Files
wk_wars2x/cl_radar - sphere test.lua
2019-11-09 21:31:10 +00:00

636 lines
21 KiB
Lua

--[[------------------------------------------------------------------------
Wraith Radar System - v1.0.3
Created by WolfKnight
------------------------------------------------------------------------]]--
--[[------------------------------------------------------------------------
Resource Rename Fix
------------------------------------------------------------------------]]--
Citizen.CreateThread( function()
-- Wait for a short period of time to give the resource time to load
Citizen.Wait( 5000 )
-- Get the name of the resource, for example the default name is 'wk_wrs'
local resourceName = GetCurrentResourceName()
-- Send a message through the NUI system to the JavaScript file to
-- give the name of the resource
SendNUIMessage( { resourcename = resourceName } )
end )
--[[------------------------------------------------------------------------
Radar variables
------------------------------------------------------------------------]]--
RADAR.vars =
{
-- Player's vehicle speed
patrolSpeed = 0,
-- The speed type
speedType = "mph",
-- Table to store entity IDs of captured vehicles
capturedVehicles = {},
captureOffsets = {},
-- Antennas
antennas = {
front = {
},
back = {
}
}
}
--[[------------------------------------------------------------------------
Radar setters and getters
------------------------------------------------------------------------]]--
function RADAR:SetPatrolSpeed( speed )
if ( type( speed ) == "number" ) then
self.vars.patrolSpeed = speed
end
end
function RADAR:GetPatrolSpeed()
return self.vars.patrolSpeed
end
--[[------------------------------------------------------------------------
Radar functions
------------------------------------------------------------------------]]--
function RADAR:GetVehSpeed( veh )
if ( self.vars.speedType == "mph" ) then
return GetEntitySpeed( veh ) * 2.236936
else
return GetEntitySpeed( veh ) * 3.6
end
end
function RADAR:ResetCapturedVehicles()
self.vars.capturedVehicles = {}
end
local entityEnumerator = {
__gc = function(enum)
if enum.destructor and enum.handle then
enum.destructor(enum.handle)
end
enum.destructor = nil
enum.handle = nil
end
}
local function EnumerateEntities(initFunc, moveFunc, disposeFunc)
return coroutine.wrap(function()
local iter, id = initFunc()
if not id or id == 0 then
disposeFunc(iter)
return
end
local enum = {handle = iter, destructor = disposeFunc}
setmetatable(enum, entityEnumerator)
local next = true
repeat
coroutine.yield(id)
next, id = moveFunc(iter)
until not next
enum.destructor, enum.handle = nil, nil
disposeFunc(iter)
end)
end
function EnumeratePeds()
return EnumerateEntities(FindFirstPed, FindNextPed, EndFindPed)
end
function EnumerateVehicles()
return EnumerateEntities(FindFirstVehicle, FindNextVehicle, EndFindVehicle)
end
local traces =
{
{ startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 } },
-- "Forward cone"
{ 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 = -10.0, y = 25.0 }, endVec = { x = -10.0, y = 150.0 } },
{ startVec = { x = 10.0, y = 25.0 }, endVec = { x = 10.0, y = 150.0 } },
{ startVec = { x = -15.0, y = 35.0 }, endVec = { x = -15.0, y = 150.0 } },
{ startVec = { x = 15.0, y = 35.0 }, endVec = { x = 15.0, y = 150.0 } },
-- "Rear cone"
--[[{ startVec = { x = -2.5, y = 135.0 }, endVec = { x = -2.5, y = 15.0 } },
{ startVec = { x = 2.5, y = 135.0 }, endVec = { x = 2.5, y = 15.0 } },
{ startVec = { x = -7.5, y = 125.0 }, endVec = { x = -7.5, y = 25.0 } },
{ startVec = { x = 7.5, y = 125.0 }, endVec = { x = 7.5, y = 25.0 } },
{ startVec = { x = -12.5, y = 115.0 }, endVec = { x = -12.5, y = 35.0 } },
{ startVec = { x = 12.5, y = 115.0 }, endVec = { x = 12.5, y = 35.0 } }]]
}
function RADAR:RayTraceFromVeh( playerVeh )
local playerVehPos = GetEntityCoords( playerVeh, true )
local forwardVector = GetEntityForwardVector( playerVeh )
-- Vector3 source = playerVehPos + forwardVector * Start.Y (15.0) + Game.Player.Character.CurrentVehicle.RightVector * Start.X (-5.0)
--local rayStart1 = playerVehPos + ( forwardVector * vector3( -5.0, 15.0, 0.0 ) ) + GetEntityRotation( playerVeh, false )
--local rayEnd1 = playerVehPos + ( forwardVector * vector3( -5.0, 300.0, 0.0 ) ) + GetEntityRotation( playerVeh, false )
local offset = GetOffsetFromEntityInWorldCoords( playerVeh, 0.0, 60.0, 0.0 )
-- for veh in EnumerateVehicles() do
-- local pos = GetEntityCoords( veh, true )
-- local dist = GetDistanceBetweenCoords( pos.x, pos.y, pos.z, offset.x, offset.y, offset.z, true )
-- UTIL:DrawDebugText( 0.50, 0.50, 0.60, true, "Dist: " .. tostring( dist ), 255, 255, 255, 255 )
-- end
for k, v in pairs( traces ) do
local rayStart1 = GetOffsetFromEntityInWorldCoords( playerVeh, v.startVec.x, v.startVec.y, 0.0 )
local rayEnd1 = GetOffsetFromEntityInWorldCoords( playerVeh, v.endVec.x, v.endVec.y, 0.0 )
DrawLine( rayStart1.x, rayStart1.y, rayStart1.z, rayEnd1.x, rayEnd1.y, rayEnd1.z, 255, 255, 255, 255 )
local rayHandle = StartShapeTestCapsule( rayStart1.x, rayStart1.y, rayStart1.z, rayEnd1.x, rayEnd1.y, rayEnd1.z, 20.0, 10, playerVeh )
local _, hitEntity, endCoords, surfaceNormal, vehicle = GetShapeTestResult( rayHandle )
-- SetEntityAsMissionEntity( vehicle )
UTIL:DrawDebugText( 0.50, ( k * 0.040 ) + 0.6, 0.60, true, "Found entity: " .. tostring( vehicle ), 255, 255, 255, 255 )
local hitEntPos = GetEntityCoords( vehicle, true )
DrawMarker( 28, hitEntPos.x, hitEntPos.y, hitEntPos.z + 6, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 2.0, 2.0, 0.5, 0, 250, 0, 200, false, true, 2, false, false, false, false )
end
end
function RADAR:DoesLineIntersectSphere( centre, radiusSqr, rayStart, rayEnd )
-- First we get the normalised ray, this way we then know the direction the ray is going
local rayNorm = norm( rayEnd - rayStart )
-- Then we calculate the ray to the centre position of the sphere
local rayToCentre = vehPos - startPoint
-- Now that we have the ray to the centre of the sphere, and the normalised ray direction, we
-- can calculate the shortest point from the centre of the sphere onto the ray itself. This
-- would then give us the opposite side of the right angled triangle. All of the resulting
-- values are also in squared form, as performing sqrt functions is slower.
local tProj = dot( rayToCentre, rayNorm )
local oppLenSqr = dot( rayToCentre, rayToCentre ) - ( tProj * tProj )
-- Now all we have to do is compare the squared opposite length and the radius squared, this
-- will then tell us if the ray intersects with the sphere.
if ( oppLenSqr < radiusSqr ) then
return true
end
return false
end
--[[------------------------------------------------------------------------
Test time
------------------------------------------------------------------------]]--
function GetBoundingBox( ent )
local mdl = GetEntityModel( ent )
local min, max = GetModelDimensions( mdl )
-- local radius = 5.0
-- min = min + -radius
-- max = max + radius
local points = {
vector3( min.x, min.y, min.z ), -- Bottom back left
vector3( max.x, min.y, min.z ), -- Bottom back right
vector3( min.x, max.y, min.z ), -- Bottom front left
vector3( max.x, max.y, min.z ), -- Bottom front right
vector3( min.x, min.y, max.z ), -- Top back left
vector3( max.x, min.y, max.z ), -- Top back right
vector3( min.x, max.y, max.z ), -- Top front left
vector3( max.x, max.y, max.z ) -- Top front right
}
return points
end
function GetDrawableFromBoundingBox( box )
local points = {
{ box[1], box[3] },
{ box[3], box[4] },
{ box[4], box[2] },
{ box[2], box[1] },
{ box[1], box[5] },
{ box[3], box[7] },
{ box[4], box[8] },
{ box[2], box[6] },
{ box[5], box[7] },
{ box[7], box[8] },
{ box[8], box[6] },
{ box[6], box[5] }
}
return points
end
function DrawBoundingBox( ent, box )
for _, v in pairs( box ) do
local a = GetOffsetFromEntityInWorldCoords( ent, v[1] )
local b = GetOffsetFromEntityInWorldCoords( ent, v[2] )
DrawLine( a.x, a.y, a.z, b.x, b.y, b.z, 255, 255, 255, 255 )
end
end
function GetAllVehicleEnts()
local ents = {}
for v in EnumerateVehicles() do
table.insert( ents, v )
end
return ents
end
function CustomShapeTest( startPos, endPos, entToIgnore )
local flags = 1 | 2 | 4 | 16 | 256
local trace = StartShapeTestRay( startPos, endPos, flags, entToIgnore, 7 )
local _, didHit, hitPos, _, hitEnt = GetShapeTestResult( trace )
UTIL:DrawDebugText( 0.500, 0.850, 0.55, true, "Hit?: " .. tostring( didHit ) .. "\nHit pos: " .. tostring( hitPos ) .. "\nHit ent: " .. tostring( hitEnt ) )
if ( hitPos ) then
DrawMarker( 28, hitPos.x, hitPos.y, hitPos.z + 5.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.25, 0, 250, 120, 200, false, true, 2, false, false, false, false )
end
end
function values(xs)
local i = 0
return function()
i = i + 1;
return xs[i]
end
end
function map(xs, fn)
local t = {}
for i,v in ipairs(xs) do
local r = fn(v, i, xs)
table.insert(t, r)
end
return t
end
function filter(xs, fn)
local t = {}
for i,v in ipairs(xs) do
if fn(v, i, xs) then
table.insert(t, v)
end
end
return t
end
function DoesLineIntersectAABB( p1, p2, min, max )
-- I know this probably isn't the best way to check if a line with a 'radius' intersects with
-- a bounding box, but it's a lot less resource intensive so...
--local min = min + -3.0
--local max = max + 3.0
-- This checks to make sure the origin of the line doesn't start inside the box
-- Also known as "IsPointInsideAABB"
if ( ( p1.x > min.x and p1.x < max.x and p1.y > min.y and p1.y < max.y and p1.z > min.z and p1.z < max.z ) or
( p2.x > min.x and p2.x < max.x and p2.y > min.y and p2.y < max.y and p2.z > min.z and p2.z < max.z ) ) then
return true
end
-- This checks to make sure the line itself is not even near the box
for a in values( { 'x', 'y', 'z' } ) do
-- The first half of this statement checks to see if the axis origin and end line points
-- are less than the minimum of the bounding box, the second half checks the start and
-- end line points are beyond the maximum of the bounding box
if ( ( p1[a] < min[a] and p2[a] < min[a] ) or ( p1[a] > max[a] and p2[a] > max[a] ) ) then
return false
end
end
-- Still trying to work out how this one works
for p in values( { min, max } ) do
for a, o in pairs( { x = { 'y', 'z' }, y = { 'x', 'z' }, z = { 'x', 'y' } } ) do
-- p = min or max as vector
-- a = x, y or z
-- o = 'y''z', 'x''z' or 'x''y' respectively
-- eg h = l1 + ( l1[x] - min[x] ) / ( l1[x] - l2[x] ) * ( l2 - l1 )
-- eg o1, o2 = [o1], o[2] = 'y', 'z'
-- The below variable h appears to calculate the values that allow for x1, x2, y1, and y2
-- This way the intersection point can be found
local h = p1 + ( p1[a] - p[a] ) / ( p1[a] - p2[a] ) * ( p2 - p1 )
local o1, o2 = o[1], o[2]
if ( h[o1] >= min[o1] and h[o1] <= max[o1] and h[o2] >= min[o2] and h[o2] <= max[o2] ) then
return true
end
end
end
return false
end
function DoesLineIntersectSphere()
end
function DoesLineIntersectEntityBoundingBox(p1, p2, entity)
local model = GetEntityModel(entity)
local min, max = GetModelDimensions(model)
local l1 = GetOffsetFromEntityGivenWorldCoords( entity, p1 )
local l2 = GetOffsetFromEntityGivenWorldCoords( entity, p2 )
-- Citizen.Trace( "\np1: " .. tostring( p1 ) .. "\tp2: " .. tostring( p2 ) .. "\tl1: " .. tostring( l1 ) .. "\tl2: " .. tostring( l2 ) )
return DoesLineIntersectAABB(l1, l2, min, max)
end
function RaytraceBoundingBox(p1, p2, ignoredEntity)
local entities = GetAllVehicleEnts()
local matches = filter(entities, function (entity)
if entity == ignoredEntity then return false end
if not IsEntityOnScreen(entity) then return false end
-- if not IsEntityTargetable(entity) then return false end
return DoesLineIntersectEntityBoundingBox(p1, p2, entity)
end)
table.sort(matches, function (a, b)
local h1 = GetEntityCoords(a)
local h2 = GetEntityCoords(b)
return #(p1 - h1) < #(p1 - h2)
end)
if matches[1] then
local pos = GetEntityCoords(matches[1])
return pos, matches[1]
end
return nil, nil
end
function RADAR:Test()
-- Get the player's ped
local ped = GetPlayerPed( -1 )
-- Make sure the player is sitting in a vehicle
if ( IsPedSittingInAnyVehicle( ped ) ) then
-- Get the vehicle the player is in
local plyVeh = GetVehiclePedIsIn( ped, false )
local plyVehPos = GetEntityCoords( plyVeh )
-- Check the vehicle actually exists and that the player is in the driver's seat
if ( DoesEntityExist( plyVeh ) and GetPedInVehicleSeat( plyVeh, -1 ) ) then
local startPoint = GetOffsetFromEntityInWorldCoords( plyVeh, 0.0, 5.0, 0.0 )
local endPoint = GetOffsetFromEntityInWorldCoords( plyVeh, 0.0, 50.0, 1.0 )
DrawLine( startPoint, endPoint, 0, 255, 0, 255 )
--for veh in EnumerateVehicles() do
local veh = UTIL:GetVehicleInDirection( plyVeh, startPoint, endPoint )
if ( DoesEntityExist( veh ) ) then
local vehPos = GetEntityCoords( veh )
local vehPosRel = GetOffsetFromEntityGivenWorldCoords( plyVeh, vehPos )
--[[local vehBox = GetBoundingBox( veh )
local drawableBox = GetDrawableFromBoundingBox( vehBox )
DrawBoundingBox( veh, drawableBox )]]
if ( veh ~= plyVeh ) then
DrawMarker( 28, vehPos.x, vehPos.y, vehPos.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 10.0, 10.0, 10.0, 255, 120, 80, 40, false, true, 2, false, false, false, false )
-- First attempt, didn't really work
-- local r = 5.0
-- local ro = startPoint
-- local s = vehPos
-- local rd = norm( startPoint )
-- local t = dot( s - ro, rd )
-- local p = ro + ( rd * t )
-- UTIL:DrawDebugSphere( ro.x, ro.y, ro.z, 0.5 )
-- UTIL:DrawDebugSphere( s.x, s.y, s.z, 0.5 )
-- UTIL:DrawDebugSphere( p.x, p.y, p.z, 0.5 )
-- local y = #( s - p )
-- if ( y < r ) then
-- local x = math.sqrt( ( r * r ) - ( y * y ) )
-- local t1 = t - x
-- local t2 = t + x
-- UTIL:DrawDebugText( 0.500, 0.700, 0.50, true, "t1: " .. tostring( t1 ) .. "\nt2: " .. tostring( t2 ) )
-- end
-- Second attempt
-- local ra = 20.0
-- local ce = vehPos
-- local ro = startPoint
-- local rd = norm( startPoint )
-- local oc = ro - ce
-- local b = dot( oc, rd )
-- local c = dot( oc, oc ) - ( ra * ra )
-- local h = ( b * b ) - c
-- if ( h > 0.0 ) then
-- h = math.sqrt( h )
-- local result = vector2( -b-h, -b+h )
-- UTIL:DrawDebugText( 0.500, 0.700, 0.50, true, "Result: " .. tostring( result ) )
-- end
-- Third bloody attempt
-- local center = vehPos
-- local radius = 5.0
-- local ro = startPoint
-- local rd = norm( startPoint )
-- local oc = startPoint - center
-- local a = dot( rd, rd )
-- local b = 2.0 * dot( oc, rd )
-- local c = dot( oc, oc ) - radius * radius
-- local dis = b * b - 4 * a * c
-- if ( dis < 0 ) then
-- UTIL:DrawDebugText( 0.500, 0.650, 0.50, true, "-1" )
-- else
-- local val = ( -b - math.sqrt( dis ) ) / ( 2.0 * a )
-- UTIL:DrawDebugText( 0.500, 0.650, 0.50, true, "yes" )
-- end
-- Fourth attempt
local offset = GetOffsetFromEntityGivenWorldCoords( veh, startPoint )
UTIL:DrawDebugText( 0.500, 0.550, 0.50, true, tostring( offset ) )
local radius = 10.0
local radiusSqr = radius * radius
local rayNorm = norm( endPoint - startPoint )
UTIL:DrawDebugText( 0.500, 0.600, 0.50, true, "rayNorm: " .. tostring( rayNorm ) )
local rayToCenter = vehPos - startPoint
DrawLine( startPoint, vehPos, 255, 255, 255, 255 )
local tProj = dot( rayToCenter, rayNorm )
UTIL:DrawDebugText( 0.500, 0.625, 0.50, true, "tProj: " .. tostring( tProj ) )
UTIL:DrawDebugText( 0.500, 0.100, 0.60, true, "Veh in front? = " .. tostring( ( tProj > 0 ) ) )
local iPos = ( rayNorm * tProj ) + startPoint
DrawLine( vehPos, iPos, 255, 255, 255, 255 ) -- draw the smallest point
DrawLine( startPoint, iPos, 255, 255, 255, 255 ) -- draw a line on the opposite
local oppLenSqr = dot( rayToCenter, rayToCenter ) - ( tProj * tProj )
UTIL:DrawDebugText( 0.500, 0.650, 0.50, true, "radiusSqr: " .. tostring( radiusSqr ) )
UTIL:DrawDebugText( 0.500, 0.675, 0.50, true, "oppLenSqr: " .. tostring( oppLenSqr ) )
if ( oppLenSqr > radiusSqr ) then
UTIL:DrawDebugText( 0.500, 0.800, 0.50, true, "Projection point outside radius" )
elseif ( oppLenSqr == radiusSqr ) then
UTIL:DrawDebugText( 0.500, 0.825, 0.50, true, "Single point intersection" )
end
local oLen = math.sqrt( radiusSqr - oppLenSqr )
UTIL:DrawDebugText( 0.500, 0.700, 0.50, true, "oLen: " .. tostring( oLen ) )
local t0 = tProj - oLen
local t1 = tProj + oLen
if ( t1 < t0 ) then
local tmp = t0
t0 = t1
t1 = tmp
end
UTIL:DrawDebugText( 0.500, 0.725, 0.50, true, "t0: " .. tostring( t0 ) .. "\nt1: " .. tostring( t1 ) )
local t0p = ( rayNorm * t0 ) + startPoint
local t1p = ( rayNorm * t1 ) + startPoint
UTIL:DrawDebugSphere( t0p.x, t0p.y, t0p.z, 0.25 )
UTIL:DrawDebugSphere( t1p.x, t1p.y, t1p.z, 0.25 )
DrawLine( vehPos, t0p, 255, 255, 0, 255 )
DrawLine( vehPos, t1p, 255, 255, 0, 255 )
if ( oppLenSqr < radiusSqr ) then
UTIL:DrawDebugText( 0.500, 0.875, 0.55, true, "Intersects sphere" )
else
UTIL:DrawDebugText( 0.500, 0.925, 0.55, true, "Doesn't intersect sphere" )
end
end
end
end
end
end
function RADAR:Main()
-- Get the local player's ped and store it in a variable
local ped = GetPlayerPed( -1 )
-- As we only want the radar to work when a player is sitting in a
-- vehicle, we run that check first
if ( IsPedSittingInAnyVehicle( ped ) ) then
-- Get the vehicle the player is sitting in
local vehicle = GetVehiclePedIsIn( ped, false )
UTIL:DrawDebugText( 0.50, 0.020, 0.60, true, "Found player vehicle: " .. tostring( vehicle ), 255, 255, 255, 255 )
-- Check to make sure the player is in the driver's seat, and also
-- that the vehicle has a class of VC_EMERGENCY (18)
if ( GetPedInVehicleSeat( vehicle, -1 ) == ped --[[ and GetVehicleClass( vehicle ) == 18 ]] ) then
local vehicleSpeed = UTIL:Round( self:GetVehSpeed( vehicle ), 0 )
local vehicleHeading = UTIL:Round( GetEntityHeading( vehicle ), 0 )
UTIL:DrawDebugText( 0.50, 0.060, 0.60, true, "Self speed: " .. tostring( vehicleSpeed ), 255, 255, 255, 255 )
local vehiclePos = GetEntityCoords( vehicle, true )
-- local edge = GetOffsetFromEntityInWorldCoords( vehicle, 20.0, 50.0, 0.0 )
local newX = UTIL:Round( vehiclePos.x, 0 )
local newY = UTIL:Round( vehiclePos.y, 0 )
local newZ = UTIL:Round( vehiclePos.z, 0 )
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 )
local model = GetEntityModel( vehicle )
local min, max = GetModelDimensions( model )
local format = "Min X: " .. tostring( min.x ) .. " Min Y: " .. tostring( min.y ) .. " Min Z: " .. tostring( min.z )
local format2 = "Max X: " .. tostring( max.x ) .. " Max Y: " .. tostring( max.y ) .. " Max Z: " .. tostring( max.z )
UTIL:DrawDebugText( 0.50, 0.180, 0.60, true, "Model: " .. tostring( model ), 255, 255, 255, 255 )
UTIL:DrawDebugText( 0.50, 0.220, 0.60, true, format, 255, 255, 255, 255 )
UTIL:DrawDebugText( 0.50, 0.260, 0.60, true, format2, 255, 255, 255, 255 )
for veh in EnumerateVehicles() do
if ( GetEntitySpeed( veh ) > 1.0 and veh ~= vehicle ) then
local aiVehHeading = UTIL:Round( GetEntityHeading( veh ), 0 )
local sameHeading = UTIL:IsEntityInMyHeading( vehicleHeading, aiVehHeading, 45 )
if ( sameHeading ) then
local mdl = GetEntityModel( veh )
if ( IsThisModelACar( mdl ) or IsThisModelABike( mdl ) or IsThisModelAQuadbike( mdl ) ) then
local bounds = getBoundingBox( veh )
local boundsDrawable = getBoundingBoxDrawable( bounds )
drawBoundingBox( veh, boundsDrawable )
end
end
end
end
-- self:RayTraceFromVeh( vehicle )
-- local newPos = GetOffsetFromEntityInWorldCoords( vehicle, 0.0, 10.0, 0.0 )
-- UTIL:DrawSphere( newPos.x, newPos.y, newPos.z, 6.0, 128, 255, 0, 0.15 )
-- local ranVeh = GetRandomVehicleInSphere( newPos.x, newPos.y, newPos.z, 6.0, 0, 23 )
-- UTIL:DrawDebugText( 0.50, 0.140, 0.60, true, "Found random vehicle: " .. tostring( ranVeh ), 255, 255, 255, 255 )
-- if ( DoesEntityExist( ranVeh ) and IsEntityAVehicle( ranVeh ) ) then
-- local targetPos = GetEntityCoords( ranVeh, true )
-- 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)
-- end
-- begin bubble test
-- for i = 1, 5 do
-- local newPos = GetOffsetFromEntityInWorldCoords( vehicle, 0.0, i * 10.0, 0.0 )
-- -- UTIL:DrawSphere( newPos1.x, newPos1.y, newPos1.z, 2.0, 128, 255, 20, 0.4 )
-- 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 )
-- end
end
end
end
Citizen.CreateThread( function()
while ( true ) do
-- RADAR:Main()
RADAR:Test()
Citizen.Wait( 0 )
end
end )