mirror of
https://github.com/Michatec/wk_wars2x.git
synced 2026-04-01 00:16:27 +02:00
Added UTIL:DebugPrint, removed redundant code
This commit is contained in:
101
cl_radar.lua
101
cl_radar.lua
@@ -376,7 +376,7 @@ function RADAR:CreateRayThread( vehs, from, startX, endX, endY )
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self:InsertCapturedVehicleData( hitVehs )
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print( "Ray thread: increasing ray state from " .. tostring( self:GetRayTraceState() ) .. " to " .. tostring( self:GetRayTraceState() + 1 ) )
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UTIL:DebugPrint( "Ray thread: increasing ray state from " .. tostring( self:GetRayTraceState() ) .. " to " .. tostring( self:GetRayTraceState() + 1 ) )
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self:IncreaseRayTraceState()
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end )
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end
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@@ -410,26 +410,26 @@ function RADAR:Main()
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-- First stage of the radar - get all of the vehicles hit by the radar
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if ( self:GetRadarStage() == 0 ) then
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if ( self:GetRayTraceState() == 0 ) then
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print( "Radar stage at 0, starting ray trace." )
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UTIL:DebugPrint( "Radar stage at 0, starting ray trace." )
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local vehs = self:GetVehiclePool()
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print( "Resetting captured vehicles and ray trace state." )
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UTIL:DebugPrint( "Resetting captured vehicles and ray trace state." )
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self:ResetCapturedVehicles()
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self:ResetRayTraceState()
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print( "Creating ray threads." )
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UTIL:DebugPrint( "Creating ray threads." )
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for _, v in pairs( self.rayTraces ) do
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self:CreateRayThread( vehs, plyVeh, v.startVec.x, v.endVec.x, v.endVec.y )
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end
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print( "Reached end of stage 0." )
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print( "Stage = " .. tostring( self:GetRadarStage() ) .. "\tTrace state = " .. tostring( self:GetRayTraceState() ) )
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UTIL:DebugPrint( "Reached end of stage 0." )
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UTIL:DebugPrint( "Stage = " .. tostring( self:GetRadarStage() ) .. "\tTrace state = " .. tostring( self:GetRayTraceState() ) )
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elseif ( self:GetRayTraceState() == self:GetNumOfRays() ) then
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print( "Ray traces finished, increasing radar stage." )
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UTIL:DebugPrint( "Ray traces finished, increasing radar stage." )
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self:IncreaseRadarStage()
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end
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elseif ( self:GetRadarStage() == 1 ) then
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print( "Radar stage now 1." )
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UTIL:DebugPrint( "Radar stage now 1." )
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self:FilterCapturedVehicles()
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local caughtVehs = self:GetCapturedVehicles()
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@@ -437,9 +437,9 @@ function RADAR:Main()
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if ( not UTIL:IsTableEmpty( caughtVehs ) ) then
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table.sort( caughtVehs, self:GetSortModeFunc() )
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print( "Printing table for sort mode " .. self:GetSortModeText() )
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UTIL:DebugPrint( "Printing table for sort mode " .. self:GetSortModeText() )
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for k, v in pairs( caughtVehs ) do
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print( tostring( k ) .. " - " .. tostring( v.veh ) .. " - " .. tostring( v.relPos ) .. " - " .. tostring( v.dist ) .. " - " .. tostring( v.speed ) .. " - " .. tostring( v.size ) )
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UTIL:DebugPrint( tostring( k ) .. " - " .. tostring( v.veh ) .. " - " .. tostring( v.relPos ) .. " - " .. tostring( v.dist ) .. " - " .. tostring( v.speed ) .. " - " .. tostring( v.size ) )
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end
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self.caughtEnt = caughtVehs[1].veh
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@@ -453,86 +453,6 @@ function RADAR:Main()
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end
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end
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function RADAR:Mainold()
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-- Get the local player's ped and store it in a variable
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local ped = GetPlayerPed( -1 )
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-- As we only want the radar to work when a player is sitting in a
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-- vehicle, we run that check first
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if ( IsPedSittingInAnyVehicle( ped ) ) then
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-- Get the vehicle the player is sitting in
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local vehicle = GetVehiclePedIsIn( ped, false )
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UTIL:DrawDebugText( 0.50, 0.020, 0.60, true, "Found player vehicle: " .. tostring( vehicle ), 255, 255, 255, 255 )
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-- Check to make sure the player is in the driver's seat, and also
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-- that the vehicle has a class of VC_EMERGENCY (18)
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if ( GetPedInVehicleSeat( vehicle, -1 ) == ped --[[ and GetVehicleClass( vehicle ) == 18 ]] ) then
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local vehicleSpeed = UTIL:Round( self:GetVehSpeed( vehicle ), 0 )
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local vehicleHeading = UTIL:Round( GetEntityHeading( vehicle ), 0 )
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UTIL:DrawDebugText( 0.50, 0.060, 0.60, true, "Self speed: " .. tostring( vehicleSpeed ), 255, 255, 255, 255 )
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local vehiclePos = GetEntityCoords( vehicle, true )
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-- local edge = GetOffsetFromEntityInWorldCoords( vehicle, 20.0, 50.0, 0.0 )
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local newX = UTIL:Round( vehiclePos.x, 0 )
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local newY = UTIL:Round( vehiclePos.y, 0 )
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local newZ = UTIL:Round( vehiclePos.z, 0 )
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UTIL:DrawDebugText( 0.50, 0.100, 0.60, true, "Vehicle X: " .. tostring( newX ) .. " Vehicle Y: " .. tostring( newY ) .. " Vehicle Z: " .. tostring( newZ ), 255, 255, 255, 255 )
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local model = GetEntityModel( vehicle )
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local min, max = GetModelDimensions( model )
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local format = "Min X: " .. tostring( min.x ) .. " Min Y: " .. tostring( min.y ) .. " Min Z: " .. tostring( min.z )
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local format2 = "Max X: " .. tostring( max.x ) .. " Max Y: " .. tostring( max.y ) .. " Max Z: " .. tostring( max.z )
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UTIL:DrawDebugText( 0.50, 0.180, 0.60, true, "Model: " .. tostring( model ), 255, 255, 255, 255 )
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UTIL:DrawDebugText( 0.50, 0.220, 0.60, true, format, 255, 255, 255, 255 )
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UTIL:DrawDebugText( 0.50, 0.260, 0.60, true, format2, 255, 255, 255, 255 )
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for veh in EnumerateVehicles() do
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if ( GetEntitySpeed( veh ) > 1.0 and veh ~= vehicle ) then
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local aiVehHeading = UTIL:Round( GetEntityHeading( veh ), 0 )
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local sameHeading = UTIL:IsEntityInMyHeading( vehicleHeading, aiVehHeading, 45 )
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if ( sameHeading ) then
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local mdl = GetEntityModel( veh )
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if ( IsThisModelACar( mdl ) or IsThisModelABike( mdl ) or IsThisModelAQuadbike( mdl ) ) then
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local bounds = getBoundingBox( veh )
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local boundsDrawable = getBoundingBoxDrawable( bounds )
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drawBoundingBox( veh, boundsDrawable )
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end
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end
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end
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end
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-- self:RayTraceFromVeh( vehicle )
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-- local newPos = GetOffsetFromEntityInWorldCoords( vehicle, 0.0, 10.0, 0.0 )
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-- UTIL:DrawSphere( newPos.x, newPos.y, newPos.z, 6.0, 128, 255, 0, 0.15 )
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-- local ranVeh = GetRandomVehicleInSphere( newPos.x, newPos.y, newPos.z, 6.0, 0, 23 )
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-- UTIL:DrawDebugText( 0.50, 0.140, 0.60, true, "Found random vehicle: " .. tostring( ranVeh ), 255, 255, 255, 255 )
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-- if ( DoesEntityExist( ranVeh ) and IsEntityAVehicle( ranVeh ) ) then
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-- local targetPos = GetEntityCoords( ranVeh, true )
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-- DrawMarker(2, targetPos.x, targetPos.y, targetPos.z + 6, 0.0, 0.0, 0.0, 0.0, 180.0, 0.0, 2.0, 2.0, 2.0, 255, 128, 0, 50, false, true, 2, nil, nil, false)
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-- end
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-- begin bubble test
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-- for i = 1, 5 do
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-- local newPos = GetOffsetFromEntityInWorldCoords( vehicle, 0.0, i * 10.0, 0.0 )
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-- -- UTIL:DrawSphere( newPos1.x, newPos1.y, newPos1.z, 2.0, 128, 255, 20, 0.4 )
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-- DrawMarker( 28, newPos.x, newPos.y, newPos.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, i * 2.0, i * 2.0, 0.5, 0, 250, 0, 200, false, true, 2, false, false, false, false )
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-- end
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end
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end
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end
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-- Update the vehicle pool every 3 seconds
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Citizen.CreateThread( function()
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while ( true ) do
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@@ -550,7 +470,6 @@ Citizen.CreateThread( function()
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while ( true ) do
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RADAR:Main()
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-- RADAR:Test()
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Citizen.Wait( 50 )
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end
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@@ -98,6 +98,12 @@ function UTIL:DrawDebugLine( startP, endP, col )
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end
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end
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function UTIL:DebugPrint( text )
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if ( RADAR.config.debug_mode ) then
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print( text )
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end
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end
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UTIL.car_colours = {
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[ "0" ] = "Metallic Black",
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[ "1" ] = "Metallic Graphite Black",
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