COLOUR(rgba.R, rgba.G, rgba.B, rgba.A);
UI::SET_TEXT_WRAP(0.0, 1.0);
UI::SET_TEXT_CENTRE(0);
if (outline) UI::SET_TEXT_OUTLINE();
UI::BEGIN_TEXT_COMMAND_DISPLAY_TEXT("STRING");
UI::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME((char*)text.c_str());
UI::END_TEXT_COMMAND_DISPLAY_TEXT(x, y);
}
void showText(int index, std::string text) {
showText(0.03f, 0.03f * (float)index, 0.3f, (char*)text.c_str(), 0, solidWhite, true);
}
Vector3f getDimensions(Hash modelHash) {
Vector3 min;
Vector3 max;
GAMEPLAY::GET_MODEL_DIMENSIONS(modelHash, &min, &max);
Vector3 ret;
ret = Subtract(max, min);
return toV3f(ret);
}
Vector3f getDimensions() {
Hash modelHash = VEHICLE::GET_VEHICLE_LAYOUT_HASH(veh);
return getDimensions(modelHash);
}
float getVehicleAcceleration() {
float mag = vehVelocity.norm();
float ret = (mag - lastVelocityMagnitude) * SYSTEM::TIMESTEP();
lastVelocityMagnitude = mag;
return ret;
}
void nextCam() {
currentCam++;
currentCam = currentCam % camsLength;
}
void firstInit()
{
setupCompatibility();
UINT_PTR address = FindPattern("\x48\x8B\xC7\xF3\x0F\x10\x0D", "xxxxxxx") - 0x1D;
address = address + *reinterpret_cast<int*>(address) + 4;
gamePlayCameraAddr = *reinterpret_cast<UINT_PTR*>(*reinterpret_cast<int*>(address + 3) + address + 7);
ReadSettings(false);
}
Vector3f getGameplayCameraDirection() {