Merge pull request #548 from Mycroft-Studios/main

Feat(events): Better TPM Event
This commit is contained in:
Kakarot
2022-04-13 05:28:59 -07:00
committed by GitHub
+79 -9
View File
@@ -30,19 +30,89 @@ RegisterNetEvent('QBCore:Command:TeleportToCoords', function(x, y, z)
end)
RegisterNetEvent('QBCore:Command:GoToMarker', function()
local ped = PlayerPedId()
local blip = GetFirstBlipInfoId(8)
if not DoesBlipExist(blip) then return end
local blipCoords = GetBlipCoords(blip)
for height = 1, 1000 do
SetPedCoordsKeepVehicle(ped, blipCoords.x, blipCoords.y, height + 0.0)
local foundGround, zPos = GetGroundZFor_3dCoord(blipCoords.x, blipCoords.y, height + 0.0)
if foundGround then
SetPedCoordsKeepVehicle(ped, blipCoords.x, blipCoords.y, height + 0.0)
local PlayerPedId = PlayerPedId
local GetEntityCoords = GetEntityCoords
local GetGroundZFor_3dCoord = GetGroundZFor_3dCoord
local blipMarker <const> = GetFirstBlipInfoId(8)
if not DoesBlipExist(blipMarker) then
QBCore.Functions.Notify('No Waypoint Set.', "error",5000)
return 'marker'
end
-- Fade screen to hide how clients get teleported.
DoScreenFadeOut(650)
while not IsScreenFadedOut() do
Wait(0)
end
local ped, coords <const> = PlayerPedId(), GetBlipInfoIdCoord(blipMarker)
local vehicle = GetVehiclePedIsIn(ped, false)
local oldCoords <const> = GetEntityCoords(ped)
-- Unpack coords instead of having to unpack them while iterating.
-- 825.0 seems to be the max a player can reach while 0.0 being the lowest.
local x, y, groundZ, Z_START = coords['x'], coords['y'], 850.0, 950.0
local found = false
if vehicle > 0 then
FreezeEntityPosition(vehicle, true)
else
FreezeEntityPosition(ped, true)
end
for i = Z_START, 0, -25.0 do
local z = i
if (i % 2) ~= 0 then
z = Z_START - i
end
NewLoadSceneStart(x, y, z, x, y, z, 50.0, 0)
local curTime = GetGameTimer()
while IsNetworkLoadingScene() do
if GetGameTimer() - curTime > 1000 then
break
end
Wait(0)
end
NewLoadSceneStop()
SetPedCoordsKeepVehicle(ped, x, y, z)
while not HasCollisionLoadedAroundEntity(ped) do
RequestCollisionAtCoord(x, y, z)
if GetGameTimer() - curTime > 1000 then
break
end
Wait(0)
end
-- Get ground coord. As mentioned in the natives, this only works if the client is in render distance.
found, groundZ = GetGroundZFor_3dCoord(x, y, z, false);
if found then
Wait(0)
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
break
end
Wait(0)
end
-- Remove black screen once the loop has ended.
DoScreenFadeIn(650)
if vehicle > 0 then
FreezeEntityPosition(vehicle, false)
else
FreezeEntityPosition(ped, false)
end
if not found then
-- If we can't find the coords, set the coords to the old ones.
-- We don't unpack them before since they aren't in a loop and only called once.
SetPedCoordsKeepVehicle(ped, oldCoords['x'], oldCoords['y'], oldCoords['z'] - 1.0)
QBCore.Functions.Notify('Error While Teleporting.', "error",5000)
end
-- If Z coord was found, set coords in found coords.
SetPedCoordsKeepVehicle(ped, x, y, groundZ)
QBCore.Functions.Notify('Teleported To Waypoint.', "success",5000)
end)
-- Vehicle Commands