if (FortNiteMode) { #pragma region To Invilid Button CONTROLS::DISABLE_CONTROL_ACTION(0, Button_L1); CONTROLS::SET_INPUT_EXCLUSIVE(2, Button_L1); CONTROLS::DISABLE_CONTROL_ACTION(0, Button_R1); CONTROLS::SET_INPUT_EXCLUSIVE(2, Button_R1); #pragma endregion #pragma region Plant Vector3 tmp = get_entity_coords_orig(PLAYER::PLAYER_PED_ID(), true); Vector3 c = Cameras::GET_COORDS_INFRONT(clipDistance); Vector3 ESPVEc = { 1.20, 0.12, 1.25 }; float coeff = 1.20 / 1.5; float coffX = 1.20; float coffY = 0.12; float coffZ = 1.25; float x = SYSTEM::ROUND(Cameras::get_coords_from_entity(PLAYER::PLAYER_PED_ID(), clipDistance, true).x * coeff) / coeff; float y = SYSTEM::ROUND(Cameras::get_coords_from_entity(PLAYER::PLAYER_PED_ID(), clipDistance, true).y * coeff) / coeff; float z = SYSTEM::ROUND(Cameras::get_coords_from_entity(PLAYER::PLAYER_PED_ID(), clipDistance, true).z * coeff) / coeff; GRAPHICS::DRAW_LINE(tmp.x, tmp.y, tmp.z, x, y, z, 255, 0, 0, 255); Vector3 c1 = { x + coffX,y + coffY,z + coffZ }; Vector3 c11 = { x + coffX,y + coffY,z - coffZ }; Vector3 c2 = { x + coffX,y - coffY,z + coffZ }; Vector3 c22 = { x + coffX,y - coffY,z - coffZ }; Vector3 c3 = { x - coffX,y - coffY,z + coffZ }; Vector3 c33 = { x - coffX,y - coffY,z - coffZ }; Vector3 c4 = { x - coffX,y + coffY,z + coffZ }; Vector3 c44 = { x - coffX,y + coffY,z - coffZ }; FunMenus::drawLine(c1, c2); FunMenus::drawLine(c2, c3); FunMenus::drawLine(c3, c4); FunMenus::drawLine(c1, c4); FunMenus::drawLine(c11, c22); FunMenus::drawLine(c22, c33); FunMenus::drawLine(c33, c44); FunMenus::drawLine(c11, c44); FunMenus::drawLine(c1, c11); FunMenus::drawLine(c2, c22); FunMenus::drawLine(c3, c33); FunMenus::drawLine(c4, c44); if (CONTROLS::IS_CONTROL_JUST_PRESSED(0, Button_L1)) { FunMenus::AAA.Lx = x; FunMenus::AAA.Ly = y; FunMenus::AAA.Lz = z; FunMenus::AAA.Rx = 0; FunMenus::AAA.Ry = 180; FunMenus::AAA.Rz = 0; FunMenus::AAA.objectname = "prop_cont_chiller_01"; FunMenus::AAA.Hash = GAMEPLAY::GET_HASH_KEY(FunMenus::AAA.objectname); FunMenus::ObjectSpawn = true; } if (CONTROLS::IS_CONTROL_JUST_PRESSED(0, Button_R1)) { Entity obj; PLAYER::_GET_AIMED_ENTITY(PLAYER::PLAYER_ID(), &obj); NormalFunctions::DeleteEntity(obj); } #pragma endregion }