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djhonga2001

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Jan 16th, 2017
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  1. if (isVehSpeedBoost)
  2. {
  3. static int NosTimer = 0;
  4. float speed = ENTITY::GET_ENTITY_SPEED(playerVeh);
  5. bool boostKey = IsKeyDown(VK_NUMPAD9) || CONTROLS::IS_CONTROL_PRESSED(2, ControlVehicleHorn);
  6. bool stopKey = IsKeyDown(VK_NUMPAD3) || CONTROLS::IS_CONTROL_PRESSED(2, ControlVehicleBrake);
  7. if (!VEHICLE::_HAS_VEHICLE_ROCKET_BOOST(playerVeh))
  8. {
  9. if (boostKey)
  10. {
  11. NosTimer = GAMEPLAY::GET_GAME_TIMER() + 1000;
  12. if (speed < 3.0f) speed = 3.0f; speed += speed * 0.025f;
  13. VEHICLE::SET_VEHICLE_FORWARD_SPEED(playerVeh, speed);
  14. AUDIO::SET_VEHICLE_BOOST_ACTIVE(playerVeh, true);
  15. GRAPHICS::_START_SCREEN_EFFECT("RaceTurbo", 0, 0);
  16. }
  17. else
  18. {
  19. NosTimer = 0;
  20. AUDIO::SET_VEHICLE_BOOST_ACTIVE(playerVeh, false);
  21. }
  22.  
  23. if (((int)GAMEPLAY::GET_GAME_TIMER() <= NosTimer))
  24. {
  25. AUDIO::SET_VEHICLE_BOOST_ACTIVE(playerVeh, 0);
  26. GRAPHICS::_STOP_SCREEN_EFFECT("RaceTurbo");
  27. }
  28. }
  29. else
  30. { // Voltic2 infinity rockets
  31. if (boostKey)
  32. {
  33. if (get_value<float>({ 0x8, 0xD28, 0x31C }) < 2.5f)
  34. set_value<float>({ 0x8, 0xD28, 0x31C }, 2.5f);
  35. if (!VEHICLE::_IS_VEHICLE_ROCKET_BOOST_ACTIVE(playerVeh)) VEHICLE::_SET_VEHICLE_ROCKET_BOOST_ACTIVE(playerVeh, true);
  36. }
  37. else VEHICLE::_SET_VEHICLE_ROCKET_BOOST_ACTIVE(playerVeh, false);
  38. }
  39.  
  40. if (stopKey)
  41. {
  42. if (ENTITY::IS_ENTITY_IN_AIR(playerVeh) || speed > 5.0)
  43. {
  44. Vector3 rotation = ENTITY::GET_ENTITY_ROTATION(playerVeh, 0);
  45. ENTITY::SET_ENTITY_ROTATION(playerVeh, 0, rotation.y, rotation.z, 0, 1);
  46. VEHICLE::SET_VEHICLE_FORWARD_SPEED(playerVeh, 0.0);
  47. }
  48. }
  49. }
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