Pathfind::getVehicleNodePosition: Difference between revisions
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Calling this with an invalid node id, will crash the game.<br>Note that IS_VEHICLE_NODE_ID_VALID simply checks if nodeId is not zero. It does not actually ensure that the id is valid.<br>Eg. IS_VEHICLE_NODE_ID_VALID(1) will return true, but will crash when calling GET_VEHICLE_NODE_POSITION().<br><br>sfink: This native returns a pointer to a packed Vector3 struct in the RAX register, as do the following natives:<br>AI::WAYPOINT_RECORDING_GET_COORD<br>ENTITY::GET_ENTITY_MATRIX<br>FIRE::GET_CLOSEST_FIRE_POS<br>GAMEPLAY::FIND_SPAWN_POINT_IN_DIRECTION<br>GAMEPLAY::GET_MODEL_DIMENSIONS<br>GAMEPLAY::OVERRIDE_SAVE_HOUSE<br>GAMEPLAY::_0x82FDE6A57EE4EE44<br>GAMEPLAY::_0x8BDC7BFC57A81E76<br>GAMEPLAY::_0x8D7A43EC6A5FEA45<br>GAMEPLAY::_0xA4A0065E39C9F25C<br>GAMEPLAY::_0xDFB4138EEFED7B81<br>MOBILE::GET_MOBILE_PHONE_POSITION<br>MOBILE::GET_MOBILE_PHONE_ROTATION<br>NETWORK::NETWORK_GET_RESPAWN_RESULT<br>OBJECT::_0x163F8B586BC95F2A<br>PATHFIND::GET_CLOSEST_MAJOR_VEHICLE_NODE<br>PATHFIND::GET_CLOSEST_ROAD<br>PATHFIND::GET_CLOSEST_VEHICLE_NODE<br>PATHFIND::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING<br>PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE<br>PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION<br>PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING<br>PATHFIND::GET_RANDOM_VEHICLE_NODE<br>PATHFIND::GET_SAFE_COORD_FOR_PED<br>PATHFIND::GET_VEHICLE_NODE_POSITION<br>PATHFIND::_0x16F46FB18C8009E4<br>VEHICLE::_0xA4822F1CF23F4810<br>VEHICLE::_0xDF7E3EEB29642C38<br>WATER::TEST_PROBE_AGAINST_ALL_WATER<br>WATER::TEST_PROBE_AGAINST_WATER<br>WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD<br>WORLDPROBE::_0xFF6BE494C7987F34<br>WORLDPROBE::_GET_RAYCAST_RESULT<br>==Syntax==<syntaxhighlight lang="javascript">pathfind.getVehicleNodePosition(nodeId, outPosition);</syntaxhighlight>=== Required Arguments ===*'''nodeId:''' int*'''outPosition:''' Vector3===Return value===*'''Vector3'''==Example==<syntaxhighlight lang="javascript">todo</syntaxhighlight>==See also=={{ | Calling this with an invalid node id, will crash the game.<br>Note that IS_VEHICLE_NODE_ID_VALID simply checks if nodeId is not zero. It does not actually ensure that the id is valid.<br>Eg. IS_VEHICLE_NODE_ID_VALID(1) will return true, but will crash when calling GET_VEHICLE_NODE_POSITION().<br><br>sfink: This native returns a pointer to a packed Vector3 struct in the RAX register, as do the following natives:<br>AI::WAYPOINT_RECORDING_GET_COORD<br>ENTITY::GET_ENTITY_MATRIX<br>FIRE::GET_CLOSEST_FIRE_POS<br>GAMEPLAY::FIND_SPAWN_POINT_IN_DIRECTION<br>GAMEPLAY::GET_MODEL_DIMENSIONS<br>GAMEPLAY::OVERRIDE_SAVE_HOUSE<br>GAMEPLAY::_0x82FDE6A57EE4EE44<br>GAMEPLAY::_0x8BDC7BFC57A81E76<br>GAMEPLAY::_0x8D7A43EC6A5FEA45<br>GAMEPLAY::_0xA4A0065E39C9F25C<br>GAMEPLAY::_0xDFB4138EEFED7B81<br>MOBILE::GET_MOBILE_PHONE_POSITION<br>MOBILE::GET_MOBILE_PHONE_ROTATION<br>NETWORK::NETWORK_GET_RESPAWN_RESULT<br>OBJECT::_0x163F8B586BC95F2A<br>PATHFIND::GET_CLOSEST_MAJOR_VEHICLE_NODE<br>PATHFIND::GET_CLOSEST_ROAD<br>PATHFIND::GET_CLOSEST_VEHICLE_NODE<br>PATHFIND::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING<br>PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE<br>PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION<br>PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING<br>PATHFIND::GET_RANDOM_VEHICLE_NODE<br>PATHFIND::GET_SAFE_COORD_FOR_PED<br>PATHFIND::GET_VEHICLE_NODE_POSITION<br>PATHFIND::_0x16F46FB18C8009E4<br>VEHICLE::_0xA4822F1CF23F4810<br>VEHICLE::_0xDF7E3EEB29642C38<br>WATER::TEST_PROBE_AGAINST_ALL_WATER<br>WATER::TEST_PROBE_AGAINST_WATER<br>WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD<br>WORLDPROBE::_0xFF6BE494C7987F34<br>WORLDPROBE::_GET_RAYCAST_RESULT<br> | ||
==Syntax== | |||
<syntaxhighlight lang="javascript">mp.game.pathfind.getVehicleNodePosition(nodeId, outPosition);</syntaxhighlight> | |||
=== Required Arguments === | |||
*'''nodeId:''' int | |||
*'''outPosition:''' Vector3 | |||
===Return value=== | |||
*'''Vector3''' | |||
==Example== | |||
<syntaxhighlight lang="javascript"> | |||
// todo | |||
</syntaxhighlight> | |||
==See also== | |||
{{Pathfind_s_function_c}} | |||
[[Category:Clientside API]] | |||
[[Category:TODO: Example]] | |||
Latest revision as of 21:28, 6 May 2017
Calling this with an invalid node id, will crash the game.
Note that IS_VEHICLE_NODE_ID_VALID simply checks if nodeId is not zero. It does not actually ensure that the id is valid.
Eg. IS_VEHICLE_NODE_ID_VALID(1) will return true, but will crash when calling GET_VEHICLE_NODE_POSITION().
sfink: This native returns a pointer to a packed Vector3 struct in the RAX register, as do the following natives:
AI::WAYPOINT_RECORDING_GET_COORD
ENTITY::GET_ENTITY_MATRIX
FIRE::GET_CLOSEST_FIRE_POS
GAMEPLAY::FIND_SPAWN_POINT_IN_DIRECTION
GAMEPLAY::GET_MODEL_DIMENSIONS
GAMEPLAY::OVERRIDE_SAVE_HOUSE
GAMEPLAY::_0x82FDE6A57EE4EE44
GAMEPLAY::_0x8BDC7BFC57A81E76
GAMEPLAY::_0x8D7A43EC6A5FEA45
GAMEPLAY::_0xA4A0065E39C9F25C
GAMEPLAY::_0xDFB4138EEFED7B81
MOBILE::GET_MOBILE_PHONE_POSITION
MOBILE::GET_MOBILE_PHONE_ROTATION
NETWORK::NETWORK_GET_RESPAWN_RESULT
OBJECT::_0x163F8B586BC95F2A
PATHFIND::GET_CLOSEST_MAJOR_VEHICLE_NODE
PATHFIND::GET_CLOSEST_ROAD
PATHFIND::GET_CLOSEST_VEHICLE_NODE
PATHFIND::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING
PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE
PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION
PATHFIND::GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING
PATHFIND::GET_RANDOM_VEHICLE_NODE
PATHFIND::GET_SAFE_COORD_FOR_PED
PATHFIND::GET_VEHICLE_NODE_POSITION
PATHFIND::_0x16F46FB18C8009E4
VEHICLE::_0xA4822F1CF23F4810
VEHICLE::_0xDF7E3EEB29642C38
WATER::TEST_PROBE_AGAINST_ALL_WATER
WATER::TEST_PROBE_AGAINST_WATER
WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD
WORLDPROBE::_0xFF6BE494C7987F34
WORLDPROBE::_GET_RAYCAST_RESULT
Syntax
mp.game.pathfind.getVehicleNodePosition(nodeId, outPosition);
Required Arguments
- nodeId: int
- outPosition: Vector3
Return value
- Vector3
Example
// todo