mirror of
https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-03-09 18:30:06 +01:00
Renamed Object Classes folder to Objects
This commit is contained in:
parent
a2b935659f
commit
8ae65246f8
5 changed files with 134 additions and 64 deletions
72
SceneManager/Objects/Barrier.cs
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72
SceneManager/Objects/Barrier.cs
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@ -0,0 +1,72 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Rage;
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using SceneManager.Utils;
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namespace SceneManager.Objects
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{
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class Barrier
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{
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internal Rage.Object Object { get; }
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internal Model @Model{ get; }
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internal Vector3 Position { get; }
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internal float Rotation { get; }
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internal bool Invincible { get; }
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internal bool Immobile { get; }
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internal Barrier(Rage.Object barrier, Vector3 barrierPosition, float barrierRotation, bool invincible, bool immobile)
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{
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Object = barrier;
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@Model = barrier.Model;
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Position = barrierPosition;
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Rotation = barrierRotation;
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Invincible = invincible;
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Immobile = immobile;
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//AddBlocker();
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}
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private void AddBlocker()
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{
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var blocker = new Rage.Object("prop_barier_conc_01a", Position, Rotation);
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blocker.AttachTo(Object, 0, new Vector3(0, 0, 0), new Rotator());
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GameFiber.StartNew(() =>
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{
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while (Object)
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{
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GameFiber.Yield();
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}
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blocker.Delete();
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});
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}
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internal void GoAround()
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{
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GameFiber.StartNew(() =>
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{
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var collected = new List<Vehicle>();
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while (Object)
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{
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foreach (Vehicle v in World.GetAllVehicles())
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{
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if(v && v.IsEngineOn)
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{
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if(v.HasDriver && v.Driver && v.Driver.IsAlive)
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{
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if (!collected.Contains(v))
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{
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v.Driver.Tasks.Clear();
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v.Driver.Tasks.CruiseWithVehicle(5f, (VehicleDrivingFlags)17039872);
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v.Driver.KeepTasks = true;
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collected.Add(v);
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}
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}
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}
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}
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GameFiber.Sleep(1000);
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}
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});
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}
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}
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}
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454
SceneManager/Objects/CollectedVehicle.cs
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454
SceneManager/Objects/CollectedVehicle.cs
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@ -0,0 +1,454 @@
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using Rage;
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using System.Collections.Generic;
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using System.Linq;
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using SceneManager.Utils;
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namespace SceneManager.Objects
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{
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internal class CollectedVehicle
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{
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internal Ped Driver { get; private set; }
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internal Vehicle Vehicle { get; private set; }
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internal Path Path { get; private set; }
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internal Waypoint CurrentWaypoint { get; private set; }
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internal Waypoint NextWaypoint { get; private set; }
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internal bool StoppedAtWaypoint { get; private set; } = false;
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internal bool Dismissed { get; private set; } = false;
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internal bool Directed { get; set; } = false;
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internal bool SkipWaypoint { get; private set; } = false;
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internal bool ReadyForDirectTasks { get; private set; } = true;
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internal CollectedVehicle(Vehicle vehicle, Path path, Waypoint currentWaypoint)
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{
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Vehicle = vehicle;
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Driver = Vehicle.Driver;
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Path = path;
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CurrentWaypoint = currentWaypoint;
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SetPersistence();
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}
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internal CollectedVehicle(Vehicle vehicle, Path path)
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{
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Vehicle = vehicle;
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Driver = vehicle.Driver;
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Path = path;
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SetPersistence();
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}
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private void SetPersistence()
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{
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Vehicle.IsPersistent = true;
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Driver.IsPersistent = true;
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Driver.BlockPermanentEvents = true;
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}
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internal void AssignWaypointTasks(Path path, Waypoint currentWaypoint)
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{
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// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
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// also https://vespura.com/fivem/drivingstyle/
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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AssignPathAndCurrentWaypoint();
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AssignDirectedTask();
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if (currentWaypoint.IsStopWaypoint)
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{
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StopAtWaypoint();
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}
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if (path?.Waypoints?.Count > 0 && currentWaypoint != path?.Waypoints?.Last())
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{
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DriveToNextWaypoint();
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}
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if (!Dismissed && !VehicleAndDriverAreValid() || Directed)
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{
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return;
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}
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] all Path {path.Number} tasks complete.");
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if (!Dismissed)
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{
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Dismiss();
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}
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void AssignPathAndCurrentWaypoint()
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{
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Path = path;
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if (currentWaypoint != null)
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{
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CurrentWaypoint = currentWaypoint;
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}
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else
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{
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CurrentWaypoint = path.Waypoints[0];
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}
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}
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void AssignDirectedTask()
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{
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if (currentWaypoint != null && Directed)
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{
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Dismissed = false;
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while (!ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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Driver.Tasks.Clear();
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DriveToDirectedWaypoint();
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}
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}
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void DriveToDirectedWaypoint()
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{
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Dismissed = false;
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while (!ReadyForDirectTasks)
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{
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GameFiber.Yield();
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}
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Driver.Tasks.Clear();
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AssignTasksForDirectedDriver();
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void AssignTasksForDirectedDriver()
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{
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, Path.Waypoints.IndexOf(currentWaypoint));
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Vector3 oldPosition = currentWaypoint.Position;
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {currentWaypoint.Path.Number} waypoint {currentWaypoint.Number} (directed)");
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Driver.Tasks.DriveToPosition(currentWaypoint.Position, currentWaypoint.Speed, (VehicleDrivingFlags)currentWaypoint.DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToDirectedWaypoint();
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void LoopWhileDrivingToDirectedWaypoint()
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{
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && Vehicle.FrontPosition.DistanceTo2D(oldPosition) > acceptedDistance)
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{
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if (oldPosition != currentWaypoint.Position)
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{
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oldPosition = currentWaypoint.Position;
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}
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GameFiber.Yield();
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}
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if (Vehicle)
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{
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Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] directed task is complete, directed is now false");
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}
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Directed = false;
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}
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}
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}
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void DriveToNextWaypoint()
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{
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if (!VehicleAndDriverAreValid() || CurrentWaypoint == null || Path == null)
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{
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Game.LogTrivial($"Vehicle, driver, waypoint, or path is null.");
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return;
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}
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Game.LogTrivial($"Preparing to run task loop for {Vehicle.Model.Name} [{Vehicle.Handle}] on path {Path.Number}");
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for (int currentWaypointTask = CurrentWaypoint.Number; currentWaypointTask < Path.Waypoints.Count; currentWaypointTask++)
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{
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var oldPosition = Path.Waypoints[currentWaypointTask].Position;
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SkipWaypoint = false;
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if (this == null || !Vehicle || Dismissed || Directed)
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{
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Game.LogTrivial($"Vehicle dismissed, directed, or null, return");
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return;
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}
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if (Driver == null || !Driver || !Vehicle.HasDriver || !Driver.IsAlive || Vehicle.Driver == Game.LocalPlayer.Character)
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{
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] does not have a driver/driver is null or driver is dead.");
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return;
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}
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if (Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && !StoppedAtWaypoint)
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{
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CurrentWaypoint = Path.Waypoints[currentWaypointTask];
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float acceptedDistance = GetAcceptedStoppingDistance(Path.Waypoints, currentWaypointTask);
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] is driving to path {Path.Number} waypoint {Path.Waypoints[currentWaypointTask].Number} (Stop: {CurrentWaypoint.IsStopWaypoint}, Driving flag: {CurrentWaypoint.DrivingFlagType})");
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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LoopWhileDrivingToWaypoint(currentWaypointTask, acceptedDistance, oldPosition);
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if (!VehicleAndDriverAreValid())
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{
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return;
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}
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if (SkipWaypoint)
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{
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SkipWaypoint = false;
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continue;
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}
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if (!Dismissed && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Path.Waypoints[currentWaypointTask].IsStopWaypoint)
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{
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StopAtWaypoint();
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}
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if (!VehicleAndDriverAreValid() || Dismissed || Directed)
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{
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return;
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}
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Driver.Tasks.PerformDrivingManeuver(Vehicle, VehicleManeuver.GoForwardWithCustomSteeringAngle, 3).WaitForCompletion();
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}
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}
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void LoopWhileDrivingToWaypoint(int currentWaypointTask, float acceptedDistance, Vector3 oldPosition)
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{
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while (VehicleAndDriverAreValid() && !Dismissed && !SkipWaypoint && !Directed && Path.Waypoints.ElementAtOrDefault(currentWaypointTask) != null && Vehicle.FrontPosition.DistanceTo2D(Path.Waypoints[currentWaypointTask].Position) > acceptedDistance)
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{
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if (oldPosition != Path.Waypoints[currentWaypointTask].Position)
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{
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Game.LogTrivial($"Waypoint position has changed, updating drive task.");
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oldPosition = Path.Waypoints[currentWaypointTask].Position;
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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if(Driver.Tasks.CurrentTaskStatus == TaskStatus.NoTask)
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{
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//Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] has no task. Reassiging current waypoint task.");
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if (Driver.CurrentVehicle)
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{
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Driver.Tasks.DriveToPosition(Path.Waypoints[currentWaypointTask].Position, Path.Waypoints[currentWaypointTask].Speed, (VehicleDrivingFlags)Path.Waypoints[currentWaypointTask].DrivingFlagType, acceptedDistance);
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}
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else
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{
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Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] driver [{Driver.Handle}] is not in a vehicle. Exiting loop.");
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return;
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}
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}
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GameFiber.Sleep(100);
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}
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}
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}
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float GetAcceptedStoppingDistance(List<Waypoint> waypoints, int nextWaypoint)
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{
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float dist;
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if (Settings.SpeedUnit == SpeedUnits.MPH)
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{
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dist = (MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed) * MathHelper.ConvertMilesPerHourToKilometersPerHour(waypoints[nextWaypoint].Speed)) / (250 * 0.8f);
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}
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else
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{
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dist = (waypoints[nextWaypoint].Speed * waypoints[nextWaypoint].Speed) / (250 * 0.8f);
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}
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var acceptedDistance = MathHelper.Clamp(dist, 2, 10);
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return acceptedDistance;
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}
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void StopAtWaypoint()
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{
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var stoppingDistance = GetAcceptedStoppingDistance(currentWaypoint.Path.Waypoints, currentWaypoint.Path.Waypoints.IndexOf(currentWaypoint));
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Game.LogTrivial($"{Vehicle.Model.Name} stopping at path {currentWaypoint.Path.Number} waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, stoppingDistance, -1, true);
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StoppedAtWaypoint = true;
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while (currentWaypoint != null && VehicleAndDriverAreValid() && StoppedAtWaypoint && !Directed)
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{
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GameFiber.Yield();
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}
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if (Driver && Driver.CurrentVehicle)
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{
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Game.LogTrivial($"{Vehicle.Model.Name} releasing from stop waypoint.");
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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Driver.Tasks.CruiseWithVehicle(5f);
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}
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}
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bool VehicleAndDriverAreValid()
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{
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if (this == null)
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{
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Game.LogTrivial($"CollectedVehicle is null");
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return false;
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}
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if (!Vehicle)// && !Dismissed)
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{
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Game.LogTrivial($"Vehicle is null");
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Dismiss();
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return false;
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}
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if (!Driver || !Driver.CurrentVehicle || !Driver.IsAlive)
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{
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Game.LogTrivial($"Driver is null or dead or not in a vehicle");
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Dismiss();
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return false;
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}
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return true;
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}
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}
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internal void Dismiss(DismissOption dismissOption = DismissOption.FromPath, Path newPath = null)
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{
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if (!Vehicle)
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{
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Game.LogTrivial($"Vehicle is null.");
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return;
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}
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if (!Driver)
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{
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Game.LogTrivial($"Driver is null.");
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return;
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}
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if (dismissOption == DismissOption.FromWorld)
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{
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DismissFromWorld();
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return;
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}
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if (dismissOption == DismissOption.FromPlayer)
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{
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Dismissed = true;
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//if (Driver)
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//{
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Driver.Dismiss();
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//}
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//if (Vehicle)
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//{
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Vehicle.Dismiss();
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
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//}
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Path.CollectedVehicles.Remove(this);
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return;
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}
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if(Driver.CurrentVehicle && StoppedAtWaypoint)
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{
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StoppedAtWaypoint = false;
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Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Driver.LastVehicle, 0f, 1, true);
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//if (Driver)
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//{
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Driver.Tasks.CruiseWithVehicle(5f);
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//}
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}
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Driver.Tasks.Clear();
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if (dismissOption == DismissOption.FromWaypoint)
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{
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DismissFromWaypoint();
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}
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if (dismissOption == DismissOption.FromPath)
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{
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DismissFromPath();
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}
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if(dismissOption == DismissOption.FromDirected)
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{
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DismissFromDirect();
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}
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void DismissFromWorld()
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{
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Game.LogTrivial($"Dismissed {Vehicle.Model.Name} [{Vehicle.Handle}] from the world");
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while (Vehicle.HasOccupants)
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{
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foreach (Ped occupant in Vehicle.Occupants)
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{
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occupant.Dismiss();
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occupant.Delete();
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}
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GameFiber.Yield();
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}
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Vehicle.Delete();
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}
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void DismissFromWaypoint()
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{
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if (CurrentWaypoint == null || Path == null)
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{
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Game.LogTrivial($"CurrentWaypoint or Path is null");
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return;
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}
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if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
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{
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Game.LogTrivial($"{Vehicle?.Model.Name} [{Vehicle?.Handle}] dismissed from waypoint.");
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SkipWaypoint = true;
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}
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else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
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{
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DismissFromPath();
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}
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}
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void DismissFromPath()
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{
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Game.LogTrivial($"Dismissing {Vehicle?.Model.Name} [{Vehicle?.Handle}] from path");
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Dismissed = true;
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// Check if the vehicle is near any of the path's collector waypoints
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GameFiber.StartNew(() =>
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{
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var nearestCollectorWaypoint = Path.Waypoints.Where(wp => wp.IsCollector).OrderBy(wp => Vehicle.DistanceTo2D(wp.Position)).FirstOrDefault();
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if(nearestCollectorWaypoint == null)
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{
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Game.LogTrivial($"Nearest collector is null");
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}
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else
|
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{
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while (nearestCollectorWaypoint != null && Vehicle && Vehicle.HasDriver && Driver && Driver.IsAlive && Vehicle.FrontPosition.DistanceTo2D(nearestCollectorWaypoint.Position) <= nearestCollectorWaypoint.CollectorRadius)
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{
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GameFiber.Yield();
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}
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}
|
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|
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if (!Vehicle || !Driver)
|
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{
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Game.LogTrivial($"Vehicle or driver is null");
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return;
|
||||
}
|
||||
|
||||
if (!Directed)
|
||||
{
|
||||
Path.CollectedVehicles.Remove(this);
|
||||
Game.LogTrivial($"{Vehicle.Model.Name} [{Vehicle.Handle}] dismissed successfully.");
|
||||
if (Driver)
|
||||
{
|
||||
if (Driver.GetAttachedBlip())
|
||||
{
|
||||
Driver.GetAttachedBlip().Delete();
|
||||
}
|
||||
Driver.BlockPermanentEvents = false;
|
||||
Driver.Dismiss();
|
||||
}
|
||||
if (Vehicle)
|
||||
{
|
||||
Vehicle.Dismiss();
|
||||
Vehicle.IsSirenOn = false;
|
||||
Vehicle.IsSirenSilent = true;
|
||||
}
|
||||
}
|
||||
}, "DismissFromPath Fiber");
|
||||
|
||||
}
|
||||
|
||||
void DismissFromDirect()
|
||||
{
|
||||
Dismissed = true;
|
||||
Directed = true;
|
||||
if (newPath != null)
|
||||
{
|
||||
newPath.CollectedVehicles.Add(this);
|
||||
Path.CollectedVehicles.Remove(this);
|
||||
}
|
||||
Driver.Tasks.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
261
SceneManager/Objects/Path.cs
Normal file
261
SceneManager/Objects/Path.cs
Normal file
|
|
@ -0,0 +1,261 @@
|
|||
using Rage;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Xml.Serialization;
|
||||
using SceneManager.Utils;
|
||||
using System.IO;
|
||||
|
||||
namespace SceneManager.Objects
|
||||
{
|
||||
internal class Path // Change this to Public for import/export
|
||||
{
|
||||
internal int Number { get; set; }
|
||||
internal bool IsEnabled { get; set; }
|
||||
internal State State { get; set; }
|
||||
|
||||
[XmlArray("Waypoints")]
|
||||
[XmlArrayItem("Waypoint")]
|
||||
public List<Waypoint> Waypoints { get; set; } = new List<Waypoint>();
|
||||
|
||||
internal List<CollectedVehicle> CollectedVehicles = new List<CollectedVehicle>();
|
||||
private List<Vehicle> _blacklistedVehicles = new List<Vehicle>();
|
||||
|
||||
private Path() { }
|
||||
|
||||
internal Path(int pathNum, State pathState)
|
||||
{
|
||||
Number = pathNum;
|
||||
State = pathState;
|
||||
DrawLinesBetweenWaypoints();
|
||||
}
|
||||
|
||||
internal void Save(string filename)
|
||||
{
|
||||
var GAME_DIRECTORY = Directory.GetCurrentDirectory();
|
||||
var SAVED_PATHS_DIRECTORY = GAME_DIRECTORY + "/plugins/SceneManager/Saved Paths/";
|
||||
if (!Directory.Exists(SAVED_PATHS_DIRECTORY))
|
||||
{
|
||||
Directory.CreateDirectory(SAVED_PATHS_DIRECTORY);
|
||||
Game.LogTrivial($"New directory created at '/plugins/SceneManager/Saved Paths'");
|
||||
}
|
||||
PathXMLManager.SaveItemToXML(this, SAVED_PATHS_DIRECTORY + filename);
|
||||
}
|
||||
|
||||
private void LowerWaypointBlipsOpacity()
|
||||
{
|
||||
foreach (Waypoint wp in Waypoints)
|
||||
{
|
||||
wp.Blip.Alpha = 0.5f;
|
||||
if (wp.CollectorRadiusBlip)
|
||||
{
|
||||
wp.CollectorRadiusBlip.Alpha = 0.25f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void RestoreWaypointBlipsOpacity()
|
||||
{
|
||||
foreach (Waypoint wp in Waypoints)
|
||||
{
|
||||
if (wp.Blip)
|
||||
{
|
||||
wp.Blip.Alpha = 1.0f;
|
||||
if (wp.CollectorRadiusBlip)
|
||||
{
|
||||
wp.CollectorRadiusBlip.Alpha = 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void DisablePath()
|
||||
{
|
||||
IsEnabled = false;
|
||||
foreach(Waypoint wp in Waypoints)
|
||||
{
|
||||
wp.RemoveSpeedZone();
|
||||
}
|
||||
if (SettingsMenu.mapBlips.Checked)
|
||||
{
|
||||
LowerWaypointBlipsOpacity();
|
||||
}
|
||||
}
|
||||
|
||||
internal void EnablePath()
|
||||
{
|
||||
IsEnabled = true;
|
||||
foreach (Waypoint wp in Waypoints)
|
||||
{
|
||||
if (wp.IsCollector)
|
||||
{
|
||||
wp.AddSpeedZone();
|
||||
}
|
||||
}
|
||||
if (SettingsMenu.mapBlips.Checked)
|
||||
{
|
||||
RestoreWaypointBlipsOpacity();
|
||||
}
|
||||
}
|
||||
|
||||
internal void DrawLinesBetweenWaypoints()
|
||||
{
|
||||
GameFiber.StartNew(() =>
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
if (SettingsMenu.threeDWaypoints.Checked && (State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
|
||||
{
|
||||
for (int i = 0; i < Waypoints.Count; i++)
|
||||
{
|
||||
if (i != Waypoints.Count - 1)
|
||||
{
|
||||
if (Waypoints[i + 1].IsStopWaypoint)
|
||||
{
|
||||
Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Orange);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.DrawLine(Waypoints[i].Position, Waypoints[i + 1].Position, Color.Green);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
GameFiber.Yield();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
internal void LoopForVehiclesToBeDismissed()
|
||||
{
|
||||
GameFiber.StartNew(() =>
|
||||
{
|
||||
while (PathMainMenu.paths.Contains(this))
|
||||
{
|
||||
//Logger.Log($"Dismissing unused vehicles for cleanup");
|
||||
foreach (CollectedVehicle cv in CollectedVehicles.Where(cv => cv.Vehicle))
|
||||
{
|
||||
if (!cv.Vehicle.IsDriveable || cv.Vehicle.IsUpsideDown || !cv.Vehicle.HasDriver)
|
||||
{
|
||||
if (cv.Vehicle.HasDriver)
|
||||
{
|
||||
cv.Vehicle.Driver.Dismiss();
|
||||
}
|
||||
cv.Vehicle.Dismiss();
|
||||
}
|
||||
}
|
||||
|
||||
CollectedVehicles.RemoveAll(cv => !cv.Vehicle);
|
||||
_blacklistedVehicles.RemoveAll(v => !v);
|
||||
GameFiber.Sleep(60000);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
internal void LoopWaypointCollection()
|
||||
{
|
||||
uint lastProcessTime = Game.GameTime; // Store the last time the full loop finished; this is a value in ms
|
||||
int yieldAfterChecks = 50; // How many calculations to do before yielding
|
||||
while (PathMainMenu.paths.Contains(this))
|
||||
{
|
||||
if (IsEnabled)
|
||||
{
|
||||
int checksDone = 0;
|
||||
try
|
||||
{
|
||||
foreach (Waypoint waypoint in Waypoints)
|
||||
{
|
||||
if (waypoint != null & waypoint.IsCollector)
|
||||
{
|
||||
foreach (Vehicle v in World.GetAllVehicles())
|
||||
{
|
||||
if (VehicleIsNearWaypoint(v, waypoint) && VehicleIsValidForCollection(v))
|
||||
{
|
||||
CollectedVehicle newCollectedVehicle = AddVehicleToCollection(v);
|
||||
GameFiber AssignTasksFiber = new GameFiber(() => newCollectedVehicle.AssignWaypointTasks(this, waypoint));
|
||||
//GameFiber AssignTasksFiber = new GameFiber(() => AITasking.AssignWaypointTasks(newCollectedVehicle, this, waypoint));
|
||||
AssignTasksFiber.Start();
|
||||
}
|
||||
|
||||
checksDone++; // Increment the counter inside the vehicle loop
|
||||
if (checksDone % yieldAfterChecks == 0)
|
||||
{
|
||||
GameFiber.Yield(); // Yield the game fiber after the specified number of vehicles have been checked
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
//return;
|
||||
}
|
||||
}
|
||||
GameFiber.Sleep((int)Math.Max(1, Game.GameTime - lastProcessTime)); // If the prior lines took more than a second to run, then you'll run again almost immediately, but if they ran fairly quickly, you can sleep the loop until the remainder of the time between checks has passed
|
||||
lastProcessTime = Game.GameTime;
|
||||
}
|
||||
|
||||
CollectedVehicle AddVehicleToCollection(Vehicle vehicle)
|
||||
{
|
||||
var collectedVehicle = new CollectedVehicle(vehicle, this);
|
||||
CollectedVehicles.Add(collectedVehicle);
|
||||
Game.LogTrivial($"Added {vehicle.Model.Name} to collection from path {Number} waypoint {1}.");
|
||||
return collectedVehicle;
|
||||
}
|
||||
|
||||
bool VehicleIsNearWaypoint(Vehicle v, Waypoint wp)
|
||||
{
|
||||
return v.FrontPosition.DistanceTo2D(wp.Position) <= wp.CollectorRadius && Math.Abs(wp.Position.Z - v.Position.Z) < 3;
|
||||
}
|
||||
|
||||
bool VehicleIsValidForCollection(Vehicle v)
|
||||
{
|
||||
if (v && v != Game.LocalPlayer.Character.LastVehicle && (v.IsCar || v.IsBike || v.IsBicycle || v.IsQuadBike) && !v.IsSirenOn && v.IsEngineOn && v.IsOnAllWheels && v.Speed > 1 && !CollectedVehicles.Any(cv => cv?.Vehicle == v) && !_blacklistedVehicles.Contains(v))
|
||||
{
|
||||
var vehicleCollectedOnAnotherPath = PathMainMenu.paths.Any(p => p.Number != Number && p.CollectedVehicles.Any(cv => cv.Vehicle == v));
|
||||
if (vehicleCollectedOnAnotherPath)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (v.HasDriver && v.Driver)
|
||||
{
|
||||
if(!v.Driver.IsAlive)
|
||||
{
|
||||
Game.LogTrivial($"Vehicle's driver is dead.");
|
||||
_blacklistedVehicles.Add(v);
|
||||
return false;
|
||||
}
|
||||
if (v.IsPoliceVehicle && !v.Driver.IsAmbient())
|
||||
{
|
||||
_blacklistedVehicles.Add(v);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (!v.HasDriver)
|
||||
{
|
||||
v.CreateRandomDriver();
|
||||
while (!v.HasDriver)
|
||||
{
|
||||
GameFiber.Yield();
|
||||
}
|
||||
if (v && v.Driver)
|
||||
{
|
||||
v.Driver.IsPersistent = true;
|
||||
v.Driver.BlockPermanentEvents = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
317
SceneManager/Objects/Waypoint.cs
Normal file
317
SceneManager/Objects/Waypoint.cs
Normal file
|
|
@ -0,0 +1,317 @@
|
|||
using Rage;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using SceneManager.Utils;
|
||||
|
||||
namespace SceneManager.Objects
|
||||
{
|
||||
internal class Waypoint // Change this to Public for import/export
|
||||
{
|
||||
internal Path Path { get; set; }
|
||||
public int Number { get; set; }
|
||||
public Vector3 Position { get; set; }
|
||||
public float Speed { get; set; }
|
||||
public DrivingFlagType DrivingFlagType { get; set; }
|
||||
public bool IsStopWaypoint { get; set; }
|
||||
internal Blip Blip { get; }
|
||||
public bool IsCollector { get; set; }
|
||||
public float CollectorRadius { get; set; }
|
||||
internal Blip CollectorRadiusBlip { get; set; }
|
||||
public float SpeedZoneRadius { get; set; }
|
||||
internal uint SpeedZone { get; set; }
|
||||
internal bool EnableWaypointMarker { get; set; } = true;
|
||||
|
||||
private Waypoint() { }
|
||||
|
||||
internal Waypoint(Path path, int waypointNum, Vector3 waypointPos, float speed, DrivingFlagType drivingFlag, bool stopWaypoint, Blip waypointBlip, bool collector = false, float collectorRadius = 1, float speedZoneRadius = 5)
|
||||
{
|
||||
Path = path;
|
||||
Number = waypointNum;
|
||||
Position = waypointPos;
|
||||
Speed = speed;
|
||||
DrivingFlagType = drivingFlag;
|
||||
IsStopWaypoint = stopWaypoint;
|
||||
Blip = waypointBlip;
|
||||
IsCollector = collector;
|
||||
CollectorRadius = collectorRadius;
|
||||
SpeedZoneRadius = speedZoneRadius;
|
||||
if (collector)
|
||||
{
|
||||
AddSpeedZone();
|
||||
CollectorRadiusBlip = new Blip(waypointBlip.Position, collectorRadius)
|
||||
{
|
||||
Color = waypointBlip.Color,
|
||||
};
|
||||
if (SettingsMenu.mapBlips.Checked)
|
||||
{
|
||||
CollectorRadiusBlip.Alpha = 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
CollectorRadiusBlip.Alpha = 0f;
|
||||
}
|
||||
}
|
||||
DrawWaypointMarker();
|
||||
}
|
||||
|
||||
internal void UpdateWaypoint(Waypoint currentWaypoint, Vector3 newWaypointPosition, DrivingFlagType drivingFlag, bool stopWaypoint, float speed, bool collectorWaypointChecked, float collectorRadius, float speedZoneRadius, bool updateWaypointPositionChecked)
|
||||
{
|
||||
if(IsStopWaypoint != stopWaypoint)
|
||||
{
|
||||
UpdateIfStopWaypoint();
|
||||
}
|
||||
DrivingFlagType = drivingFlag;
|
||||
UpdateWaypointSpeed(speed);
|
||||
UpdateCollectorOptions();
|
||||
if (updateWaypointPositionChecked)
|
||||
{
|
||||
UpdateWaypointPosition();
|
||||
}
|
||||
|
||||
void UpdateIfStopWaypoint()
|
||||
{
|
||||
if (IsStopWaypoint && !stopWaypoint)
|
||||
{
|
||||
Blip.Color = Color.Green;
|
||||
foreach(CollectedVehicle cv in Path.CollectedVehicles.Where(cv => cv.Vehicle && cv.Path == Path && cv.CurrentWaypoint == this && cv.StoppedAtWaypoint))
|
||||
{
|
||||
// Logger.Log($"Setting StoppedAtWaypoint to false for {cv.Vehicle.Model.Name}");
|
||||
cv.Dismiss(DismissOption.FromWaypoint);
|
||||
}
|
||||
}
|
||||
else if(stopWaypoint && !IsStopWaypoint)
|
||||
{
|
||||
Blip.Color = Color.Red;
|
||||
}
|
||||
IsStopWaypoint = stopWaypoint;
|
||||
}
|
||||
|
||||
void UpdateWaypointSpeed(float newWaypointSpeed)
|
||||
{
|
||||
Speed = newWaypointSpeed;
|
||||
}
|
||||
|
||||
void UpdateCollectorOptions()
|
||||
{
|
||||
if (collectorWaypointChecked)
|
||||
{
|
||||
IsCollector = true;
|
||||
RemoveSpeedZone();
|
||||
SpeedZone = World.AddSpeedZone(currentWaypoint.Position, speedZoneRadius, speed);
|
||||
Blip.Color = Color.Blue;
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Alpha = 0.5f;
|
||||
CollectorRadiusBlip.Scale = collectorRadius;
|
||||
}
|
||||
else
|
||||
{
|
||||
CollectorRadiusBlip = new Blip(Blip.Position, collectorRadius)
|
||||
{
|
||||
Color = Blip.Color,
|
||||
Alpha = 0.5f
|
||||
};
|
||||
}
|
||||
CollectorRadius = collectorRadius;
|
||||
SpeedZoneRadius = speedZoneRadius;
|
||||
}
|
||||
else
|
||||
{
|
||||
IsCollector = false;
|
||||
if (IsStopWaypoint)
|
||||
{
|
||||
Blip.Color = Color.Red;
|
||||
}
|
||||
else
|
||||
{
|
||||
Blip.Color = Color.Green;
|
||||
}
|
||||
RemoveSpeedZone();
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateWaypointPosition()
|
||||
{
|
||||
Position = newWaypointPosition;
|
||||
RemoveSpeedZone();
|
||||
AddSpeedZone();
|
||||
UpdateWaypointBlipPosition();
|
||||
}
|
||||
|
||||
void UpdateWaypointBlipPosition()
|
||||
{
|
||||
if (Blip)
|
||||
{
|
||||
Blip.Position = Game.LocalPlayer.Character.Position;
|
||||
}
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Position = Game.LocalPlayer.Character.Position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void Remove()
|
||||
{
|
||||
if (Blip)
|
||||
{
|
||||
Blip.Delete();
|
||||
}
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Delete();
|
||||
}
|
||||
RemoveSpeedZone();
|
||||
}
|
||||
|
||||
internal void AddSpeedZone()
|
||||
{
|
||||
SpeedZone = World.AddSpeedZone(Position, SpeedZoneRadius, Speed);
|
||||
}
|
||||
|
||||
internal void RemoveSpeedZone()
|
||||
{
|
||||
World.RemoveSpeedZone(SpeedZone);
|
||||
}
|
||||
|
||||
internal void DrawWaypointMarker()
|
||||
{
|
||||
// This is called once when the waypoint is created
|
||||
GameFiber.StartNew(() =>
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if(SettingsMenu.threeDWaypoints.Checked && EnableWaypointMarker && Path.Waypoints.Contains(this))
|
||||
{
|
||||
if (EditWaypointMenu.editWaypointMenu.Visible && PathMainMenu.editPath.Value == Path.Number && EditWaypointMenu.editWaypoint.Value == Number)
|
||||
{
|
||||
if (EditWaypointMenu.collectorWaypoint.Checked)
|
||||
{
|
||||
if (EditWaypointMenu.updateWaypointPosition.Checked)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, 1f, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, 1f, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, (float)EditWaypointMenu.changeCollectorRadius.Value * 2, 2f, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, (float)EditWaypointMenu.changeSpeedZoneRadius.Value * 2, 2f, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
else if (EditWaypointMenu.stopWaypointType.Checked)
|
||||
{
|
||||
if (EditWaypointMenu.updateWaypointPosition.Checked)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, 1f, 1f, 1f, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, 2f, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (EditWaypointMenu.updateWaypointPosition.Checked)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, GetMousePositionInWorld(), 0, 0, 0, 0, 0, 0, 1f, 1f, 1f, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, 2f, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
}
|
||||
else if ((Path.State == State.Finished && MenuManager.menuPool.IsAnyMenuOpen()) || (Path.State == State.Creating && PathCreationMenu.pathCreationMenu.Visible))
|
||||
{
|
||||
float markerHeight = 1f;
|
||||
if ((PathMainMenu.directDriver.Selected && PathMainMenu.directDriver.Value == Path.Number) || PathMainMenu.editPath.Selected && PathMainMenu.editPath.Value == Path.Number && (PathMainMenu.pathMainMenu.Visible || EditPathMenu.editPathMenu.Visible))
|
||||
{
|
||||
markerHeight = 2f;
|
||||
}
|
||||
if (IsCollector)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, CollectorRadius * 2, CollectorRadius * 2, markerHeight, 80, 130, 255, 100, false, false, 2, false, 0, 0, false);
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, SpeedZoneRadius * 2, SpeedZoneRadius * 2, markerHeight, 255, 185, 80, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
else if (IsStopWaypoint)
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, markerHeight, 255, 65, 65, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
Rage.Native.NativeFunction.Natives.DRAW_MARKER(1, Position, 0, 0, 0, 0, 0, 0, 1f, 1f, markerHeight, 65, 255, 65, 100, false, false, 2, false, 0, 0, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GameFiber.Yield();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
internal void EnableBlip()
|
||||
{
|
||||
if(!Path.IsEnabled)
|
||||
{
|
||||
if (Blip)
|
||||
{
|
||||
Blip.Alpha = 0.5f;
|
||||
}
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Alpha = 0.25f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Blip)
|
||||
{
|
||||
Blip.Alpha = 1.0f;
|
||||
}
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Alpha = 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
internal void DisableBlip()
|
||||
{
|
||||
if (Blip)
|
||||
{
|
||||
Blip.Alpha = 0;
|
||||
}
|
||||
if (CollectorRadiusBlip)
|
||||
{
|
||||
CollectorRadiusBlip.Alpha = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private static Vector3 GetMousePositionInWorld()
|
||||
{
|
||||
HitResult TracePlayerView(float maxTraceDistance = 100f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
|
||||
|
||||
HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
|
||||
{
|
||||
Vector3 direction = GetPlayerLookingDirection(out start);
|
||||
end = start + (maxTraceDistance * direction);
|
||||
return World.TraceLine(start, end, flags);
|
||||
}
|
||||
|
||||
Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
|
||||
{
|
||||
if (Camera.RenderingCamera)
|
||||
{
|
||||
camPosition = Camera.RenderingCamera.Position;
|
||||
return Camera.RenderingCamera.Direction;
|
||||
}
|
||||
else
|
||||
{
|
||||
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
|
||||
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
|
||||
|
||||
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
|
||||
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
|
||||
}
|
||||
}
|
||||
|
||||
return TracePlayerView(100f, TraceFlags.IntersectWorld).HitPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue