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refactor: multiple fixes and TODOs (#111)
* chore(server): add TODO * feat(consumables): add effect exports, fix casing * chore(disableservices): add TODO * refactor(flipvehicle): use PascalCase * refactor(hudcomponents): use PascalCase * refactor(ignore): remove duplicate function and remove endless loop * refactor(recoils): remove endless loop
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Original file line number | Diff line number | Diff line change |
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@@ -1,4 +1,5 @@ | ||
{ | ||
// Add documentation for each variable here | ||
"enabledServices": [ | ||
false, | ||
false, | ||
|
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,34 +1,42 @@ | ||
local recoils = require 'qbx_recoils.config' | ||
|
||
CreateThread(function() | ||
while true do | ||
if IsPedShooting(cache.ped) and not IsPedDoingDriveby(cache.ped) then | ||
local _, wep = GetCurrentPedWeapon(cache.ped, true) | ||
if recoils[wep] and recoils[wep] ~= 0 then | ||
-- luacheck: ignore | ||
local tv = 0 | ||
if GetFollowPedCamViewMode() ~= 4 then | ||
repeat | ||
Wait(0) | ||
local p = GetGameplayCamRelativePitch() | ||
SetGameplayCamRelativePitch(p + 0.1, 0.2) | ||
tv += 0.1 | ||
until tv >= recoils[wep] | ||
else | ||
repeat | ||
Wait(0) | ||
local p = GetGameplayCamRelativePitch() | ||
if recoils[wep] > 0.1 then | ||
SetGameplayCamRelativePitch(p + 0.6, 1.2) | ||
tv += 0.6 | ||
else | ||
SetGameplayCamRelativePitch(p + 0.016, 0.333) | ||
local function recoilLoop() | ||
CreateThread(function() | ||
while cache.weapon do | ||
if IsPedShooting(cache.ped) and not IsPedDoingDriveby(cache.ped) then | ||
local _, wep = GetCurrentPedWeapon(cache.ped, true) | ||
if recoils[wep] and recoils[wep] ~= 0 then | ||
-- luacheck: ignore | ||
local tv = 0 | ||
if GetFollowPedCamViewMode() ~= 4 then | ||
repeat | ||
Wait(0) | ||
local p = GetGameplayCamRelativePitch() | ||
SetGameplayCamRelativePitch(p + 0.1, 0.2) | ||
tv += 0.1 | ||
end | ||
until tv >= recoils[wep] | ||
until tv >= recoils[wep] | ||
else | ||
repeat | ||
Wait(0) | ||
local p = GetGameplayCamRelativePitch() | ||
if recoils[wep] > 0.1 then | ||
SetGameplayCamRelativePitch(p + 0.6, 1.2) | ||
tv += 0.6 | ||
else | ||
SetGameplayCamRelativePitch(p + 0.016, 0.333) | ||
tv += 0.1 | ||
end | ||
until tv >= recoils[wep] | ||
end | ||
end | ||
end | ||
Wait(350) -- might be able to reduce time here for more recoil | ||
end | ||
Wait(350) | ||
end | ||
end) | ||
end) | ||
end | ||
|
||
lib.onCache('weapon', function(weapon) | ||
Wait(5) | ||
if not weapon then return end | ||
recoilLoop() | ||
end) |