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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))