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Car no-clip c++


Sesavn
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top gear2134124

just make it like the player no-clip code but change it so it is PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(),false)

 

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12 hours ago, top gear2134124 said:

just make it like the player no-clip code but change it so it is PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(),false)

 

Ped playerPed = PLAYER::PLAYER_PED_ID();
			Vector3 pos = ENTITY::GET_ENTITY_COORDS(playerPed, false);
			ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			if (GetAsyncKeyState(VK_KEY_S) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 268)) {
				float fivef = .5f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				float xVec = fivef * sin(degToRad(heading)) * -1.0f;
				float yVec = fivef * cos(degToRad(heading));
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.x -= xVec, pos.y -= yVec;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_KEY_W) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 269)) {
				float fivef = .5f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				float xVec = fivef * sin(degToRad(heading)) * -1.0f;
				float yVec = fivef * cos(degToRad(heading));
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.x += xVec, pos.y += yVec;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_KEY_A) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 266)) {
				float fivef = 1.0f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading + 0.5f);
			}
			if (GetAsyncKeyState(VK_KEY_D) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 271)) {
				float fivef = 1.0f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading - 0.5f);
			}
			if (GetAsyncKeyState(VK_SHIFT) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendRb)) {
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.z -= 0.5;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_SPACE) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendLb)) {
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.z += 0.5;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}

where??

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CrAzY_-7865
3 hours ago, Sesavn said:
Ped playerPed = PLAYER::PLAYER_PED_ID();
			Vector3 pos = ENTITY::GET_ENTITY_COORDS(playerPed, false);
			ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			if (GetAsyncKeyState(VK_KEY_S) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 268)) {
				float fivef = .5f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				float xVec = fivef * sin(degToRad(heading)) * -1.0f;
				float yVec = fivef * cos(degToRad(heading));
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.x -= xVec, pos.y -= yVec;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_KEY_W) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 269)) {
				float fivef = .5f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				float xVec = fivef * sin(degToRad(heading)) * -1.0f;
				float yVec = fivef * cos(degToRad(heading));
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.x += xVec, pos.y += yVec;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_KEY_A) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 266)) {
				float fivef = 1.0f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading + 0.5f);
			}
			if (GetAsyncKeyState(VK_KEY_D) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 271)) {
				float fivef = 1.0f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading - 0.5f);
			}
			if (GetAsyncKeyState(VK_SHIFT) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendRb)) {
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.z -= 0.5;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_SPACE) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendLb)) {
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.z += 0.5;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}

where??

Ped playerPed = PLAYER_PED_ID();
if (IS_PED_IN_ANY_VEHICLE(playerPed, 0)) 
playerPed = GET_VEHICLE_PED_IS_IN(playerPed, 0); 
}
else 
{ 
playerPed = PLAYER_PED_ID();
}

 

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GetAsyncKeyState

I would recommend an input hook instead of this function. If you are using SHV(/DN) (which I hope you are), there is one included in the SDK.

 

Edited by ItsiAdam
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sorry i'm don't know how. you can give edited code??

4 hours ago, CrAzY_-7865 said:
Ped playerPed = PLAYER_PED_ID();
if (IS_PED_IN_ANY_VEHICLE(playerPed, 0)) 
playerPed = GET_VEHICLE_PED_IS_IN(playerPed, 0); 
}
else 
{ 
playerPed = PLAYER_PED_ID();
}

sorry i'm don't know how. you can give edited code??

 

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THX 

Ped playerPed = PLAYER::PLAYER_PED_ID();
			if (PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0))
				playerPed = PED::GET_VEHICLE_PED_IS_IN(playerPed, 0);
			else {
				Ped playerPed = PLAYER::PLAYER_PED_ID();
			}
			Vector3 pos = ENTITY::GET_ENTITY_COORDS(playerPed, false);
			ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			if (GetAsyncKeyState(VK_KEY_S) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 268)) {
				float fivef = .5f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				float xVec = fivef * sin(degToRad(heading)) * -1.0f;
				float yVec = fivef * cos(degToRad(heading));
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.x -= xVec, pos.y -= yVec;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_KEY_W) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, 269)) {
				float fivef = .5f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				float xVec = fivef * sin(degToRad(heading)) * -1.0f;
				float yVec = fivef * cos(degToRad(heading));
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.x += xVec, pos.y += yVec;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_KEY_A) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 266)) {
				float fivef = 1.0f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading + 0.5f);
			}
			if (GetAsyncKeyState(VK_KEY_D) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(5, 271)) {
				float fivef = 1.0f;
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading - 0.5f);
			}
			if (GetAsyncKeyState(VK_SHIFT) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendRb)) {
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.z -= 0.5;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);
			}
			if (GetAsyncKeyState(VK_SPACE) || CONTROLS::IS_DISABLED_CONTROL_JUST_PRESSED(2, ControlFrontendLb)) {
				float heading = ENTITY::GET_ENTITY_HEADING(playerPed);
				ENTITY::SET_ENTITY_HEADING(playerPed, heading);

				pos.z += 0.5;
				ENTITY::SET_ENTITY_COORDS_NO_OFFSET(playerPed, pos.x, pos.y, pos.z, false, false, false);

 

and last how control noclip mouse??😅

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