I post this because nobody publishes s0beit then add code and new code to anyone who wants it his personal s0beit pulse code per familiar Sorry for my English, I use Google
dumb_meun.cpp
After you add #define ID CHEAT_MODS 40 Next
dumb_meun.cpp
Then after #define ID CHEAT_HANDLING_SUSPANTIDIVEMULT 12 will enter add
dumb_meun.cpp
Then after
Add it
dumb_menu.cpp
Then Overseas
void menu_maybe_init (void)
And add it Menu_cheats pulsator
It should look like this
Then Look
menu_cheats_mods = menu_new (menu_cheats, ID_MENU_CHEATS_MODS, menu_callback cheats mods);
And add behind it
menu_cheats_pulsator = menu_new (menu_cheats, ID_MENU_CHEATS_PULSATOR, menu_callback_cheats_pulsator);
It should look like this
Then Look
menu_item_add (menu_cheats, menu_cheats_mods, "Vehicle upgrades", ID CHEAT_MODS, MENU_COLOR DEFAULT, NULL);
And add him to
menu_item_add (menu_cheats, menu_cheats_pulsator, "Pulsator", ID_CHEAT_PULSATOR, MENU_COLOR_DEFAULT, NULL);
It should be that way
Then Hfso the
menu_item_add (menu_cheats, NULL, "Draw map lines", ID_CHEAT_MAP_DRAW_LINES, MENU_COLOR_DEFAULT, NULL);
And add him to
It should look like this
Well now go to file Well now pass a file to cheat_Generic.cpp
They looked for the
void cheat_handle_unfreeze (struct vehicle info * vehicle info, struct actor_info * actor_info, float time_diff)
{TraceLastFunc ("cheat_handle_unfreeze ()"); if (KEYCOMBO_PRESSED (set.key_anti_freeze)) {GTAfunc_TogglePlayerControllable (0); GTAfunc_LockActor (0); pGameInterface-> GetCamera () -> RestoreWithJumpCut (); // Stop all animations if (actor_info! = NULL &&! Actor_info-> pedFlags.bInVehicle) GTAfunc_DisembarkInstantly (); }
}
After you add the following code
It should look like this
Then move the file cheat_generic.h
And add after
void cheat_handle_weapon (void);
You
Then go to Ñheat.hd and add after
int To Anything not related;
Ata
int Pulse_health; int Pulse_armour; int Pulse_weapons; int Pulse_car_colors; int Pulse_car_wheels;
like this
It is here it draws to a close this guide to NOOBS not know Ñ So who it helped him I am very pleased and those who had not been shot yet everyone is invited to visit my Channel
https://www.youtube.com/channel/UCMGXZzn0JydeAD6F3Wdksvg
:urtheman: :urtheman: :urtheman: :urtheman: :urtheman: :ugbase:
dumb_meun.cpp
After you add #define ID CHEAT_MODS 40 Next
Code:
#define ID_CHEAT_PULSATOR 42
dumb_meun.cpp
Then after #define ID CHEAT_HANDLING_SUSPANTIDIVEMULT 12 will enter add
Code:
#define ID_CHEAT_PULSATOR_HP 0
#define ID_CHEAT_PULSATOR_ARMOR 1
#define ID_CHEAT_PULSATOR_WEAPONS 2
#define ID_CHEAT_PULSATOR_CAR_COLORS 3
#define ID_CHEAT_PULSATOR_CAR_WHEELS 4
dumb_meun.cpp
Then after
Code:
static int menu_callback_cheats_mods ( int op, struct menu_item *item )
{
struct vehicle_info *vinfo = vehicle_info_get( VEHICLE_SELF, 0 );
if ( vinfo == NULL )
return 0;
switch ( op )
{
case MENU_OP_DEC:
case MENU_OP_INC:
int mod, color_temp, paintjob_temp;
switch ( item->id )
{
case ID_CHEAT_MODS_COLOR1:
color_temp = vehicle_getColor0( vinfo );
mod = ( op == MENU_OP_DEC ) ? -1 : 1;
if ( mod > 0 )
color_temp++;
if ( mod < 0 )
color_temp--;
if ( color_temp < 0 )
color_temp = 0;
vehicle_setColor0( vinfo, color_temp );
menu_item_name_set( item, "Color 1: %d", color_temp );
return 1;
case ID_CHEAT_MODS_COLOR2:
color_temp = vehicle_getColor1( vinfo );
mod = ( op == MENU_OP_DEC ) ? -1 : 1;
if ( mod > 0 )
color_temp++;
if ( mod < 0 )
color_temp--;
if ( color_temp < 0 )
color_temp = 0;
vehicle_setColor1( vinfo, color_temp );
menu_item_name_set( item, "Color 2: %d", color_temp );
return 1;
case ID_CHEAT_MODS_PAINTJOB:
paintjob_temp = vehicle_getPaintJob( vinfo );
mod = ( op == MENU_OP_DEC ) ? -1 : 1;
if ( mod > 0 )
paintjob_temp++;
if ( mod < 0 )
paintjob_temp--;
if ( paintjob_temp < 0 )
paintjob_temp = 0;
if ( paintjob_temp > 4 )
paintjob_temp = 4;
vehicle_setPaintJob( vinfo, paintjob_temp );
menu_item_name_set( item, "Paintjob: %d", paintjob_temp );
return 1;
}
case MENU_OP_SELECT:
if ( item->id >= 1000 && item->id <= 1193 )
{
struct actor_info *ainfo = actor_info_get( ACTOR_SELF, 0 );
if ( vinfo->passengers[0] != ainfo )
return 0;
int iModelID = item->id;
int iUpgradeInfoID;
vehicle_upgrade_info upgrade_info = get_cveh_upgrade_info( iModelID, iUpgradeInfoID );
int iModelIDplusOne = cveh_upgrade_info[iUpgradeInfoID + 1].iModelID;
if ( upgrade_info.upgradeCategoryName == "Sideskirt" || upgrade_info.upgradeCategoryName == "Vents" )
{
loadSpecificModel( iModelID );
loadSpecificModel( iModelIDplusOne );
vehicle_addUpgrade( vinfo, iModelID );
vehicle_addUpgrade( vinfo, iModelIDplusOne );
}
else
{
loadSpecificModel( iModelID );
vehicle_addUpgrade( vinfo, iModelID );
}
return 1;
}
}
return 0;
}
Add it
Code:
static int menu_callback_cheats_pulsator(int op, struct menu_item *item)
{
switch (op)
{
case MENU_OP_ENABLED:
{
switch (item->id)
{
case ID_CHEAT_PULSATOR_HP:
return cheat_state->_generic.pulse_health;
case ID_CHEAT_PULSATOR_ARMOR:
return cheat_state->_generic.pulse_armour;
case ID_CHEAT_PULSATOR_WEAPONS:
return cheat_state->_generic.pulse_weapons;
case ID_CHEAT_PULSATOR_CAR_COLORS:
return cheat_state->_generic.pulse_car_colors;
case ID_CHEAT_PULSATOR_CAR_WHEELS:
return cheat_state->_generic.pulse_car_wheels;
}
break;
}
case MENU_OP_SELECT:
{
switch (item->id)
{
case ID_CHEAT_PULSATOR_HP:
cheat_state->_generic.pulse_health ^= 1;
break;
case ID_CHEAT_PULSATOR_ARMOR:
cheat_state->_generic.pulse_armour ^= 1;
break;
case ID_CHEAT_PULSATOR_WEAPONS:
cheat_state->_generic.pulse_weapons ^= 1;
break;
case ID_CHEAT_PULSATOR_CAR_COLORS:
cheat_state->_generic.pulse_car_colors ^= 1;
break;
case ID_CHEAT_PULSATOR_CAR_WHEELS:
cheat_state->_generic.pulse_car_wheels ^= 1;
break;
default:
return 0;
}
return 1;
}
}
return 0;
}
dumb_menu.cpp
Then Overseas
void menu_maybe_init (void)
And add it Menu_cheats pulsator
It should look like this
Code:
void menu_maybe_init ( void )
{
traceLastFunc( "menu_maybe_init()" );
if ( menu_init )
return;
struct menu *menu_main, *menu_cheats, *menu_cheats_mods, *menu_cheats_pulsator, *menu_cheats_inv, *menu_cheats_money, *
menu_cheats_weather, *menu_cheats_time, *menu_weapons, *menu_vehicles, *menu_teleports, *menu_interiors, *
menu_misc, *menu_debug, *menu_hudindicators, *menu_patches, *menu_players, *menu_servers, *
menu_players_warp, *menu_players_vehwarp, *menu_players_spec,
Then Look
menu_cheats_mods = menu_new (menu_cheats, ID_MENU_CHEATS_MODS, menu_callback cheats mods);
And add behind it
menu_cheats_pulsator = menu_new (menu_cheats, ID_MENU_CHEATS_PULSATOR, menu_callback_cheats_pulsator);
It should look like this
Code:
/* main menu -> cheats */
menu_cheats_inv = menu_new( menu_cheats, ID_MENU_CHEATS_INVULN, menu_callback_cheats_invuln );
menu_cheats_money = menu_new( menu_cheats, ID_MENU_CHEATS_MONEY, menu_callback_cheats_money );
menu_cheats_mods = menu_new( menu_cheats, ID_MENU_CHEATS_MODS, menu_callback_cheats_mods );
menu_cheats_pulsator = menu_new( menu_cheats, ID_MENU_CHEATS_PULSATOR, menu_callback_cheats_pulsator );
menu_cheats_weather = menu_new( menu_cheats, ID_MENU_CHEATS_WEATHER, menu_callback_cheats );
Then Look
menu_item_add (menu_cheats, menu_cheats_mods, "Vehicle upgrades", ID CHEAT_MODS, MENU_COLOR DEFAULT, NULL);
And add him to
menu_item_add (menu_cheats, menu_cheats_pulsator, "Pulsator", ID_CHEAT_PULSATOR, MENU_COLOR_DEFAULT, NULL);
It should be that way
Code:
/* main menu -> cheats - menu items */
menu_item_add( menu_cheats, menu_cheats_mods, "Vehicle upgrades", ID_CHEAT_MODS, MENU_COLOR_DEFAULT, NULL );
menu_item_add( menu_cheats, menu_cheats_pulsator, "Pulsator", ID_CHEAT_PULSATOR, MENU_COLOR_DEFAULT, NULL );
//menu_item_add( menu_cheats, menu_cheats_handling, "Change vehicle handling", ID_CHEAT_HANDLING, MENU_COLOR_DEFAULT, NULL );
Then Hfso the
menu_item_add (menu_cheats, NULL, "Draw map lines", ID_CHEAT_MAP_DRAW_LINES, MENU_COLOR_DEFAULT, NULL);
And add him to
Code:
/* main_menu -> cheats -> pulsator */
menu_item_add(menu_cheats_pulsator, NULL, "\tPulsator", ID_NONE, MENU_COLOR_SEPARATOR, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse health", ID_CHEAT_PULSATOR_HP, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse armor", ID_CHEAT_PULSATOR_ARMOR, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse weapons", ID_CHEAT_PULSATOR_WEAPONS, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse car colors", ID_CHEAT_PULSATOR_CAR_COLORS, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse car wheels", ID_CHEAT_PULSATOR_CAR_WHEELS, MENU_COLOR_DEFAULT, NULL);
It should look like this
Code:
menu_item_add( menu_cheats, NULL, "Freeze vehicle spin", ID_CHEAT_FREEZEROT, MENU_COLOR_DEFAULT, NULL );
menu_item_add( menu_cheats, NULL, "Draw map lines", ID_CHEAT_MAP_DRAW_LINES, MENU_COLOR_DEFAULT, NULL );
/* main_menu -> cheats -> pulsator */
menu_item_add(menu_cheats_pulsator, NULL, "\tPulsator", ID_NONE, MENU_COLOR_SEPARATOR, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse health", ID_CHEAT_PULSATOR_HP, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse armor", ID_CHEAT_PULSATOR_ARMOR, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse weapons", ID_CHEAT_PULSATOR_WEAPONS, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse car colors", ID_CHEAT_PULSATOR_CAR_COLORS, MENU_COLOR_DEFAULT, NULL);
menu_item_add(menu_cheats_pulsator, NULL, "Pulse car wheels", ID_CHEAT_PULSATOR_CAR_WHEELS, MENU_COLOR_DEFAULT, NULL);
/* main menu -> cheats -> invulnerable */
menu_item_add( menu_cheats_inv, NULL, "Actor invulnerability", ID_CHEAT_INVULN_ACTOR, MENU_COLOR_DEFAULT, NULL );
menu_item_add( menu_cheats_inv, NULL, "Vehicle invulnerability", ID_CHEAT_INVULN_VEHICLE, MENU_COLOR_DEFAULT, NULL );
menu_item_add( menu_cheats_inv, NULL, "Vehicle tire protections", ID_CHEAT_INVULN_TIRES, MENU_COLOR_DEFAULT, NULL );
Well now go to file Well now pass a file to cheat_Generic.cpp
They looked for the
void cheat_handle_unfreeze (struct vehicle info * vehicle info, struct actor_info * actor_info, float time_diff)
{TraceLastFunc ("cheat_handle_unfreeze ()"); if (KEYCOMBO_PRESSED (set.key_anti_freeze)) {GTAfunc_TogglePlayerControllable (0); GTAfunc_LockActor (0); pGameInterface-> GetCamera () -> RestoreWithJumpCut (); // Stop all animations if (actor_info! = NULL &&! Actor_info-> pedFlags.bInVehicle) GTAfunc_DisembarkInstantly (); }
}
After you add the following code
Code:
int iLastWeaponPulseTick = GetTickCount();
int iLastCarColorUpdate = GetTickCount();
int iLastCarWheelsUpdate = GetTickCount();
void cheat_handle_pulse(void)
{
struct actor_info *info;
for (int x = 0; x < 10; x++)
{
if (cheat_state->_generic.pulse_health)
{
if ((info = actor_info_get(ACTOR_SELF, ACTOR_ALIVE)) != NULL)
{
static bool health_pulse_state;
if (!health_pulse_state && info->hitpoints <= 1.0f)
health_pulse_state = 1;
else if (health_pulse_state && info->hitpoints >= 100.0f)
health_pulse_state = 0;
if (health_pulse_state)
info->hitpoints++;
else
info->hitpoints--;
}
}
if (cheat_state->_generic.pulse_armour)
{
if ((info = actor_info_get(ACTOR_SELF, ACTOR_ALIVE)) != NULL)
{
static bool armour_pulse_state;
if (!armour_pulse_state && info->armor <= 1.0f)
armour_pulse_state = 1;
else if (armour_pulse_state && info->armor >= 100.0f)
armour_pulse_state = 0;
if (armour_pulse_state)
info->armor++;
else
info->armor--;
}
}
}
if (cheat_state->_generic.pulse_weapons && GetTickCount() - iLastWeaponPulseTick >= 50)
{
struct actor_info *self = actor_info_get(ACTOR_SELF, ACTOR_ALIVE);
static int i = 0;
if (self->weapon[i].id == NULL && i != 0)
{
goto get_valid_weapon;
}
pPedSelf->SetCurrentWeaponSlot(eWeaponSlot(i));
i++;
iLastWeaponPulseTick = GetTickCount();
get_valid_weapon:
for (i; i < 13; i++)
{
if (self->weapon[i].id != NULL)
break;
}
if (i > 12)
i = 0;
}
if (cheat_state->_generic.pulse_car_colors && GetTickCount() - iLastCarColorUpdate >= 100 && cheat_state->state == CHEAT_STATE_VEHICLE)
{
struct vehicle_info *vinfo = vehicle_info_get(VEHICLE_SELF, NULL);
BYTE color1 = rand() % 180,
color2 = rand() % 180;
vinfo->color[0] = color1;
vinfo->color[1] = color2;
if (g_SAMP != NULL)
{
int VehicleID = getSAMPVehicleIDFromGTAVehicle(vinfo);
if (VehicleID != NULL)
sendSCMEvent(3, VehicleID, color1, color2);
}
iLastCarColorUpdate = GetTickCount();
}
if (cheat_state->_generic.pulse_car_wheels && GetTickCount() - iLastCarWheelsUpdate >= 100 && cheat_state->state == CHEAT_STATE_VEHICLE)
{
float pWheels[9] = { 1025, 1073, 1074, 1075, 1080, 1078, 1098, 1083, 1082 };
static int x = 0;
vehicle_addUpgrade(vehicle_info_get(VEHICLE_SELF, 0), pWheels[x]);
x++;
if (x >= 8) x = 0;
iLastCarWheelsUpdate = GetTickCount();
}
}
It should look like this
Code:
void cheat_handle_unfreeze ( struct vehicle_info *vehicle_info, struct actor_info *actor_info, float time_diff )
{
traceLastFunc( "cheat_handle_unfreeze()" );
if ( KEYCOMBO_PRESSED(set.key_anti_freeze) )
{
GTAfunc_TogglePlayerControllable(0);
GTAfunc_LockActor(0);
pGameInterface->GetCamera()->RestoreWithJumpCut();
// stop all animations
if ( actor_info != NULL && !actor_info->pedFlags.bInVehicle )
GTAfunc_DisembarkInstantly();
}
}
int iLastWeaponPulseTick = GetTickCount();
int iLastCarColorUpdate = GetTickCount();
int iLastCarWheelsUpdate = GetTickCount();
void cheat_handle_pulse(void)
{
struct actor_info *info;
for (int x = 0; x < 10; x++)
{
if (cheat_state->_generic.pulse_health)
{
if ((info = actor_info_get(ACTOR_SELF, ACTOR_ALIVE)) != NULL)
{
static bool health_pulse_state;
if (!health_pulse_state && info->hitpoints <= 1.0f)
health_pulse_state = 1;
else if (health_pulse_state && info->hitpoints >= 100.0f)
health_pulse_state = 0;
if (health_pulse_state)
info->hitpoints++;
else
info->hitpoints--;
}
}
if (cheat_state->_generic.pulse_armour)
{
if ((info = actor_info_get(ACTOR_SELF, ACTOR_ALIVE)) != NULL)
{
static bool armour_pulse_state;
if (!armour_pulse_state && info->armor <= 1.0f)
armour_pulse_state = 1;
else if (armour_pulse_state && info->armor >= 100.0f)
armour_pulse_state = 0;
if (armour_pulse_state)
info->armor++;
else
info->armor--;
}
}
}
if (cheat_state->_generic.pulse_weapons && GetTickCount() - iLastWeaponPulseTick >= 50)
{
struct actor_info *self = actor_info_get(ACTOR_SELF, ACTOR_ALIVE);
static int i = 0;
if (self->weapon[i].id == NULL && i != 0)
{
goto get_valid_weapon;
}
pPedSelf->SetCurrentWeaponSlot(eWeaponSlot(i));
i++;
iLastWeaponPulseTick = GetTickCount();
get_valid_weapon:
for (i; i < 13; i++)
{
if (self->weapon[i].id != NULL)
break;
}
if (i > 12)
i = 0;
}
if (cheat_state->_generic.pulse_car_colors && GetTickCount() - iLastCarColorUpdate >= 100 && cheat_state->state == CHEAT_STATE_VEHICLE)
{
struct vehicle_info *vinfo = vehicle_info_get(VEHICLE_SELF, NULL);
BYTE color1 = rand() % 180,
color2 = rand() % 180;
vinfo->color[0] = color1;
vinfo->color[1] = color2;
if (g_SAMP != NULL)
{
int VehicleID = getSAMPVehicleIDFromGTAVehicle(vinfo);
if (VehicleID != NULL)
sendSCMEvent(3, VehicleID, color1, color2);
}
iLastCarColorUpdate = GetTickCount();
}
if (cheat_state->_generic.pulse_car_wheels && GetTickCount() - iLastCarWheelsUpdate >= 100 && cheat_state->state == CHEAT_STATE_VEHICLE)
{
float pWheels[9] = { 1025, 1073, 1074, 1075, 1080, 1078, 1098, 1083, 1082 };
static int x = 0;
vehicle_addUpgrade(vehicle_info_get(VEHICLE_SELF, 0), pWheels[x]);
x++;
if (x >= 8) x = 0;
iLastCarWheelsUpdate = GetTickCount();
}
}
void cheat_handle_emo....
Then move the file cheat_generic.h
And add after
void cheat_handle_weapon (void);
You
Code:
void cheat_handle_pulse ( void );
Then go to Ñheat.hd and add after
int To Anything not related;
Ata
int Pulse_health; int Pulse_armour; int Pulse_weapons; int Pulse_car_colors; int Pulse_car_wheels;
like this
Code:
int unrelatedToAnything;
int pulse_health;
int pulse_armour;
int pulse_weapons;
int pulse_car_colors;
int pulse_car_wheels;
};
struct cheat_state_hooks....
It is here it draws to a close this guide to NOOBS not know Ñ So who it helped him I am very pleased and those who had not been shot yet everyone is invited to visit my Channel
https://www.youtube.com/channel/UCMGXZzn0JydeAD6F3Wdksvg
:urtheman: :urtheman: :urtheman: :urtheman: :urtheman: :ugbase: