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