objectData
Definition
-- @/lua/ge/map.lua:3624
-- recieves vehicle data from vehicles
local function objectData(objId, isactive, damage, states, objectCollisions)
if objectsCount == 0 then
tableClear(M.objects)
end
objectsCount = objectsCount + 1
local object = getObjectByID(objId)
if object and M.objects[objId] == nil then
local obj = objectsCache[objId] or {view = true, pos = vec3(), vel = vec3(), dirVec = vec3(), dirVecUp = vec3()}
obj.id = objId
obj.active = isactive
obj.damage = damage
obj.states = states or emptyTable
obj.uiState = object.uiState and tonumber(object.uiState)
obj.objectCollisions = objectCollisions or emptyTable
obj.pos:set(object:getPositionXYZ())
obj.vel:set(object:getVelocityXYZ())
obj.dirVec:set(object:getDirectionVectorXYZ())
obj.dirVecUp:set(object:getDirectionVectorUpXYZ())
obj.isParked = object.isParked and true
objectsCache[objId] = obj
M.objects[objId] = obj
end
end
Callers
@/lua/vehicle/mapmgr.lua
buf:reset():putf('map.objectData(%s,%s,%s,', objectId, playerInfo.anyPlayerSeated, math.floor(beamstate.damage))