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getVehPos

Definition


-- @/lua/ge/extensions/gameplay/drift/drift.lua:878

local function getVehPos()
  return vehPos
end

Callers

@/lua/ge/extensions/gameplay/drift/stuntZones/donut.lua
function C:isPlayerInside()
  local isInside = gameplay_drift_drift.getVehPos():distance(self.data.zoneData.pos) < self.data.zoneData.scl
  if not isInside then
@/lua/ge/extensions/gameplay/drift/drift.lua
  if lastFramePlPos then
    distSinceLastFrame =  M.getVehPos():distance(lastFramePlPos)
    if simulatedDriftData then

  lastFramePlPos:set(M.getVehPos())
end
@/lua/ge/extensions/gameplay/drift/stuntZones.lua
local function onUpdate(dtReal, dtSim, dtRaw)
  pos:set(gameplay_drift_drift.getVehPos() or vec3(0,0,0))
@/lua/ge/extensions/gameplay/drift/bounds.lua

  zones = sites:getZonesForPosition(gameplay_drift_drift.getVehPos())
  if #zones == 0 then
@/lua/ge/extensions/gameplay/drift/stuntZones/driftThrough.lua
function C:isPlayerInside()
  local isInside = containsOBB_point(self.data.zoneData.pos, self.data.x, self.data.y, self.data.z, gameplay_drift_drift.getVehPos())
  if not isInside then
@/lua/ge/extensions/gameplay/drift/stuntZones/nearPole.lua
    if cornerDist < maxDist then
      plDist = gameplay_drift_drift.getVehPos():distance(self.data.zoneData.pos)
      currAngle = gameplay_drift_drift.getDriftActiveData().currDegAngle
@/lua/ge/extensions/gameplay/drift/freeroam/driftSpots.lua
  lastFrameLevel = getCurrentLevelIdentifier()
  if not gameplay_drift_drift.getVehPos() then return end

  plPos:set(gameplay_drift_drift.getVehPos())
  plVel:set(gameplay_drift_drift.getVehVel())
@/lua/ge/extensions/gameplay/drift/destination.lua
  if goingWrongWay and lastFramePos ~= nil then
    local diff = lastFramePos:distance(gameplay_drift_drift.getVehPos())

  lastFramePos:set(gameplay_drift_drift.getVehPos())
end

  if not gameplay_drift_drift.getVehPos() then return end