--[[ Utility Functions for Resource Management and Debugging ---------------------------------------------------------- This script provides a set of utility functions for managing resources, debugging, and handling common tasks in the game environment. It includes functions to check resource states, generate unique keys, format numbers and coordinates, handle JSON data, perform raycasts, and more. ]] ------------------------------------------------------------- -- Resource and Environment Checks ------------------------------------------------------------- --- Checks if a specific resource is started. --- @param script string The name of the resource. --- @return boolean boolean True if the resource state contains "start", false otherwise. ---@usage --- ```lua --- if isStarted("myResource") then --- print("Resource is running") --- end --- ``` function isStarted(script) if not script then print("^1Error^7: ^1Tried to check if ^3nil^2 was started^7, ^1returning ^4false^7") return false end return GetResourceState(script):find("start") ~= nil end local scriptName = nil --- Retrieves the current resource name, caching it for efficiency. --- @return string string The current resource name. --- @usage --- ```lua --- local currentScript = getScript() --- print("Current script:", currentScript) --- ``` function getScript() if not scriptName then scriptName = GetCurrentResourceName() end return scriptName end --- Determines if the current context is the server. --- @return boolean boolean True if running on the server, false otherwise. ---@usage --- ```lua --- if isServer() then --- -- Server-specific code --- else --- -- Client-specific code --- end --- ``` function isServer() return IsDuplicityVersion() end --- Allows the user to check if an export exists before trying to call it --- @return boolean boolean True if it exists ---@usage --- ```lua --- if checkExportExists("qb-inventory", "OpenInventory") then --- exports["qb-inventory"]:OpenInventory() --- end --- ``` function checkExportExists(resource, export) if not resource or not export then return false end local exists = false local ok, result = pcall(function() exists = type(exports[resource][export]) == "function" end) if ok and exists then debugPrint(("^3Export Check^7: ^5exports^7['^5%s^7']:^5%s^7() ^2Exists^7"):format(resource, export)) return true else debugPrint(("^3Export Check^7: ^5exports^7['^5%s^7']:^5%s^7() ^1Doesn^7'^1t Exist^7"):format(resource, export)) return false end end ------------------------------------------------------------- -- Debugging and JSON Utilities ------------------------------------------------------------- --- Prints debug messages if debugMode is enabled. --- Concatenates all arguments and prints them with debug info. --- @param ... any One or more values to print. --- @usage --- ```lua --- debugPrint("Player has joined:", playerName) --- ``` function debugPrint(...) if debugMode then local args = {...} local output = table.concat(args, " ") print(output, getDebugInfo(debug.getinfo(2, "nSl"))) end end --- Prints event-related debug messages if event debugging is enabled. --- @param ... any One or more values to print. --- @usage --- ```lua --- eventPrint("Event triggered:", eventName) --- ``` function eventPrint(...) if Config.System.EventDebug then print(...) end end --- Returns the keys of a table in sorted order. --- @param tbl table The table to sort keys for. --- @return table table A sorted array of keys. function getSortedKeys(tbl) local keys = {} for k in pairs(tbl) do keys[#keys + 1] = k end table.sort(keys, function(a, b) local numA, numB = tonumber(a), tonumber(b) if numA and numB then return numA < numB else return tostring(a) < tostring(b) end end) return keys end --- Recursively colorizes a table for debug printing. --- @param tbl table The table to colorize. --- @return table table A new table with colorized keys and values. --- ```lua --- local colorizedData = colorizeTable(myTable) --- jsonPrint(colorizedData) --- ``` function colorizeTable(tbl) local newData, sortedKeys = {}, getSortedKeys(tbl) for _, k in ipairs(sortedKeys) do local v = tbl[k] newData["^6"..tostring(k).."^7"] = (type(v) == "table" and colorizeTable(v)) or (tostring(type(v)):find("vector") and formatCoord(v)) or "^2"..tostring(v).."^7" end return newData end --- Encodes a table into an ordered JSON string with indentation. --- @param data table The table to encode. --- @param indent string The indentation string (e.g., " "). --- @param level number The current level of indentation. --- @return string The formatted JSON string. --- @usage --- ```lua --- local jsonString = encodeOrderedJSON(myTable, " ", 0) --- print(jsonString) --- ``` function encodeOrderedJSON(data, indent, level) local jsonParts, prefix, sortedKeys = {"{"}, string.rep(indent, level), getSortedKeys(data) for i, k in ipairs(sortedKeys) do jsonParts[#jsonParts + 1] = (i > 1 and ",\n" or "\n")..prefix..indent..json.encode(k)..": " jsonParts[#jsonParts + 1] = (type(data[k]) == "table") and encodeOrderedJSON(data[k], indent, level + 1) or json.encode(data[k]) end jsonParts[#jsonParts + 1] = "\n"..prefix.."}" return table.concat(jsonParts) end --- Prints a table as a colorized and ordered JSON string if debugMode is enabled. --- @param data table The table to print. --- @usage --- ```lua --- jsonPrint(myTable) --- ``` function jsonPrint(data) if debugMode then print(encodeOrderedJSON(colorizeTable(data), " ", 0), getDebugInfo(debug.getinfo(2, "nSl"))) end end --- Retrieves the current time formatted for debug prints. --- @return string string The formatted time string, e.g., "^7(14:23:45)". --- @usage --- ```lua --- local currentTime = GetPrintTime() --- debugPrint("Current Time:", currentTime) --- ``` function GetPrintTime() if isServer() then local hour, min, sec = os.date('%H'), os.date('%M'), os.date('%S') return "^7("..string.format("%02d", hour)..":"..string.format("%02d", min)..":"..string.format("%02d", sec)..")" else if gameName == "rdr3" then return "" end local _, _, _, hour, min, sec = GetLocalTime() return "^7("..string.format("%02d", hour)..":"..string.format("%02d", min)..":"..string.format("%02d", sec)..")" end end --- Generates a unique 3-character alphanumeric key. --- @return string string The generated key. --- @usage --- ```lua --- local uniqueKey = keyGen() --- print("Generated Key:", uniqueKey) --- ``` function keyGen() local charset = { "q","w","e","r","t","y","u","i","o","p", "a","s","d","f","g","h","j","k","l", "z","x","c","v","b","n","m", "Q","W","E","R","T","Y","U","I","O","P", "A","S","D","F","G","H","J","K","L", "Z","X","C","V","B","N","M", "1","2","3","4","5","6","7","8","9","0" } local GeneratedID = "" for i = 1, 3 do GeneratedID = GeneratedID..charset[math.random(1, #charset)] end return GeneratedID end ------------------------------------------------------------- -- Formatting and Vector Math Functions ------------------------------------------------------------- --- Formats a number with commas as thousand separators. --- @param amount number The number to format. --- @return string string The formatted number. --- @usage --- ```lua --- local formattedNumber = cv(1000000) -- "1,000,000" --- print(formattedNumber) --- `` function cv(amount) local formatted = tostring(amount or "0") while true do local newFormatted, count = formatted:gsub("^(-?%d+)(%d%d%d)", '%1,%2') if count == 0 then break end formatted = newFormatted end return formatted end --- Formats a coordinate vector for debug printing. --- @param coord table A vector3 or vector4 with x, y, z (and optional w). --- @return string string The formatted coordinate string. --- @usage --- ```lua --- local formattedCoord = formatCoord(vector3(100.0, 200.0, 300.0)) --- debugPrint("Player Position:", formattedCoord) --- ``` function formatCoord(coord) local vecType = type(coord):gsub("tor", "") local parts = {} if coord.x then parts[#parts + 1] = string.format("^6%.1f", coord.x) end if coord.y then parts[#parts + 1] = string.format("^6%.1f", coord.y) end if coord.z then parts[#parts + 1] = string.format("^6%.1f", coord.z) end if coord.w then parts[#parts + 1] = string.format("^6%.1f", coord.w) end return string.format("^5%s^7(%s^7)", vecType, table.concat(parts, "^7, ")) end --- Calculates the center point of a list of coordinates. --- @param tbl table An array of vector3 coordinates. --- @return vector3 vector3 The center coordinate. --- @usage --- ```lua --- local center = getCenterOfZones({vector3(100, 200, 300), vector3(110, 210, 310)}) --- print("Center of Zones:", center) --- ``` function getCenterOfZones(tbl) local count = #tbl if count == 0 then return vector3(0, 0, 0) end local totalX, totalY, totalZ = 0, 0, 0 for i = 1, count do local coord = tbl[i] totalX = totalX + coord.x totalY = totalY + coord.y totalZ = totalZ + coord.z end return vector3(totalX / count, totalY / count, totalZ / count) end --- Counts the number of keys in a table. --- @param tbl table The table to count. --- @return number number The key count. --- @usage --- ```lua --- local count = countTable(myTable) --- print("Number of keys:", count) --- ``` function countTable(tbl) local count = 0 for _ in pairs(tbl) do count = count + 1 end return count end --- Returns an iterator over a table's keys in sorted order. --- @param t table The table to iterate over. --- @return function An iterator function for sorted keys. --- @usage --- ```lua --- for k, v in pairsByKeys(myTable) do --- print(k, v) --- end --- ``` function pairsByKeys(t) if not t then print("^1Error^7: ^3Nil ^2table recieved for ^3pairsByKeys^7(), ^2setting to ^7{} ^2to prevent break^7") t = {} end local keys = {} for key in pairs(t) do keys[#keys + 1] = key end table.sort(keys) local index = 0 return function() index = index + 1 local key = keys[index] return key, t[key] end end --- Creates a new table with consecutive numerical indices sorted by the 'id' field. --- @param originalTable table The table containing entries with an 'id' field. --- @return table table A sorted table with consecutive indices. --- @usage --- ```lua --- local sortedTable = createConsecutiveTable(originalTable) --- for i, entry in ipairs(sortedTable) do --- print(i, entry) --- end --- ``` function createConsecutiveTable(originalTable) local entries = {} for _, entry in pairs(originalTable) do entries[#entries + 1] = entry end table.sort(entries, function(a, b) return a.id < b.id end) for index, entry in ipairs(entries) do entry.id = index end return entries end --- Concatenates a table of strings into a single string separated by newlines. --- @param tbl table The table containing strings. --- @return string string The concatenated string. --- @usage --- ```lua --- local combinedText = concatenateText({"Line 1", "Line 2", "Line 3"}) --- print(combinedText) --- ``` function concatenateText(tbl) return table.concat(tbl, "\n") end --- Converts a rotation (degrees) to a direction vector. --- @param rot vector3 A vector3 with rotation values. --- @return vector3 vector3 The forward direction vector. --- @usage --- ```lua --- local direction = RotationToDirection({ z = 90 }) --- print(direction) --- ``` function RotationToDirection(rot) local radianConvert = math.pi / 180 local rotX, rotZ = radianConvert * rot.x, radianConvert * rot.z local cosX = math.abs(math.cos(rotX)) return vec3( -math.sin(rotZ) * cosX, math.cos(rotZ) * cosX, math.sin(rotX) ) end --- Creates a basic progress bar string. --- @param percentage number Completion percentage (0-100). --- @return string string The progress bar (e.g., "█████░░░░░"). --- @usage --- ```lua --- local bar = basicBar(50) -- "█████░░░░░" --- print(bar) --- ``` function basicBar(percentage) local total = 10 local filled = math.floor(math.min(math.max(percentage, 0), 100) / 100 * total) return string.rep("█", filled) .. string.rep("░", total - filled) end --- Normalizes a 3D vector. --- @param vec vector3 A vector3 table. --- @return vector3 vector3 A normalized vector. --- @usage --- ```lua --- local normalizedVec = normalizeVector(vector3(1, 2, 3)) --- print(normalizedVec) --- ``` function normalizeVector(vec) local length = math.sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) return length > 0 and vec3(vec.x / length, vec.y / length, vec.z / length) or vec3(0, 0, 0) end ------------------------------------------------------------- -- Drawing and Raycasting Functions ------------------------------------------------------------- --- Draws a line between two coordinates (for debugging). --- @param startCoords vector3 The starting coordinate. --- @param endCoords vector3 The ending coordinate. --- @param col vector4 A vector4 specifying color and opacity. --- @usage --- ```lua --- drawLine(vector3(100, 200, 300), vector3(150, 250, 350), vector4(255, 0, 0, 255)) --- ``` function drawLine(startCoords, endCoords, col) if not debugMode then return end local col = col or vec4(255, 255, 255, 150) CreateThread(function() for i = 100, 0, -1 do DrawLine(startCoords.x, startCoords.y, startCoords.z, endCoords.x, endCoords.y, endCoords.z, col.x, col.y, col.z, col.w) Wait(0) end end) end --- Draws a sphere at the specified coordinates (for debugging). --- @param coords vector3 The center of the sphere. --- @param col vector4 A vector4 specifying color and opacity. --- @usage --- ```lua --- drawSphere(vector3(100, 200, 300), vector4(0, 255, 0, 255)) --- ``` function drawSphere(coords, col) if not debugMode then return end local col = col or vec4(255, 255, 255, 150) CreateThread(function() for i = 100, 0, -1 do DrawSphere(coords.x, coords.y, coords.z, 0.5, col.x, col.y, col.z, col.w) Wait(10) end end) end --- Performs a raycast between two coordinates and returns the results. --- @param startCoords vector3 The starting coordinate. --- @param endCoords vector3 The ending coordinate. --- @param entity number|nil An entity to ignore. --- @param flags number|nil Optional raycast flags (default: 4294967295). --- @return multiple Multiple values returned by GetShapeTestResultIncludingMaterial. --- @usage --- ```lua --- local hit, hitPos, material = PerformRaycast(startVec, endVec, playerPed, 1) --- if hit == 1 then --- print("Hit at position:", hitPos) --- print("Material:", material) --- end --- ``` function PerformRaycast(startCoords, endCoords, entity, flags) drawLine(startCoords, endCoords, vec4(0, 0, 255, 255)) local shapeTest = StartExpensiveSynchronousShapeTestLosProbe( startCoords.x, startCoords.y, startCoords.z, endCoords.x, endCoords.y, endCoords.z, flags or 4294967295, entity, 4 ) return GetShapeTestResult(shapeTest) end --- Adjusts the Z-coordinate of a position to the ground level. --- @param coords vector4 A vector3 or vector4 with x, y, z (and optional w). --- @return vector3|vector4 vector The coordinates adjusted for ground level. --- @usage --- ```lua --- local groundCoords = adjustForGround(playerCoords) --- print("Ground Position:", groundCoords) --- ``` function adjustForGround(coords) local foundGround, groundZ = GetGroundZFor_3dCoord(coords.x, coords.y, coords.z + 1.0) if foundGround then return coords.w and vec4(coords.x, coords.y, groundZ, coords.w) or vec3(coords.x, coords.y, groundZ) end return coords end local function waitForNetworkEntity(netId, converter, timeout) timeout = timeout or 100 while not NetworkDoesNetworkIdExist(netId) and timeout > 0 do timeout = timeout - 1 Wait(10) end if not NetworkDoesNetworkIdExist(netId) then return 0 end local entity = converter(netId) timeout = 100 while not DoesEntityExist(entity) and entity ~= 0 and timeout > 0 do timeout = timeout - 1 Wait(10) end return DoesEntityExist(entity) and entity or 0 end --- Ensures a network vehicle exists from its network ID. --- @param vehNetID number The network ID. --- @return number number The vehicle entity, or 0 if not found. --- @usage --- ```lua --- local vehicle = ensureNetToVeh(netID) --- if vehicle ~= 0 then --- print("Vehicle exists:", vehicle) --- end --- ``` function ensureNetToVeh(vehNetID) return waitForNetworkEntity(vehNetID, NetToVeh) end --- Ensures a network entity exists from its network ID. --- @param entNetID number The network ID. --- @return number number The entity, or 0 if not found. --- @usage --- ```lua --- local entity = ensureNetToEnt(netID) --- if entity ~= 0 then --- print("Entity exists:", entity) --- end --- ``` function ensureNetToEnt(entNetID) return waitForNetworkEntity(entNetID, NetworkGetEntityFromNetworkId) end function sendLog(text) local Player = getPlayer() local coords = GetEntityCoords(PlayerPedId()) local _, _, _, hour, min, sec = GetLocalTime() local data = { script = debug.getinfo(2, "nSl"), coords = coords, localTime = { hour = hour, min = min, sec = sec }, firstname = Player.firstname, lastname = Player.lastname, source = Player.source, id = Player.citizenId, text = text, } debugPrint("^5Log Message^7: "..getScript().." - "..Player.firstname.." "..Player.lastname.."("..Player.source..") ["..Player.citizenId.."]", text) TriggerServerEvent(getScript()..":server:sendlog", data) end function sendServerLog(data) local hour, min, sec = os.date('%H'), os.date('%M'), os.date('%S') data.serverTime = { house = hour, min = min, sec = sec } --jsonPrint(data) debugPrint("^5Log Message^7: "..getScript().." - "..data.firstname.." "..data.lastname.."("..data.source..") ["..data.id.."]", data.text) -- Add your logger here end RegisterNetEvent(getScript()..":server:sendlog", sendServerLog) -- This function was created to help create random numbers -- When you create a table of items with a random hunger value for example -- `hunger = math.random(10, 20)` this will be set at script start and never change -- using `hunger = {10, 20}` and then calling this function will make it generate a random number every time -- It also fallsback if it simply recieved a number instead of a table -- For example: -- local hunger = {10, 20} -- local hungerAmount = GetRandomTiming(hunger) -- print(hungerAmount) -- number between 10, 20 function GetRandomTiming(tbl) return type(tbl) == "table" and math.random(tbl[1], tbl[2]) or tbl end ------------------------------------------------------------- -- Player Movement ------------------------------------------------------------- --- Instantly turns an entity to face a target (entity or coordinates) without animation. --- --- @param ent number|nil The Ped to turn (defaults to player's Ped if nil). --- @param ent2 number|vector3|nil The target entity or coordinates to face. --- --- @usage --- ```lua --- instantLookEnt(nil, vector3(200.0, 300.0, 40.0)) --- instantLookEnt(ped1, ped2) --- ``` function instantLookEnt(ent, ent2) local ped = ent or PlayerPedId() local p1 = GetEntityCoords(ped, true) local p2 = type(ent2) == "vector3" and ent2 or GetEntityCoords(ent2, true) local dx = p2.x - p1.x local dy = p2.y - p1.y local heading = GetHeadingFromVector_2d(dx, dy) debugPrint("^6Bridge^7: ^1Forced ^2Turning Player to^7: '^6"..formatCoord(p2).."^7'") SetEntityHeading(ped, heading) end --- Makes the player look towards a specific target with an animated turn. --- --- If the player is not already facing the target (entity or coordinates), a turning animation is triggered. --- --- @param entity number|vector3|vector4|nil The target to look at. --- --- @usage --- ```lua --- lookEnt(vector3(200.0, 300.0, 40.0)) --- lookEnt(pedEntity) --- ``` function lookEnt(entity) local ped = PlayerPedId() if entity then if type(entity) == "vector3" or type(entity) == "vector4" then if not IsPedHeadingTowardsPosition(ped, entity.xyz, 30.0) then TaskTurnPedToFaceCoord(ped, entity.xyz, 1500) debugPrint("^6Bridge^7: ^2Turning Player to^7: '^6"..formatCoord(entity).."^7'") Wait(1500) end -- Make players head face the coord for 5 seconds TaskLookAtCoord(ped, entity.x, entity.y, entity.z, 5000, 1, 1) else if DoesEntityExist(entity) then local entCoords = GetEntityCoords(entity) if not IsPedHeadingTowardsPosition(ped, entCoords, 30.0) then TaskTurnPedToFaceCoord(ped, entCoords, 1500) debugPrint("^6Bridge^7: ^2Turning Player to^7: '^6"..entity.."^7' - '"..formatCoord(entCoords).."^7'") Wait(1500) end -- Make players head face the coord for 5 seconds TaskLookAtEntity(ped, entity, 5000, 1, 1) end end end end -- Function to clone tables, to use when referencing tables that need to be hard set function cloneTable(obj, opts, seen) if type(obj) ~= "table" then return obj end seen = seen or {} if seen[obj] then return seen[obj] end local copy = {} seen[obj] = copy -- Copy entries for k, v in pairs(obj) do local k2 = (opts and opts.copy_keys) and cloneTable(k, opts, seen) or k copy[k2] = cloneTable(v, opts, seen) end -- Preserve metatable unless told not to if not (opts and opts.strip_meta) then local mt = getmetatable(obj) if mt ~= nil then setmetatable(copy, mt) end end return copy end ------------------------------------------------------------- -- Material and Prop Functions ------------------------------------------------------------- --- A table mapping material names to their corresponding hash values. --- --- Used for identifying materials based on hash codes. local materials = { none = -1, Unknown = -1775485061, concrete = 1187676648, concrete_pothole = 359120722, concrete_dusty = -1084640111, tarmac = 282940568, tarmac_painted = -1301352528, tarmac_pothole = 1886546517, rumble_strip = -250168275, breeze_block = -954112554, rock = -840216541, rock_mossy = -124769592, stone = 765206029, cobblestone = 576169331, brick = 1639053622, marble = 1945073303, paving_slab = 1907048430, sandstone_solid = 592446772, sandstone_brittle = 1913209870, sand_loose = -1595148316, sand_compact = 510490462, sand_wet = 909950165, sand_track = -1907520769, sand_underwater = -1136057692, sand_dry_deep = 509508168, sand_wet_deep = 1288448767, ice = -786060715, ice_tarmac = -1931024423, snow_loose = -1937569590, snow_compact = -878560889, snow_deep = 1619704960, snow_tarmac = 1550304810, gravel_small = 951832588, gravel_large = 2128369009, gravel_deep = -356706482, gravel_train_track = 1925605558, dirt_track = -1885547121, mud_hard = -1942898710, mud_pothole = 312396330, mud_soft = 1635937914, mud_underwater = -273490167, mud_deep = 1109728704, marsh = 223086562, marsh_deep = 1584636462, soil = -700658213, clay_hard = 1144315879, clay_soft = 560985072, grass_long = -461750719, grass = 1333033863, grass_short = -1286696947, hay = -1833527165, bushes = 581794674, twigs = -913351839, leaves = -2041329971, woodchips = -309121453, tree_bark = -1915425863, metal_solid_small = -1447280105, metal_solid_medium = -365631240, metal_solid_large = 752131025, metal_hollow_small = 15972667, metal_hollow_medium = 1849540536, metal_hollow_large = -583213831, metal_chainlink_small = 762193613, metal_chainlink_large = 125958708, metal_corrugated_iron = 834144982, metal_grille = -426118011, metal_railing = 2100727187, metal_duct = 1761524221, metal_garage_door = -231260695, metal_manhole = -754997699, wood_solid_small = -399872228, wood_solid_medium = 555004797, wood_solid_large = 815762359, wood_solid_polished = 126470059, wood_floor_dusty = -749452322, wood_hollow_small = 1993976879, wood_hollow_medium = -365476163, wood_hollow_large = -925419289, wood_chipboard = 1176309403, wood_old_creaky = 722686013, wood_high_density = -1742843392, wood_lattice = 2011204130, ceramic = -1186320715, roof_tile = 1755188853, roof_felt = -1417164731, fibreglass = 1354180827, tarpaulin = -642658848, plastic = -2073312001, plastic_hollow = 627123000, plastic_high_density = -1625995479, plastic_clear = -1859721013, plastic_hollow_clear = 772722531, plastic_high_density_clear = -1338473170, fibreglass_hollow = -766055098, rubber = -145735917, rubber_hollow = -783934672, linoleum = 289630530, laminate = 1845676458, carpet_solid = 669292054, carpet_solid_dusty = 158576196, carpet_floorboard = -1396484943, cloth = 122789469, plaster_solid = -574122433, plaster_brittle = -251888898, cardboard_sheet = 236511221, cardboard_box = -1409054440, paper = 474149820, foam = 808719444, feather_pillow = 1341866303, polystyrene = -1756927331, leather = -570470900, tvscreen = 1429989756, slatted_blinds = 673696729, glass_shoot_through = 937503243, glass_bulletproof = 244521486, glass_opaque = 1500272081, perspex = -1619794068, car_metal = -93061983, car_plastic = 2137197282, car_softtop = -979647862, car_softtop_clear = 2130571536, car_glass_weak = 1247281098, car_glass_medium = 602884284, car_glass_strong = 1070994698, car_glass_bulletproof = -1721915930, car_glass_opaque = 513061559, water = 435688960, blood = 5236042, oil = -634481305, petrol = -1634184340, fresh_meat = 868733839, dried_meat = -1445160429, emissive_glass = 1501078253, emissive_plastic = 1059629996, vfx_metal_electrified = -309134265, vfx_metal_water_tower = 611561919, vfx_metal_steam = -691277294, vfx_metal_flame = 332778253, phys_no_friction = 1666473731, phys_golf_ball = -1693813558, phys_tennis_ball = -256704763, phys_caster = -235302683, phys_caster_rusty = 2016463089, phys_car_void = 1345867677, phys_ped_capsule = -291631035, phys_electric_fence = -1170043733, phys_electric_metal = -2013761145, phys_barbed_wire = -1543323456, phys_pooltable_surface = 605776921, phys_pooltable_cushion = 972939963, phys_pooltable_ball = -748341562, buttocks = 483400232, thigh_left = -460535871, shin_left = 652772852, foot_left = 1926285543, thigh_right = -236981255, shin_right = -446036155, foot_right = -1369136684, spine0 = -1922286884, spine1 = -1140112869, spine2 = 1457572381, spine3 = 32752644, clavicle_left = -1469616465, upper_arm_left = -510342358, lower_arm_left = 1045062756, hand_left = 113101985, clavicle_right = -1557288998, upper_arm_right = 1501153539, lower_arm_right = 1777921590, hand_right = 2000961972, neck = 1718294164, head = -735392753, animal_default = 286224918, car_engine = -1916939624, puddle = 999829011, concrete_pavement = 2015599386, brick_pavement = -1147361576, phys_dynamic_cover_bound = -2047468855, vfx_wood_beer_barrel = 998201806, wood_high_friction = -2140087047, rock_noinst = 127813971, bushes_noinst = 1441114862, metal_solid_road_surface = -729112334, stunt_ramp_surface = -2088174996, temp_01 = 746881105, temp_02 = -1977970111, temp_03 = 1911121241, temp_04 = 1923995104, temp_05 = -1393662448, temp_06 = 1061250033, temp_07 = -1765523682, temp_08 = 1343679702, temp_09 = 1026054937, temp_10 = 63305994, temp_11 = 47470226, temp_12 = 702596674, temp_13 = -1637485913, temp_14 = -645955574, temp_15 = -1583997931, temp_16 = -1512735273, temp_17 = 1011960114, temp_18 = 1354993138, temp_19 = -801804446, temp_20 = -2052880405, temp_21 = -1037756060, temp_22 = -620388353, temp_23 = 465002639, temp_24 = 1963820161, temp_25 = 1952288305, temp_26 = -1116253098, temp_27 = 889255498, temp_28 = -1179674098, temp_29 = 1078418101, temp_30 = 13626292 } --- Retrieves the ground material at a given position. --- @param coords vector3 The coordinate to test. --- @return number|nil number The material hash if hit, nil otherwise. --- @return string string The material name. --- @usage --- ```lua --- local matHash, matName = GetGroundMaterialAtPosition(vector3(100,200,300)) --- print("Material:", matName) --- ``` function GetGroundMaterialAtPosition(coords, Ped) local endCoords = vec3(coords.x, coords.y, coords.z - 1.1) local rayHandle = StartShapeTestCapsule(coords.x, coords.y, coords.z, endCoords.x, endCoords.y, endCoords.z, 1.0, 1, Ped or PlayerPedId(), 7) local _, hit, _, _, materialHash, _ = GetShapeTestResultIncludingMaterial(rayHandle) local materialName = "Unknown" for k, v in pairs(materials) do if v == materialHash then materialName = k break end end if hit then return materialHash, materialName else return nil, materialName end end --- Retrieves the dimensions (width, depth, height) of a prop/model. --- @param model string The name or hash of the model. --- @return number number The width of the prop. --- @return number number The depth of the prop. --- @return number number The height of the prop. --- --- @usage --- ```lua --- local width, depth, height = GetPropDimensions("prop_barrel_01a") --- print("Dimensions:", width, depth, height) --- ``` function GetPropDimensions(model) loadModel(model) local minDim, maxDim = GetModelDimensions(model) local width, depth, height = maxDim.x - minDim.x, maxDim.y - minDim.y, maxDim.z - minDim.z return width, depth, height end --- Retrieves the forward direction vector of an entity based on its heading. --- --- This function calculates the forward direction vector using the entity's heading angle. --- --- @param entity number The entity whose forward vector is to be calculated. --- @return vector3 vector3 The forward direction vector. --- --- @usage --- ```lua --- local forwardVec = GetEntityForwardVector(playerPed) --- print("Forward Vector:", forwardVec) --- ``` function GetEntityForwardVector(entity) local heading = math.rad(GetEntityHeading(entity) + 90) return vec3(math.cos(heading), math.sin(heading), 0.0) end function adjustMinMaxZ(coord, table) local table = table local adMinZ, adMaxZ = false, false if table.minZ > (coord.z + 0.1) then adMinZ = true table.minZ = (coord.z - 1.05) end if table.maxZ < (coord.z - 0.1) then adMinZ = true table.maxZ = (coord.z + 0.80) end return table.minZ, table.maxZ, adMinZ, adMaxZ end