From 836fc2bc7b2f17ee6512e07b68833b5a4b7f6da9 Mon Sep 17 00:00:00 2001 From: Dillon Skaggs Date: Thu, 8 Aug 2024 18:41:54 -0500 Subject: [PATCH] tweak: update example to include load/delete/exists checks --- PHYSICS/AddRope.md | 154 +++++++++++++++++++++++++++++++++------------ 1 file changed, 115 insertions(+), 39 deletions(-) diff --git a/PHYSICS/AddRope.md b/PHYSICS/AddRope.md index eb848fab9..a62376c38 100644 --- a/PHYSICS/AddRope.md +++ b/PHYSICS/AddRope.md @@ -9,10 +9,10 @@ int ADD_ROPE(float x, float y, float z, float rotX, float rotY, float rotZ, floa ``` ``` -Creates a rope at the specific position, that extends in the specified direction when not attached to any entities. -__ -Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1). -Rope will sometimes contract and fall to the ground like you'd expect it to, but since it doesn't interact with the world the effect is just jaring. +Creates a rope at the specific position, that extends in the specified direction when not attached to any entities. +__ +Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1). +Rope will sometimes contract and fall to the ground like you'd expect it to, but since it doesn't interact with the world the effect is just jaring. ``` There are 8 different rope types in the base game. Full rope data can be found in `ropedata.xml`. @@ -42,7 +42,7 @@ enum ePhysicsRopeType { * **initLength**: The initial length of the rope. * **minLength**: The minimum length the rope can be. * **lengthChangeRate**: The speed in which the rope will wind if winding is started. -* **onlyPPU**: +* **onlyPPU**: * **collisionOn**: Whether the rope should have collision. In original scripts this is followed by a LoadRopeData call when set. * **lockFromFront**: If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects). * **timeMultiplier**: The speed as which physics should run at. 1.0f is normal, 2.0f is twice as fast, -1.0f is time going backwards. This can affect gravity, etc. @@ -54,38 +54,114 @@ A script handle for the rope ## Examples ```lua -Citizen.CreateThread(function() - -- Get the handle for the player's ped - local pedHandle = PlayerPedId() - - -- Ensure that the rope textures are loaded - RopeLoadTextures() - while not RopeAreTexturesLoaded() do - Citizen.Wait(0) - end - - -- Get the coordinates for where the rope will be - local ropePos = GetOffsetFromEntityInWorldCoords(pedHandle, 0.0, 2.0, 0.5) - - -- Create the rope - local newRopeHandle = AddRope( - ropePos.x, -- x - ropePos.y, -- y - ropePos.z, -- z - 0.0, -- rotX - 0.0, -- rotY - 0.0, -- rotZ - 10.0, -- maxLength - 1, -- ropeType - 10.0, -- initLength - 0.0, -- minLength - 1.0, -- lengthChangeRate - false, -- onlyPPU - false, -- collisionOn - false, -- lockFromFront - 1.0, -- timeMultiplier - false, -- breakable - 0 -- unkPtr - ) +local function cleanup_rope_textures() + -- we only want to cleanup if there are no other ropes still left on the map + -- otherwise we'll make them go invisible. + if #GetAllRopes() == 0 then + -- there are no ropes on the map, we're safe to unload the textures. + RopeUnloadTextures() + end +end + +CreateThread(function() + -- if textures aren't loaded then we need to load them + if not RopeAreTexturesLoaded() then + -- load the textures so we can see the rope + RopeLoadTextures() + while not RopeAreTexturesLoaded() do + Wait(0) + end + end + + -- Create a rope and store the handle + local rope = AddRope(-2096.096, -311.906, 14.51, 0.0, 0.0, 0.0, 10.0, 1, 10.0, 0.0, 1.0, false, false, false, 1.0, false, 0) + -- Check if the rope exists. + if not DoesRopeExist(rope) then + cleanup_rope_textures() + -- If the rope does not exist, end the execution of the code here. + return + end + -- Let the rope exist for 3 seconds + Wait(3000) + -- Delete the rope! + DeleteRope(rope) + cleanup_rope_textures() end) -``` \ No newline at end of file +``` + +```cs +using static CitizenFX.Core.Native.API; + +async Task CreateRope() +{ + // wait for the textures to be loaded before we create the rope, + // otherwise it will be invisible. + bool isLoadedByAnotherScript = RopeAreTexturesLoaded(); + if (!isLoadedByAnotherScript) + { + RopeLoadTextures(); + while (!RopeAreTexturesLoaded()) + { + await BaseScript.Delay(0); + } + } + + /// + /// Unloads the rope texture if we were the script that requested it. + /// NOTE: This is bug prone, if possible you should do your own reference + /// counting via global state bags. + /// + void CleanupRopeTextures(bool alreadyLoadedByOtherScript) + { + // if we were the script to load the textures then we want to cleanup + // the textures, + if (!alreadyLoadedByOtherScript) + { + RopeUnloadTextures(); + } + } + + // not used by anything + int _unusedStringPtr = 0; + + Vector3 ropePosition = new Vector3(-2096.09f, -311.90f, 14.51f); + Vector3 ropeRotation = Vector3.Zero; + + // Create a rope and store the handle + int ropehandle = AddRope( + ropePosition.X, + ropePosition.Y, + ropePosition.Z, + ropeRotation.X, + ropeRotation.Y, + ropeRotation.Z, + 10f /* max length */, + 1 /* rope type */, + 10f /* init length */, + 0.5f /* min length */, + 0.5f /* length change rate */, + false /* ppu only */, + false /* collision on */, + false /* lock from front */, + 1f /* time multiplier */, + false /* breakable */, + ref _unusedStringPtr /* unused */ + ); + + // Check if the rope exists. + if (!DoesRopeExist(ref ropehandle)) + { + CleanupRopeTextures(isLoadedByAnotherScript); + // whoops, the rope doesn't exist, we don't want to do + // anything with an invalid reference + return; + } + + // We want to see the rope for 3 seconds + await BaseScript.Delay(3000); + + // begone rope! + DeleteRope(ref ropehandle); + CleanupRopeTextures(isLoadedByAnotherScript); +} +```