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fix(client/functions): Fix DrawText3D scaling
This was how the function previously worked, minus the rectangle and vector setting.
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+13
-6
@@ -709,13 +709,20 @@ ESX.Game.SetVehicleProperties = function(vehicle, props)
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end
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end
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ESX.Game.Utils.DrawText3D = function(coords, text, scale, font)
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ESX.Game.Utils.DrawText3D = function(coords, text, size, font)
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local vector = type(coords) == "vector3" and coords or vec(coords.x, coords.y, coords.z)
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if not scale then scale = 0.35 end
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if not font then font = 4 end
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local camCoords = GetGameplayCamCoords()
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local distance = #(vector - camCoords)
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SetTextScale(scale, scale)
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if not size then size = 1 end
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if not font then font = 0 end
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local scale = (size / distance) * 2
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local fov = (1 / GetGameplayCamFov()) * 100
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scale = scale * fov
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SetTextScale(0.0 * scale, 0.55 * scale)
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SetTextFont(font)
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SetTextProportional(1)
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SetTextColour(255, 255, 255, 215)
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@@ -724,8 +731,8 @@ ESX.Game.Utils.DrawText3D = function(coords, text, scale, font)
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AddTextComponentString(text)
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SetDrawOrigin(vector.xyz, 0)
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DrawText(0.0, 0.0)
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local scaleFactor = scale / 0.35
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DrawRect(0.0, 0.0 + 0.0111 * scaleFactor, 0.017 + (string.len(text) / 370) * scaleFactor, 0.03 * scaleFactor, 0, 0, 0, 75)
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local scaleFactor = scale * fov
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DrawRect(0.0, 0.01 * scaleFactor, (string.len(text) / 220) * scaleFactor, 0.02 * scaleFactor, 0, 0, 0, 75)
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ClearDrawOrigin()
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end
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