Update cl_radar.lua

This commit is contained in:
Dan
2019-12-17 12:38:01 +00:00
parent 105efa71ad
commit 84e721c57f

View File

@@ -28,7 +28,6 @@ Citizen.SetTimeout( 1000, function()
-- Send a message through the NUI system to the JavaScript file to give the name of the resource -- Send a message through the NUI system to the JavaScript file to give the name of the resource
SendNUIMessage( { _type = "updatePathName", pathName = name } ) SendNUIMessage( { _type = "updatePathName", pathName = name } )
end ) end )
--local type = type
--[[---------------------------------------------------------------------------------- --[[----------------------------------------------------------------------------------
@@ -159,11 +158,6 @@ RADAR.vars =
-- The current vehicle data for display -- The current vehicle data for display
activeVehicles = {}, activeVehicles = {},
--[[-- Radar stage, this is used to tell the system what it should currently be doing, the stages are:
-- - 0 = gathering vehicles hit by the radar
-- - 1 = Filtering the vehicles caught
-- - 3 = Calculating what vehicle speed to show based on modes
radarStage = 0, ]]
-- Vehicle pool, automatically populated when the system is running, holds all of the current -- Vehicle pool, automatically populated when the system is running, holds all of the current
-- vehicle IDs for the player using entity enumeration (see cl_utils.lua) -- vehicle IDs for the player using entity enumeration (see cl_utils.lua)
@@ -185,18 +179,13 @@ RADAR.vars =
RADAR.speedConversions = { ["mph"] = 2.236936, ["kmh"] = 3.6 } RADAR.speedConversions = { ["mph"] = 2.236936, ["kmh"] = 3.6 }
-- These vectors are used in the custom ray tracing system -- These vectors are used in the custom ray tracing system
--[[RADAR.rayTraces = { RADAR.rayTraces = {
{ startVec = { x = 0.0 }, endVec = { x = 0.0, y = 0.0 }, rayType = "same" }, { startVec = { x = 0.0 }, endVec = { x = 0.0, y = 0.0 }, rayType = "same" },
{ startVec = { x = -5.0 }, endVec = { x = -5.0, y = 0.0 }, rayType = "same" }, { startVec = { x = -5.0 }, endVec = { x = -5.0, y = 0.0 }, rayType = "same" },
{ startVec = { x = 5.0 }, endVec = { x = 5.0, y = 0.0 }, rayType = "same" }, { startVec = { x = 5.0 }, endVec = { x = 5.0, y = 0.0 }, rayType = "same" },
{ startVec = { x = -10.0 }, endVec = { x = -10.0, y = 0.0 }, rayType = "opp" }, { startVec = { x = -10.0 }, endVec = { x = -10.0, y = 0.0 }, rayType = "opp" },
{ startVec = { x = -17.0 }, endVec = { x = -17.0, y = 0.0 }, rayType = "opp" } { startVec = { x = -17.0 }, endVec = { x = -17.0, y = 0.0 }, rayType = "opp" }
{ startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 } }, }
{ startVec = { x = -5.0, y = 15.0 }, endVec = { x = -5.0, y = 150.0 } },
{ startVec = { x = 5.0, y = 15.0 }, endVec = { x = 5.0, y = 150.0 } },
--{ startVec = { x = -12.0, y = 25.0 }, endVec = { x = -12.0, y = 150.0 } },
--{ startVec = { x = 12.0, y = 25.0 }, endVec = { x = 12.0, y = 150.0 } }
}]]
-- Each of these are used for sorting the captured vehicle data, the 'strongest' filter is used for the main -- Each of these are used for sorting the captured vehicle data, the 'strongest' filter is used for the main
-- target window of each antenna, whereas the 'fastest' filter is used for the fast target window of each antenna -- target window of each antenna, whereas the 'fastest' filter is used for the fast target window of each antenna