Pulse code published for S0beit

SobFoX

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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
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 сheat.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 с 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:
 
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