using Rage; using RAGENativeUI.Elements; namespace SceneManager { internal static class MousePositionInWorld { internal static Vector3 GetPosition { get { return GetMousePositionInWorld(); } } internal static Vector3 GetPositionForBarrier { get { return GetMousePositionInWorld(Settings.BarrierPlacementDistance); } } private static Vector3 GetMousePositionInWorld(float maxDistance = 100f) { 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 heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING(); camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD(); return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized(); } } return TracePlayerView(maxDistance, TraceFlags.IntersectWorld).HitPosition; } } }