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-- A modified version of "VehicleDeformation" v1.0.1, by Kiminaze. Full credits go to him, so adibe by the license below.
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-- Check out his other work: https://kiminazes-script-gems.tebex.io/
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--
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-- VehicleDeformation License:
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--
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-- Copyright (c) 2021 Philipp Decker /// FiveM: Kiminaze / Discord: Kiminaze#9097
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-- By acquiring a copy of this code snippet for the "FiveM" modification for "Grand Theft
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-- Auto V" you are granted permission to use and modify all of its parts.
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-- You are allowed to (re-)distribute and sell resources that have been created with the
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-- help of this code snippet. You have to include this license when doing so.
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-- This code snippet is provided "as is" and the copyright holder of this code snippet can
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-- not be held accountable for any damages occuring during the usage or modification of
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-- this code snippet.
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local MAX_DEFORM_ITERATIONS = 50 -- iterations for damage application
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local DEFORMATION_DAMAGE_THRESHOLD = 0.05 -- the minimum damage value at a deformation point
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function getVehicleDeformation(vehicle)
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assert(vehicle ~= nil and DoesEntityExist(vehicle), "Parameter \"vehicle\" must be a valid vehicle entity!")
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-- check vehicle size and pre-calc values for offsets
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local min, max = GetModelDimensions(GetEntityModel(vehicle))
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local X = (max.x - min.x) * 0.5
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local Y = (max.y - min.y) * 0.5
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local Z = (max.z - min.z) * 0.5
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local halfY = Y * 0.5
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-- offsets for deformation check
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local positions = {vector3(-X, Y, 0.0), vector3(-X, Y, Z), vector3(0.0, Y, 0.0), vector3(0.0, Y, Z), vector3(X, Y, 0.0), vector3(X, Y, Z), vector3(-X, halfY, 0.0), vector3(-X, halfY, Z), vector3(0.0, halfY, 0.0), vector3(0.0, halfY, Z), vector3(X, halfY, 0.0), vector3(X, halfY, Z),
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vector3(-X, 0.0, 0.0), vector3(-X, 0.0, Z), vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, Z), vector3(X, 0.0, 0.0), vector3(X, 0.0, Z), vector3(-X, -halfY, 0.0), vector3(-X, -halfY, Z), vector3(0.0, -halfY, 0.0), vector3(0.0, -halfY, Z), vector3(X, -halfY, 0.0),
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vector3(X, -halfY, Z), vector3(-X, -Y, 0.0), vector3(-X, -Y, Z), vector3(0.0, -Y, 0.0), vector3(0.0, -Y, Z), vector3(X, -Y, 0.0), vector3(X, -Y, Z)}
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-- get deformation from vehicle
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local deformationPoints = {}
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for i, pos in ipairs(positions) do
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-- translate damage from vector3 to a float
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local dmg = #(GetVehicleDeformationAtPos(vehicle, pos.x, pos.y, pos.z))
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if (dmg > DEFORMATION_DAMAGE_THRESHOLD) then
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table.insert(deformationPoints, {pos, dmg})
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end
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end
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return {
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deformation = deformationPoints,
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dirt = GetVehicleDirtLevel(vehicle)
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}
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end
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function setVehicleDeformation(vehicle, deformation)
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assert(vehicle ~= nil and DoesEntityExist(vehicle), "Parameter \"vehicle\" must be a valid vehicle entity!")
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assert(deformation ~= nil and type(deformation) == "table", "Parameter \"deformation\" must be a table!")
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local deformationPoints = deformation.deformation
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local dirt = deformation.dirt
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CreateThread(function()
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local handlingMult, damageMult = GetVehicleHandlingFloat(vehicle, "CHandlingData", "fDeformationDamageMult"), 20.0
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if handlingMult <= 0.55 then damageMult = 1000.0
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elseif handlingMult <= 0.65 then damageMult = 400.0
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elseif handlingMult <= 0.75 then damageMult = 200.0 end
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for _, def in ipairs(deformationPoints) do
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def[1] = vector3(def[1].x, def[1].y, def[1].z)
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end
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-- iterate over all deformation points and check if more than one application is necessary
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-- looping is necessary for most vehicles that have a really bad damage model or take a lot of damage (e.g. neon, phantom3)
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local deform = true
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local iteration = 0
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while deform and iteration < MAX_DEFORM_ITERATIONS do
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if not DoesEntityExist(vehicle) then return end
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deform = false
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for _, def in ipairs(deformationPoints) do
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if #(GetVehicleDeformationAtPos(vehicle, def[1].x, def[1].y, def[1].z)) < def[2] then
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local offset = def[1] * 2.0
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SetVehicleDamage(vehicle, offset.x, offset.y, offset.z, def[2] * damageMult, 1000.0, true)
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deform = true
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end
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end
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iteration = iteration + 1
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Wait(100)
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end
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SetVehicleDirtLevel(vehicle, dirt)
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end)
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end
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