├── .gitignore ├── racing ├── .gitignore ├── ui │ ├── .gitignore │ ├── packages.config │ ├── UIMain.cs │ ├── RacingUI.sln │ ├── Properties │ │ └── AssemblyInfo.cs │ └── RacingUI.csproj ├── loadscreen │ ├── loadscreen-background.jpg │ ├── nanobar.min.js │ └── loadscreen.html ├── modules │ ├── sv_onesync_events.lua │ ├── sh_standard_prints.lua │ ├── cl_loading_screen_helper.lua │ ├── sv_vehicle_modification.lua │ ├── sv_entity_helpers.lua │ ├── cl_racing_state.lua │ ├── cl_vehicle_modification.lua │ ├── sv_player_functions.lua │ ├── sv_checkpoint_parsing.lua │ └── cl_checkpoints.lua ├── fxmanifest.lua ├── client-main.lua ├── server-main.lua └── server-racing-logic.lua ├── .gitmodules ├── racing-map-two ├── fxmanifest.lua └── other-map.json ├── racing-map-one ├── fxmanifest.lua └── stunt-race.lua ├── racing-map-ugcsurrogate ├── map.lua └── fxmanifest.lua ├── .editorconfig ├── README.md └── LICENSE /.gitignore: -------------------------------------------------------------------------------- 1 | hackban 2 | -------------------------------------------------------------------------------- /racing/.gitignore: -------------------------------------------------------------------------------- 1 | *.dll 2 | wip-unused/ 3 | -------------------------------------------------------------------------------- /racing/ui/.gitignore: -------------------------------------------------------------------------------- 1 | bin/ 2 | obj/ 3 | packages/ 4 | .vs/ 5 | *.suo 6 | *.user 7 | *.sln.docstates 8 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "mission-json-loader"] 2 | path = mission-json-loader 3 | url = https://github.com/jaymo1011/mission-json-loader -------------------------------------------------------------------------------- /racing/loadscreen/loadscreen-background.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jaymo1011/racing/HEAD/racing/loadscreen/loadscreen-background.jpg -------------------------------------------------------------------------------- /racing-map-two/fxmanifest.lua: -------------------------------------------------------------------------------- 1 | resource_type 'map' { gameTypes = { ['racing'] = true } } 2 | 3 | map "map.lua" 4 | 5 | fx_version 'adamant' 6 | game 'gta5' -------------------------------------------------------------------------------- /racing-map-one/fxmanifest.lua: -------------------------------------------------------------------------------- 1 | resource_type 'map' { gameTypes = { ['racing'] = true } } 2 | 3 | map "stunt-race.lua" 4 | 5 | fx_version 'adamant' 6 | game 'gta5' -------------------------------------------------------------------------------- /racing/modules/sv_onesync_events.lua: -------------------------------------------------------------------------------- 1 | AddEventHandler("vehicleComponentControlEvent", function(sender, event) 2 | print(sender, json.encode(event)) 3 | end) 4 | -------------------------------------------------------------------------------- /racing-map-ugcsurrogate/map.lua: -------------------------------------------------------------------------------- 1 | missionjson_surrogate "Yes, I understand that what surrogate maps are and that I shouldn't be using this map directive if I don't." 2 | -------------------------------------------------------------------------------- /racing-map-ugcsurrogate/fxmanifest.lua: -------------------------------------------------------------------------------- 1 | resource_type 'map' { gameTypes = { ['racing'] = true } } 2 | 3 | map "map.lua" 4 | 5 | fx_version 'adamant' 6 | game 'gta5' 7 | -------------------------------------------------------------------------------- /.editorconfig: -------------------------------------------------------------------------------- 1 | # http://editorconfig.org/ 2 | root = true 3 | 4 | [*] 5 | end_of_line = crlf 6 | insert_final_newline = true 7 | indent_style = tab 8 | indent_size = 4 9 | charset = utf-8 10 | trim_trailing_whitespace = false -------------------------------------------------------------------------------- /racing/ui/packages.config: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | -------------------------------------------------------------------------------- /racing/modules/sh_standard_prints.lua: -------------------------------------------------------------------------------- 1 | local msgStart = IsDuplicityVersion() and "^3Racing ^0>> ^7" or "Racing: " 2 | local msgEnd = IsDuplicityVersion() and "^7\n" or "\n" 3 | 4 | function printf(msg, ...) 5 | Citizen.Trace(msgStart..string.format(msg or nil, ...)..msgEnd) 6 | end 7 | -------------------------------------------------------------------------------- /racing/ui/UIMain.cs: -------------------------------------------------------------------------------- 1 | using CitizenFX.Core; 2 | using MenuAPI; 3 | using System; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System.Text; 7 | using System.Threading.Tasks; 8 | 9 | namespace RacingUI 10 | { 11 | public class UIMain : BaseScript 12 | { 13 | public UIMain() 14 | { 15 | Debug.WriteLine("Hello from RaceUI!"); 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /racing/modules/cl_loading_screen_helper.lua: -------------------------------------------------------------------------------- 1 | local loadingScreenHasShutDown = GetEntityModel(PlayerPedId()) ~= `player_zero` -- It seems like this works for the most part :D 2 | local _ShutdownLoadingScreenNui = ShutdownLoadingScreenNui 3 | 4 | function InvokeLoadingScreenEvent(eventName) 5 | if not loadingScreenHasShutDown then 6 | SendLoadingScreenMessage(json.encode({eventName = eventName})) 7 | end 8 | end 9 | 10 | function ShutdownLoadingScreenNui() 11 | _ShutdownLoadingScreenNui() 12 | loadingScreenHasShutDown = true 13 | end 14 | -------------------------------------------------------------------------------- /racing/modules/sv_vehicle_modification.lua: -------------------------------------------------------------------------------- 1 | --[[ 2 | Vehicle Modification (server) 3 | 4 | The server side of vehicle modification handles mandating and notifying the client of what mods need to be applied to their vehicle. 5 | Only certain mods (ascetic mods) can be changed by the client but all mods must be applied by the client due to RPC not having the mod setters in at the moment. 6 | Once vehicle mod setters (and preferences) are available on server, the client component will likely not be needed. 7 | ]] 8 | 9 | function EnsureRaceVehicleHasCorrectMods(vehicle) 10 | local vehicleHandle = vehicle.__data 11 | 12 | -- This is available on the server! 13 | if vehicle.state.VehicleModProfile.numberPlateText then 14 | SetVehicleNumberPlateText(vehicleHandle, vehicle.state.VehicleModProfile.numberPlateText) 15 | end 16 | 17 | TriggerClientEvent("racing:ensureVehicleMods", vehicle.state.OwningPlayer) 18 | end 19 | -------------------------------------------------------------------------------- /racing/fxmanifest.lua: -------------------------------------------------------------------------------- 1 | fx_version 'bodacious' 2 | game 'gta5' 3 | 4 | resource_type 'gametype' { name = 'Racing' } 5 | 6 | dependency 'mission-json-loader' 7 | 8 | loadscreen_manual_shutdown 'yes' 9 | 10 | loadscreen 'loadscreen/loadscreen.html' 11 | file 'loadscreen/*.*' 12 | 13 | server_scripts { 14 | -- Shared modules 15 | "modules/sh_*.lua", 16 | 17 | -- Server modules 18 | "@mission-json-loader/MissionJSON.lua", -- So that we can decode the JSON on our end, not allowing clients to touch it 19 | "modules/sv_*.lua", 20 | 21 | -- Server scripts 22 | "server-racing-logic.lua", 23 | "server-main.lua", 24 | } 25 | 26 | client_scripts { 27 | -- Shared modules 28 | "modules/sh_*.lua", 29 | 30 | -- Client modules 31 | "modules/cl_*.lua", 32 | --newtonmeme.json here 33 | 34 | -- Client scripts 35 | "client-main.lua", 36 | --"RaceUI.net.dll", 37 | } 38 | 39 | author 'Jaymo' 40 | version '0.0.4' 41 | description 'Racing gamemode for FiveM. Very much a WIP for now.' 42 | -------------------------------------------------------------------------------- /racing/ui/RacingUI.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 16 4 | VisualStudioVersion = 16.0.30330.147 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RacingUI", "RacingUI.csproj", "{1F93665D-4C89-4237-9925-AD3A576E611D}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {5F416367-8B0D-42A8-B174-8BAB41FD9E55} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /racing/client-main.lua: -------------------------------------------------------------------------------- 1 | local function SpawnPlayer() 2 | exports["spawnmanager"]:spawnPlayer({ 3 | x = 2270.815, 4 | y = 3756.9, 5 | z = 38.5, 6 | heading = 39.3, 7 | model = `a_m_y_skater_02`, 8 | }, function() 9 | OnStateAvailable(function() 10 | -- we'll wait for the player to set their own intent now :( 11 | --LocalPlayer.state:set("RacingIntent", "participate", true) 12 | 13 | -- Tell the loading screen to fade out to the game view 14 | InvokeLoadingScreenEvent("fadeOut") 15 | 16 | -- Just a little extra to account for the message time 17 | Wait(600) 18 | 19 | -- Shutdown the loading screen frame as we no longer need it 20 | ShutdownLoadingScreenNui() 21 | end) 22 | end) 23 | end 24 | 25 | 26 | AddEventHandler("onMissionJSONLoading", function() 27 | InvokeLoadingScreenEvent("mapLoading") 28 | end) 29 | 30 | AddEventHandler("onMissionJSONLoaded", function() 31 | InvokeLoadingScreenEvent("mapLoaded") 32 | 33 | -- Only ever trigger on the first load 34 | if GetEntityModel(PlayerPedId()) == `player_zero` then 35 | SpawnPlayer() 36 | end 37 | end) 38 | 39 | -- DEBUG: just makes things easier for now without the intent picker 40 | RegisterCommand("intent", function(_, args, raw) 41 | local newIntent = args[1] and tostring(args[1]) or "participate" --"unknown" 42 | LocalPlayer.state:set("RacingIntent", newIntent, true) 43 | end) 44 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Racing 2 | A Racing Gamemode for [FiveM](https://fivem.net/) which makes use of some of it's latest and greatest features! 3 | 4 | ### This is very much a WORK IN PROGRESS!!! 5 | Don't expect anything to work or stay how it is. I may very well restart the project for a `3rd` time. 6 | 7 | ## Credits 8 | All great projects are built on others! A special thanks goes out to these projects and people for helping to make *this* project possible! 9 | 10 | - [Tom Grobbe](https://github.com/TomGrobbe) for [MenuAPI](https://github.com/TomGrobbe/MAPI) and allowing me to use [vMenu](https://github.com/TomGrobbe/vMenu)'s multiplayer ped customiser 11 | - [blattersturm](https://github.com/blattersturm) for some of the useful wrappers found in [Expeditious Execution](https://github.com/blattersturm/expeditious-execution)'s [base-rush](https://github.com/blattersturm/expeditious-execution/tree/master/resources/%5Bexpeditious%5D/%5Bgameplay%5D/base-rush) gametype 12 | - [Smallo](https://github.com/smallo92) for helping with some of the MissionJSON research 13 | - [Deltanic](https://gitlab.com/deltanic) for the ever useful [freecam](https://gitlab.com/shockwave-cfx/mapeditor/-/tree/master/freecam) resource from [ShockWave Map Editor](https://gitlab.com/shockwave-cfx/mapeditor) 14 | - [Jacobo Tabernero](https://github.com/jacoborus) for [nanobar.js](https://github.com/jacoborus/nanobar) 15 | 16 | ###### oh and if you're wondering why some people are credited here when their stuff isn't even in the repo, it's coming soon™ 17 | -------------------------------------------------------------------------------- /racing/ui/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // General Information about an assembly is controlled through the following 6 | // set of attributes. Change these attribute values to modify the information 7 | // associated with an assembly. 8 | [assembly: AssemblyTitle("RacingUI")] 9 | [assembly: AssemblyDescription("C# UI Component of racing")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("")] 12 | [assembly: AssemblyProduct("RacingUI")] 13 | [assembly: AssemblyCopyright("Copyright © 2020")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Setting ComVisible to false makes the types in this assembly not visible 18 | // to COM components. If you need to access a type in this assembly from 19 | // COM, set the ComVisible attribute to true on that type. 20 | [assembly: ComVisible(false)] 21 | 22 | // The following GUID is for the ID of the typelib if this project is exposed to COM 23 | [assembly: Guid("1f93665d-4c89-4237-9925-ad3a576e611d")] 24 | 25 | // Version information for an assembly consists of the following four values: 26 | // 27 | // Major Version 28 | // Minor Version 29 | // Build Number 30 | // Revision 31 | // 32 | // You can specify all the values or you can default the Build and Revision Numbers 33 | // by using the '*' as shown below: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.0.0")] 36 | [assembly: AssemblyFileVersion("1.0.0.0")] 37 | -------------------------------------------------------------------------------- /racing/modules/sv_entity_helpers.lua: -------------------------------------------------------------------------------- 1 | -- Stores all entities spawned by our resource to delete on resource stop 2 | local spawnedEntities = {} 3 | 4 | local function OnEntityCreated(entity, callback) 5 | CreateThread(function() 6 | local timeout = GetGameTimer() + GetConvarInt("racing_entityCreationTimeout", 5000) 7 | while not DoesEntityExist(entity) and timeout > GetGameTimer() do Wait(50) end 8 | spawnedEntities[entity] = true 9 | callback() 10 | end) 11 | end 12 | 13 | function CreateServerVehicle(model, position, heading, netMissionEntity, onCreationCallback) 14 | -- Actually create the vehicle 15 | local handle = CreateVehicle(model, position.xyz, heading, true, netMissionEntity) 16 | if handle == 0 then 17 | printf("Failed to create vehicle with model %s", model) 18 | return 0 19 | end 20 | 21 | -- Freeze the entity (for now) 22 | FreezeEntityPosition(handle, true) 23 | 24 | -- Set up our functions for when it's been created 25 | OnEntityCreated(handle, function() 26 | local vehicleStateBag = Entity(handle) 27 | 28 | -- Set the vehicle heading because the heading in the function doesn't work properly. 29 | SetEntityHeading(handle, heading) 30 | 31 | if onCreationCallback then 32 | pcall(onCreationCallback, vehicleStateBag) 33 | end 34 | 35 | -- Unfreeze the entity 36 | FreezeEntityPosition(handle, false) 37 | end) 38 | 39 | -- Return the handle to the vehicle 40 | return handle 41 | end 42 | 43 | -- Remove entities that were removed from our entity table 44 | AddEventHandler("entityRemoved", function(entity) 45 | spawnedEntities[entity] = nil 46 | end) 47 | 48 | -- Delete all of our own entities when the gametype stops 49 | AddEventHandler("onGameTypeStop", function(gametype) 50 | -- Should literally never happen, that's why we'll warn about it! 51 | if gametype ~= GetCurrentResourceName() then 52 | printf("The current gametype should be %s but %s was just stopped?!", GetCurrentResourceName(), gametype) 53 | end 54 | 55 | for entity in pairs(spawnedEntities) do 56 | DeleteEntity(entity) 57 | end 58 | end) 59 | -------------------------------------------------------------------------------- /racing/modules/cl_racing_state.lua: -------------------------------------------------------------------------------- 1 | --[[ 2 | Racing State Helper 3 | Just a quick wrapper to make stuff that requires the racing state not look really stretchy and constantly nag the state bags 4 | 5 | !IMPORTANT! 6 | It seems that setting your own state bag before the server has breaks things too :( 7 | Just when I thought things started to work out... 8 | 9 | (might be renamed at some point because I don't know how I feel of the name "racing state") 10 | ]] 11 | 12 | --[[ 13 | (Local) Player 14 | ]] 15 | 16 | PlayerStateAvailable = LocalPlayer.state._RacingStateLoaded 17 | local playerStateCallbackQueue = {} 18 | 19 | if not PlayerStateAvailable then 20 | CreateThread(function() 21 | while not LocalPlayer.state._RacingStateLoaded do Wait(200) end 22 | PlayerStateAvailable = true 23 | for _,cb in ipairs(playerStateCallbackQueue) do cb() end 24 | end) 25 | end 26 | 27 | function OnStateAvailable(func) 28 | if PlayerStateAvailable then 29 | func() 30 | else 31 | table.insert(playerStateCallbackQueue, func) 32 | end 33 | end 34 | 35 | --[[ 36 | Map 37 | ]] 38 | 39 | CurrentMapAvailable = GlobalState.CurrentMapUGC and true or false 40 | 41 | local function resetCurrentMapHelpers() 42 | CurrentMapUGC = false 43 | 44 | CurrentMapMissionData = false 45 | 46 | CurrentMapRaceData = false 47 | end 48 | 49 | local function populateCurrentMapHelpers() 50 | CurrentMapUGC = GlobalState.CurrentMapUGC 51 | 52 | CurrentMapMissionData = CurrentMapUGC["mission"] 53 | 54 | if CurrentMapMissionData then 55 | CurrentMapRaceData = CurrentMapMissionData["race"] 56 | end 57 | end 58 | 59 | if CurrentMapAvailable then 60 | populateCurrentMapHelpers() 61 | else 62 | resetCurrentMapHelpers() 63 | end 64 | 65 | AddEventHandler("onClientMapStart", function(resource) 66 | CurrentMapAvailable = GlobalState.CurrentMapUGC and true or false 67 | 68 | if not CurrentMapAvailable then 69 | resetCurrentMapHelpers() 70 | end 71 | end) 72 | 73 | AddEventHandler("onMissionJSONLoaded", function() 74 | populateCurrentMapHelpers() 75 | CurrentMapAvailable = true 76 | end) 77 | -------------------------------------------------------------------------------- /racing/ui/RacingUI.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Debug 6 | AnyCPU 7 | {1F93665D-4C89-4237-9925-AD3A576E611D} 8 | Library 9 | Properties 10 | RacingUI 11 | RacingUI 12 | v4.5.2 13 | 512 14 | true 15 | 16 | 17 | true 18 | full 19 | false 20 | bin\Debug\ 21 | DEBUG;TRACE 22 | prompt 23 | 4 24 | 25 | 26 | pdbonly 27 | true 28 | bin\Release\ 29 | TRACE 30 | prompt 31 | 4 32 | 33 | 34 | 35 | packages\CitizenFX.Core.Client.1.0.2873\lib\net45\CitizenFX.Core.Client.dll 36 | 37 | 38 | packages\MenuAPI.FiveM.3.1.5\lib\net452\MenuAPI.dll 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | -------------------------------------------------------------------------------- /racing/server-main.lua: -------------------------------------------------------------------------------- 1 | CurrentResourceName = GetCurrentResourceName() -- Should just be left as "racing" but oh well... 2 | FeaturesAvailable = false 3 | MinPlayers = GetConvarInt("racing_minPlayers", 1) 4 | PlayerLoadingTimeout = GetConvarInt("racing_playerLoadingTimeout", 10000) 5 | 6 | -- Feature availability checks 7 | if not Player or not Entity or not GlobalState then 8 | error(CurrentResourceName.." can only run on server artifact >=2844") 9 | 10 | -- 2844 includes 11 | -- Global, Entity and Player State Bags 12 | -- Entity Lockdown 13 | -- Server-side entity persistence and owning 14 | else 15 | FeaturesAvailable = true 16 | end 17 | 18 | printf("Setting up server state...") 19 | 20 | -- Set lockdown mode to strict 21 | Citizen.InvokeNative(`SET_SYNC_ENTITY_LOCKDOWN_MODE`, "strict") 22 | 23 | -- Set up the global state 24 | GlobalState.RacingGamemodeState = "starting" 25 | 26 | printf("Server state setup done!") 27 | 28 | --[[ 29 | Main resource thread 30 | ]] 31 | CreateThread(function() 32 | if not FeaturesAvailable then return end 33 | 34 | local playerLoadingMaxTimeout = false -- TODO: add this back in... 35 | 36 | while true do 37 | Wait(500) 38 | 39 | -- Custom threading things so that we don't poll a lot of things we shouldn't be all the time 40 | if RaceThreadActive then 41 | -- Kill the race thread if we're not racing 42 | if GlobalState.RacingGamemodeState ~= "racing" then 43 | RaceThreadActive = false 44 | end 45 | 46 | if PlayerIntents["participate"] < MinPlayers then 47 | GlobalState.RacingGamemodeState = "waiting" 48 | RaceThreadActive = false 49 | end 50 | else 51 | if GlobalState.RacingGamemodeState == "starting" then 52 | if GlobalState.CurrentMapMissionJSONChecked and GlobalState.CurrentMapUGC then 53 | GlobalState.RacingGamemodeState = "waiting" 54 | end 55 | elseif GlobalState.RacingGamemodeState == "waiting" then 56 | -- If the connected players and players who can participate are both greater than the minimum amount of players then start the race 57 | if #Players >= MinPlayers and PlayerIntents["participate"] >= MinPlayers then 58 | GlobalState.RacingGamemodeState = "racing" 59 | end 60 | elseif GlobalState.RacingGamemodeState == "racing" then 61 | printf("A race will now commence...") 62 | CreateThread(RaceThreadFunction) 63 | end 64 | end 65 | end 66 | end) 67 | 68 | AddEventHandler("onMapStop", function() 69 | -- The map stopped, time to go back to the starting phase 70 | GlobalState.RacingGamemodeState = "starting" 71 | end) 72 | 73 | AddEventHandler("onGameTypeStop", function() 74 | -- We're being stopped, reset anything that we changed globally! 75 | Citizen.InvokeNative(`SET_SYNC_ENTITY_LOCKDOWN_MODE`, "inactive") -- If only there were a getter for this, we just have to assume it was inactive 76 | TriggerEvent("racing:shutdown") 77 | TriggerClientEvent("racing:shutdown", -1) 78 | -- TODO: clean up global and player state (I guess with some sort of registry system) 79 | end) 80 | -------------------------------------------------------------------------------- /racing/modules/cl_vehicle_modification.lua: -------------------------------------------------------------------------------- 1 | local function ApplyVehiclePrimaryColourProfile(veh, colour) 2 | if colour.custom then 3 | SetVehicleCustomPrimaryColour(veh, colour.custom.r, colour.custom.g, colour.custom.b) 4 | else 5 | SetVehicleModColor_1(veh, colour.type, colour.value, 0) 6 | end 7 | end 8 | 9 | local function ApplyVehicleSecondaryColourProfile(veh, colour) 10 | if colour.isCustom then 11 | SetVehicleCustomSecondaryColour(veh, colour.r, colour.g, colour.b) 12 | else 13 | SetVehicleModColor_2(veh, colour.type, colour.value) 14 | end 15 | end 16 | 17 | local function ApplyVehicleModificationProfile(veh, mods) 18 | -- Verify that the mods apply to this vehicle model 19 | if mods.vehicleModel and GetEntityModel(veh) ~= mods.vehicleModel then return end 20 | 21 | -- Set ModKit 22 | SetVehicleModKit(veh, mods.ModKit or 0) 23 | 24 | -- Set vehicle colours 25 | if mods.colour then 26 | local colourMod = mods.colour 27 | 28 | if colourMod.primary then 29 | ApplyVehiclePrimaryColourProfile(veh, colourMod.primary) 30 | end 31 | 32 | if colourMod.secondary then 33 | ApplyVehicleSecondaryColourProfile(veh, colourMod.primary) 34 | end 35 | 36 | SetVehicleExtraColours(veh, colourMod.pearl or 0, colourMod.wheel or 0) 37 | 38 | if colourMod.dash then 39 | SetVehicleDashboardColour(veh, colourMod.dash) 40 | end 41 | 42 | if colourMod.interior then 43 | SetVehicleInteriorColour(veh, colourMod.interior) 44 | end 45 | 46 | if colourMod.neon then 47 | local colour = colourMod.neon 48 | SetVehicleNeonLightsColour(veh, colour.r, colour.g, colour.b) 49 | end 50 | 51 | if colourMod.xenon then 52 | SetVehicleXenonLightsColour(veh, colourMod.xenon) 53 | end 54 | end 55 | 56 | -- Save the custom tires bool to save on indexing 57 | local hasCustomTires = mods.customTires or false 58 | 59 | -- Set all mods which use SET_VEHICLE_MOD 60 | for _, vehicleMod in ipairs(mods.vehicleMods) do 61 | SetVehicleMod(veh, vehicleMod.type, vehicleMod.index, hasCustomTires) 62 | end 63 | end 64 | 65 | RegisterNetEvent("racing:ensureVehicleMods") 66 | AddEventHandler("racing:ensureVehicleMods", function() 67 | -- Get and ensure our race vehicle 68 | local vehicleNetId = LocalPlayer.state.RaceVehicleNetworkId or false 69 | if not vehicleNetId then 70 | printf("The server told us to set vehicle mods when we don't have a race vehicle!") 71 | return 72 | end 73 | 74 | local vehicleHandle = NetworkGetEntityFromNetworkId(vehicleNetId) or 0 75 | if vehicleHandle == 0 or not DoesEntityExist(vehicleHandle) then 76 | printf("The server told us to set vehicle mods on a vehicle that we don't know about!") 77 | return 78 | end 79 | 80 | local vehicle = Entity(vehicleHandle) 81 | 82 | if vehicle.state.OwningPlayer ~= GetPlayerServerId(PlayerId()) then 83 | printf("The server told us to set vehicle mods on a vehicle that we don't own! (%s ~= %s)", vehicle.state.OwningPlayer, GetPlayerServerId(PlayerId())) 84 | return 85 | end 86 | 87 | if not vehicle.state.VehicleModProfile then 88 | printf("The server told us to set vehicle mods on a vehicle without a modification profile!") 89 | return 90 | end 91 | 92 | printf("Setting vehicle mods!") 93 | 94 | -- Apply the mod profile! 95 | ApplyVehicleModificationProfile(vehicleHandle, vehicle.state.VehicleModProfile) 96 | end) 97 | -------------------------------------------------------------------------------- /racing/modules/sv_player_functions.lua: -------------------------------------------------------------------------------- 1 | --[[ 2 | Player Management Helpers 3 | ]] 4 | 5 | -- Globals 6 | Players = {} 7 | PlayerIntentRefreshFrequency = 500 8 | PlayerIntents = setmetatable({}, { 9 | __index = function(t, k) 10 | -- Return 0 for intents no one has 11 | if type(k) == "string" then 12 | return 0 13 | end 14 | 15 | return nil 16 | end, 17 | }) 18 | 19 | -- Gets Player object while also hydrating the player state with stuff we want to put in there 20 | local function GetPlayerWithHydratedState(playerId) 21 | -- For consistency, string playerIds are enforced. 22 | playerId = tostring(playerId) or false; if not playerId then return end 23 | 24 | -- Get the special Player object with the state bag wrapper. 25 | local player = Player(playerId) 26 | 27 | -- Set the hydrated flag 28 | player.state._RacingStateLoaded = true 29 | 30 | -- Return the object given from Player 31 | return player 32 | end 33 | 34 | RegisterNetEvent("playerJoining") 35 | AddEventHandler("playerJoining", function() 36 | local source = tonumber(source); if not source then return end 37 | 38 | -- Touching a state bag directly as this event as fired will fail 39 | -- We need to wait as some internal even handlers need to process first before state bags are registered 40 | while GetPlayerPed(source) == 0 do Wait(100) end 41 | 42 | table.insert(Players, GetPlayerWithHydratedState(source)) 43 | end) 44 | 45 | AddEventHandler("playerDropped", function() 46 | -- For consistency, string playerIds are enforced. 47 | local source = tostring(source) or false; if not source then return end 48 | 49 | -- Find the index of the dropped player in the Players table 50 | local index = false 51 | for i, ply in ipairs(Players) do 52 | -- Find which index contains the player in question 53 | if tostring(ply.__data) == source then 54 | index = i 55 | break 56 | end 57 | end 58 | 59 | -- If the player is in the table, remove them and we use table.remove so there are no gaps 60 | if index then table.remove(Players, index) else 61 | -- otherwise, print an error because this should never happen! 62 | printf("Player with id:%s, name:%s^7 was dropped before we knew about them, did they crash on connecting?", source, GetPlayerName(source) or "unknown") 63 | end 64 | end) 65 | 66 | --[[ 67 | Player Intents 68 | ]] 69 | 70 | -- Player intents refresh 71 | local function RefreshPlayerIntents() 72 | -- Clear all intents 73 | for k in pairs(PlayerIntents) do 74 | PlayerIntents[k] = 0 75 | end 76 | 77 | -- Loop through all players 78 | for _, playerObj in ipairs(Players) do 79 | -- Grab from this player's state bag only once 80 | local thisPlayerIntent = playerObj.state.RacingIntent 81 | 82 | -- Players can't have an intent when the current map isn't loaded for them 83 | if playerObj.state.MissionJSONLoaded ~= GlobalState.CurrentMap or type(thisPlayerIntent) ~= "string" then 84 | thisPlayerIntent = "unknown" 85 | end 86 | 87 | -- Add 1 to the count of players with this intent 88 | PlayerIntents[thisPlayerIntent] = PlayerIntents[thisPlayerIntent] + 1 89 | end 90 | end 91 | 92 | -- Player Management Thread 93 | CreateThread(function() 94 | -- Add all players already connected into the Players table 95 | for i, plyId in ipairs(GetPlayers()) do 96 | Players[i] = GetPlayerWithHydratedState(plyId) 97 | end 98 | 99 | while true do 100 | Wait(PlayerIntentRefreshFrequency) 101 | RefreshPlayerIntents() 102 | end 103 | end) 104 | -------------------------------------------------------------------------------- /racing/loadscreen/nanobar.min.js: -------------------------------------------------------------------------------- 1 | /* http://nanobar.micronube.com/ || https://github.com/jacoborus/nanobar/ MIT LICENSE */ 2 | (function (root) { 3 | 'use strict' 4 | // container styles 5 | var css = '.nanobar{width:100%;height:4px;z-index:9999;top:0}.bar{width:0;height:100%;transition:height .3s;background:#000}' 6 | 7 | // add required css in head div 8 | function addCss () { 9 | var s = document.getElementById('nanobarcss') 10 | 11 | // check whether style tag is already inserted 12 | if (s === null) { 13 | s = document.createElement('style') 14 | s.type = 'text/css' 15 | s.id = 'nanobarcss' 16 | document.head.insertBefore(s, document.head.firstChild) 17 | // the world 18 | if (!s.styleSheet) return s.appendChild(document.createTextNode(css)) 19 | // IE 20 | s.styleSheet.cssText = css 21 | } 22 | } 23 | 24 | function addClass (el, cls) { 25 | if (el.classList) el.classList.add(cls) 26 | else el.className += ' ' + cls 27 | } 28 | 29 | // create a progress bar 30 | // this will be destroyed after reaching 100% progress 31 | function createBar (rm) { 32 | // create progress element 33 | var el = document.createElement('div'), 34 | width = 0, 35 | here = 0, 36 | on = 0, 37 | bar = { 38 | el: el, 39 | go: go 40 | } 41 | 42 | addClass(el, 'bar') 43 | 44 | // animation loop 45 | function move () { 46 | var dist = width - here 47 | 48 | if (dist < 0.1 && dist > -0.1) { 49 | place(here) 50 | on = 0 51 | //if (width >= 100) { 52 | //el.style.height = 0 53 | //setTimeout(function () { 54 | //rm(el) 55 | //}, 300) 56 | //} 57 | } else { 58 | place(width - dist / 4) 59 | setTimeout(go, 16) 60 | } 61 | } 62 | 63 | // set bar width 64 | function place (num) { 65 | width = num 66 | el.style.width = width + '%' 67 | } 68 | 69 | function go (num) { 70 | if (num >= 0) { 71 | here = num 72 | if (!on) { 73 | on = 1 74 | move() 75 | } 76 | } else if (on) { 77 | move() 78 | } 79 | } 80 | return bar 81 | } 82 | 83 | function Nanobar (opts) { 84 | opts = opts || {} 85 | // set options 86 | var el = document.createElement('div'), 87 | applyGo, 88 | nanobar = { 89 | el: el, 90 | go: function (p) { 91 | // expand bar 92 | applyGo(p) 93 | // create new bar when progress reaches 100% 94 | if (p >= 100) { 95 | init() 96 | } 97 | } 98 | } 99 | 100 | // remove element from nanobar container 101 | function rm (child) { 102 | el.removeChild(child) 103 | } 104 | 105 | // create and insert progress var in nanobar container 106 | function init () { 107 | var bar = createBar(rm) 108 | el.appendChild(bar.el) 109 | applyGo = bar.go 110 | } 111 | 112 | addCss() 113 | 114 | addClass(el, 'nanobar') 115 | if (opts.id) el.id = opts.id 116 | if (opts.classname) addClass(el, opts.classname) 117 | 118 | // insert container 119 | if (opts.target) { 120 | // inside a div 121 | el.style.position = 'relative' 122 | opts.target.insertBefore(el, opts.target.firstChild) 123 | } else { 124 | // on top of the page 125 | el.style.position = 'fixed' 126 | document.getElementsByTagName('body')[0].appendChild(el) 127 | } 128 | 129 | init() 130 | return nanobar 131 | } 132 | 133 | if (typeof exports === 'object') { 134 | // CommonJS 135 | module.exports = Nanobar 136 | } else if (typeof define === 'function' && define.amd) { 137 | // AMD. Register as an anonymous module. 138 | define([], function () { return Nanobar }) 139 | } else { 140 | // Browser globals 141 | root.Nanobar = Nanobar 142 | } 143 | }(this)) -------------------------------------------------------------------------------- /racing/loadscreen/loadscreen.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 80 | 81 | 82 |
83 | 84 |
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86 | Connecting 87 |
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90 | 91 | 92 | 93 | 94 | 95 | 161 | 162 | 163 | -------------------------------------------------------------------------------- /racing/server-racing-logic.lua: -------------------------------------------------------------------------------- 1 | --[[ 2 | Server-sided Racing Logic 3 | 4 | This file contains most of the code run by the server while a race is in progress 5 | ]] 6 | 7 | -- Globals 8 | RaceThreadActive = false 9 | 10 | -- Locals 11 | local RacePlayers = false 12 | local RaceVehicles = false 13 | local RaceMap = false 14 | local RaceCheckpoints = false 15 | local NumRaceCheckpoints = false 16 | 17 | local function SetupRacePlayerTable() 18 | RacePlayers = {} 19 | 20 | for _, player in ipairs(Players) do 21 | -- Only add players who intend to participate 22 | if player.state.RacingIntent == "participate" then 23 | table.insert(RacePlayers, {id = tonumber(player.__data), stateBag = player}) 24 | end 25 | end 26 | 27 | printf("Collected all players for this race %s", json.encode(RacePlayers)) 28 | end 29 | 30 | local function GetRacePlayerFromIndex(index) 31 | index = tonumber(index) 32 | for _, player in ipairs(RacePlayers) do 33 | if player.id == index then 34 | return player 35 | end 36 | end 37 | 38 | return false 39 | end 40 | 41 | local function SetupRaceVehicles() 42 | local vehSpawnLocation = RaceMap["mission"]["veh"]["loc"] 43 | local vehSpawnHeading = RaceMap["mission"]["veh"]["head"] 44 | RaceVehicles = {} 45 | 46 | for i, player in ipairs(RacePlayers) do 47 | -- DEBUG: this is nowhere near finished yet. 48 | local vehLocation = vehSpawnLocation[i] 49 | local vehHeading = (tonumber(vehSpawnHeading[i]) or 0.0) + 0.0 50 | 51 | CreateServerVehicle(`zion3`, vehLocation, vehHeading, true, function(vehicle) -- Yes, it IS a networked mission entity! 52 | local handle = vehicle.__data 53 | local networkId = NetworkGetNetworkIdFromEntity(handle) 54 | local playerPed = GetPlayerPed(player.id) 55 | 56 | vehicle.state.OwningPlayer = player.id 57 | 58 | vehicle.state.VehicleModProfile = { 59 | vehicleMods = { 60 | { 61 | type = 48, 62 | index = 5, 63 | } 64 | }, 65 | 66 | -- Any guesses what the livery is? ;) 67 | numberPlateText = "WAIFU420" 68 | } 69 | 70 | player.stateBag.state.RaceVehicleNetworkId = networkId 71 | player.raceVehicle = handle 72 | 73 | while GetVehiclePedIsIn(playerPed) ~= handle do 74 | SetEntityCoords(playerPed, vehLocation) 75 | SetPedIntoVehicle(playerPed, handle, -1) 76 | Wait(500) 77 | end 78 | 79 | EnsureRaceVehicleHasCorrectMods(vehicle) 80 | 81 | table.insert(RaceVehicles, handle) 82 | end) 83 | end 84 | end 85 | 86 | local function SetPlayerCheckpoint(player, index, playSound) 87 | if not RaceCheckpoints then return end 88 | 89 | -- TODO: lap races!!!! 90 | if player.checkpoints == NumRaceCheckpoints then 91 | print("we have a bloody winner!!", GetPlayerName(player.id)) 92 | end 93 | 94 | local chp = RaceCheckpoints[index] 95 | 96 | if chp then 97 | player.checkpoint = index 98 | player.triggerLocation1 = chp.location 99 | player.triggerLocation2 = chp.isPair and chp.pairLocation or false 100 | 101 | -- The intention is that the client will visibly kill the checkpoint before we do as we will trigger on the centre point of the vehicle (not on model bounds) 102 | -- It also seems that checkpoint "radius" in incorrectly named as it's actually the **diameter** if the checkpoint! 103 | -- For our actual radius, that would make it half of the checkpoint "radius" 104 | player.triggerRadius1 = chp.radius 105 | player.triggerRadius2 = chp.isPair and chp.pairRadius or false 106 | 107 | TriggerClientEvent("racing:checkpoints:setIndex", player.id, index, playSound) 108 | end 109 | end 110 | 111 | local function IsPlayerInTrigger(player, location, radius) 112 | if player and location and radius then 113 | local vehicle = player.raceVehicle 114 | if not vehicle or not DoesEntityExist(vehicle) then return false end 115 | 116 | return #(GetEntityCoords(vehicle).xy - location.xy) <= radius 117 | end 118 | 119 | return false 120 | end 121 | 122 | RegisterNetEvent("racing:checkpoints:trigger") 123 | AddEventHandler("racing:checkpoints:trigger", function() 124 | local player = GetRacePlayerFromIndex(source) 125 | 126 | if not player then return end 127 | 128 | if IsPlayerInTrigger(player, player.triggerLocation1, player.triggerRadius1) or IsPlayerInTrigger(player, player.triggerLocation2, player.triggerRadius2) then 129 | SetPlayerCheckpoint(player, player.checkpoint + 1, true) 130 | end 131 | end) 132 | 133 | function RaceThreadFunction() 134 | -- There can only be one race function at a time, do nothing if there is already one active 135 | if RaceThreadActive then return end 136 | RaceThreadActive = true 137 | 138 | -- We need to finalise who's participating in this race and who's not. 139 | SetupRacePlayerTable() 140 | 141 | -- Ensure we have map data 142 | if not GlobalState.CurrentMapUGC then error("some how, there was no UGC available for this race") end 143 | RaceMap = GlobalState.CurrentMapUGC 144 | 145 | -- Give everyone a vehicle and place them into it 146 | SetupRaceVehicles() 147 | 148 | -- uhh checkpoints maybe??? 149 | TriggerClientEvent("racing:checkpoints:clear", -1) 150 | RaceCheckpoints = GetRaceCheckpoints(RaceMap.mission.race) 151 | NumRaceCheckpoints = #RaceCheckpoints -- Why continuously calculate something that will never change?! 152 | 153 | --local clientCheckpointData 154 | --RaceCheckpoints, clientCheckpointData = GetRaceCheckpoints(RaceMap.mission.race) 155 | for _, player in ipairs(RacePlayers) do 156 | -- Checkpoint 2 is the first checkpoint as checkpoint 1 is the "starting line" 157 | SetPlayerCheckpoint(player, 2, false) 158 | end 159 | 160 | -- And now start the loop for the race 161 | while true do Wait(0) 162 | if not RaceThreadActive then return end 163 | end 164 | 165 | -- Finally, we clean up the mess we made 166 | RacePlayers = false 167 | RaceVehicles = false -- TODO: clean up old vehicles 168 | RaceMap = false 169 | RaceCheckpoints = false 170 | NumRaceCheckpoints = false 171 | end 172 | 173 | RegisterCommand("clearChp", function(source) 174 | TriggerClientEvent("racing:receiveCheckpointUpdate", source, json.encode({ 175 | cleared = true, 176 | })) 177 | end) 178 | -------------------------------------------------------------------------------- /racing/modules/sv_checkpoint_parsing.lua: -------------------------------------------------------------------------------- 1 | --[[ 2 | Checkpoint Parsing 3 | 4 | Take the checkpoint data from UGC.mission.race and turn it into our own custom type to distribute to clients on our terms. 5 | 6 | Data relevant to checkpoints (located at #.mission.race) 7 | "chh": [], // CHeckpoint Heading (for spawns) 8 | "chl": [], // CHeckpoint Location 9 | "chp": 33, // number of CHeckPoints 10 | "chs": [], // CHeckpoint Scale 11 | "chs2": [], // CHeckpoint Scale (for the second checkpoint) 12 | "cpado": [], // CheckPoint ADO?: the x and z components make their way to y and z rotation floats of _GET_VEHICLE_SUSPENSION_BOUNDS in one case. not sure what it actually is for though 13 | "cpados": [], // CheckPoint ADO? (for the Second checkpoint) 14 | "cpbs1": [], // CheckPoint BitSet 1: ughhhhhhhhhhhhhhhhhh 15 | "cpbs2": [], // CheckPoint BitSet 2: ughhhhhhhhhhhhhhhhhh 16 | "cpdss": [], // no clue :( 17 | "cpgrav": [], // CheckPoint GRAVity?: unused 18 | "cpgravdura": [], // CheckPoint GRAVity? DURAtion: unused 19 | "cppsst": [], // CheckPoint S?S? Time: 20 | "cprst": [], // CheckPoint ReSet Time: (assumed from other data) 21 | "cpwwt": [], // CheckPoint Wrong Way Time: default is 7500 when the value is either -1 or 0, otherwise it is the value * 1000 (compared to game timer) 22 | "sndchk": [], // SecoND CHecKpoint: the location of the second checkpoint in a checkpoint pair (from looking at decompiled scripts, not actually tested) 23 | "sndrsp": [], // SecoND ReSPawn heading?: a float related to the heading where you should respawn from (as decompiled scripts point towards chh or this depending on a boolean.) 24 | "cpair": [], // is Checkpoint PAIR: if this checkpoint has a pair to it 25 | "rndchk": [], // Round CHecKpoint: if this is true, the checkpoint is a round one (for tubes and stuff) 26 | "rndchks": [], // Round CHecKpoint (for the Second checkpoint): same as above for the second checkpoint in a pair 27 | /// If an index in any of the following is a zero vector, the try the next set, if all sets have zero vectors, 28 | /// go back one the chain and repeat until the first checkpoint in which case, start at the beginning of the race there. 29 | /// I believe that's how it goes anyways... 30 | "vspn0": [], // Vehicle SPawN 0: The first point to try to respawn the player when they retry from checkpoint 31 | "vspn1": [], // Vehicle SPawN 1: The second point to respawn at (if the first is occupied?) 32 | "vspn2": [], // Vehicle SPawN 2: The third point to respawn at (if the second is occupied?) 33 | 34 | "vspns0": [], // Vehicle SPawN (Second checkpoint) 0: same as above for the second checkpoint in a pair 35 | "vspns1": [], // Vehicle SPawN (Second checkpoint) 1: ... 36 | "vspns2": [], // Vehicle SPawN (Second checkpoint) 2: ... 37 | ]] 38 | 39 | -- This has been separated out to be moved to a new file or directly into mission-json-loader at some stage but not right now 40 | function CreateUGCObjectCollection(container, numberOfKey, properties) 41 | local collection = {} 42 | 43 | -- Idiot checks 44 | if type(container) ~= "table" or type(numberOfKey) ~= "string" or type(properties) ~= "table" then 45 | return false 46 | end 47 | 48 | -- Get the number of objects in the collection 49 | local numObject = container[numberOfKey] or false 50 | if not numObject then return false end 51 | 52 | -- Get all objects which container actually contains 53 | local objectProperties = {} 54 | 55 | -- Get the properties and given names for them (if they exist) and assign them to our own table 56 | for keyName, key in pairs(properties) do 57 | local property = container[key] 58 | 59 | if type(property) == "table" then 60 | objectProperties[(type(keyName) == "string" and keyName or key)] = property 61 | end 62 | end 63 | 64 | -- Populate the collection 65 | for i=1,numObject do 66 | local object = {} 67 | 68 | for key, valueTable in pairs(objectProperties) do 69 | object[key] = valueTable[i] or false 70 | end 71 | 72 | table.insert(collection, object) 73 | end 74 | 75 | -- Return the collection 76 | return collection 77 | end 78 | 79 | -- Thanks random matlab forum :D 80 | local function GetAngleBetween2dVectors(x1, y1, x2, y2) 81 | return math.abs(math.deg(math.atan2(x1*y2-y1*x2, x1*x2+y1*y2))) 82 | end 83 | 84 | -- Just following what R* does here... 85 | local function GetCheckpointNumberOfArrows(chpLocation, prevChpLocation, nextChpLocation) 86 | local prevDiff = (chpLocation - prevChpLocation) 87 | local nextDiff = (chpLocation - nextChpLocation) 88 | local calculatedAngle = GetAngleBetween2dVectors(prevDiff.x, prevDiff.y, nextDiff.x, nextDiff.y) 89 | calculatedAngle = calculatedAngle > 180.0 and (360.0 - calculatedAngle) or calculatedAngle 90 | 91 | if calculatedAngle < 80.0 then 92 | return 3 93 | elseif calculatedAngle < 140.0 then 94 | return 2 95 | elseif calculatedAngle < 180.0 then 96 | return 1 97 | end 98 | 99 | return 1 100 | end 101 | 102 | local function GetCheckpointType(isRound, numberOfArrows) 103 | -- TODO: 2060/1604 build compat 104 | return isRound and 11 + numberOfArrows or 5 + numberOfArrows 105 | end 106 | 107 | function GetRaceCheckpoints(race) 108 | -- Create a new collection and store it in a local variable, once we're done it will be assigned to GlobalState but its much more performant to have a local ref to it 109 | local checkpoints = CreateUGCObjectCollection(race, "chp", { 110 | location = "chl", 111 | scale = "chs", 112 | isRound = "rndchk", 113 | spawnHeading = "chh", 114 | spawnLocation1 = "vspn0", 115 | spawnLocation2 = "vspn1", 116 | spawnLocation3 = "vspn2", 117 | 118 | isCheckpointPair = "cpair", 119 | 120 | pairLocation = "sndchk", 121 | pairScale = "chs2", 122 | pairIsRound = "rndchks", 123 | pairSpawnHeading = "sndrsp", 124 | pairSpawnLocation1 = "vspns0", 125 | pairSpawnLocation2 = "vspns1", 126 | pairSpawnLocation3 = "vspns2", 127 | }) 128 | 129 | -- Fast out if getting checkpoints failed 130 | if not checkpoints then return false end 131 | 132 | -- Find the number of checkpoints 133 | local numCheckpoints = #checkpoints 134 | 135 | -- Do some additional processing for more information 136 | for chpIndex, chp in ipairs(checkpoints) do 137 | -- If we're not the last checkpoint 138 | if chpIndex < numCheckpoints then 139 | -- Get the next checkpoint 140 | local nextChp = checkpoints[chpIndex + 1] 141 | local prevChp = checkpoints[chpIndex - 1] or checkpoints[chpIndex] 142 | 143 | -- Add the checkpoint's target(s) 144 | if chp.isPair then 145 | if nextChp.isPair then 146 | -- If BOTH the current and the next checkpoint ARE checkpoint pairs 147 | chp.target = nextChp.location 148 | chp.pairTarget = nextChp.pairLocation 149 | else 150 | -- If this checkpoint IS a checkpoint pair but the next checkpoint IS NOT 151 | chp.target = nextChp.location 152 | chp.pairTarget = nextChp.location 153 | end 154 | else 155 | if nextChp.isPair then 156 | -- If this checkpoint IS NOT a checkpoint pair but the next checkpoint IS 157 | chp.target = vec3((chp.location.xy + nextChp.location.xy)/2, chp.location.z) -- Midpoint between the checkpoint pairs without factoring Z 158 | else 159 | -- If BOTH the current and the next checkpoint are NOT checkpoint pairs 160 | chp.target = nextChp.location 161 | end 162 | end 163 | 164 | -- Determine the type this checkpoint should be 165 | chp.type = GetCheckpointType(chp.isRound, GetCheckpointNumberOfArrows(chp.location, prevChp.location, nextChp.location)) 166 | chp.pairType = chp.type -- TODO: checkpoint pair correct types 167 | else 168 | -- This is the last checkpoint, it gets a special flag 169 | -- TODO: lap races, they duplicate blips!!!! 170 | chp.isLastCheckpoint = true 171 | chp.type = chp.isRound and 16 or 10 172 | chp.target = chp.location 173 | end 174 | 175 | -- All checkpoints get a vertical height adjustment, so add it here 176 | -- This is probably actually calculable from the checkpoint sprite size scaling/icon position however, I don't think those values are that easy to get. 177 | local locationAdjust = vec3(0,0,chp.isRound and 11.0 or 4.0) 178 | local targetAdjust = vec3(0,0,5.0) -- Target always gets z+5 179 | chp.location = chp.location + locationAdjust 180 | chp.target = chp.target + targetAdjust 181 | 182 | if chp.isPair then 183 | chp.pairLocation = chp.pairLocation + locationAdjust 184 | chp.pairTarget = chp.pairTarget + targetAdjust 185 | end 186 | 187 | -- The radius is determined independent of other checkpoints, so it's out here 188 | chp.radius = chp.isRound and 20.0 or 11.0 189 | chp.pairRadius = chp.radius -- TODO: checkpoint pair correct radius 190 | 191 | -- Varies based on race type I believe but 9.5 is pretty much the right value most of the time so, 192 | -- we'll just always use it, for now... 193 | chp.cylinderHeight = 9.5 194 | 195 | -- Future-proofing! 196 | chp.baseHudColour = 13 197 | chp.iconHudColour = 134 198 | chp.subType = 0 199 | end 200 | 201 | -- Finally, assign the checkpoints to GlobalState 202 | GlobalState.RacingCheckpoints = checkpoints 203 | 204 | -- And return the object so we can save our own certified™ copy 205 | return checkpoints 206 | end 207 | -------------------------------------------------------------------------------- /racing-map-two/other-map.json: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- /racing/modules/cl_checkpoints.lua: -------------------------------------------------------------------------------- 1 | --[[ 2 | Checkpoint System 3 | ]] 4 | 5 | -- Some forward declarations for the trigger thread 6 | local setTriggerActive 7 | local updateTriggerParameters 8 | 9 | -- Constant control parameters 10 | local checkpointAlpha = 180 11 | local checkpointIconAlpha = 180 12 | 13 | -- Turns checkpoint data from the server into a properly placed checkpoint. 14 | local function CreateRaceCheckpoint(chpType, location, target, radius, baseHudColour, iconHudColour, cylinderHeight, chpSubType) 15 | -- Create the checkpoint 16 | local baseR, baseG, baseB = GetHudColour(baseHudColour) 17 | local iconR, iconG, iconB, iconA = GetHudColour(iconHudColour) 18 | local newChp = CreateCheckpoint(chpType, location.xyz, target.xyz, radius, baseR, baseG, baseB, checkpointAlpha, chpSubType) 19 | SetCheckpointCylinderHeight(newChp, cylinderHeight, cylinderHeight, 100.0) 20 | 21 | -- Do stuff special for round checkpoints 22 | if (16 > chpType and chpType > 11) then 23 | -- Special colours for round checkpoints 24 | iconA = 150 25 | else 26 | -- Clip checkpoints to the surface below them 27 | -- UNTESTED, hopefully this just works and I don't have to do the silly ray casting 28 | -- Also, the names are weird, I know 29 | local found, groundZ, surfaceNormal = GetGroundZAndNormalFor_3dCoord(location.x, location.y, location.z) 30 | if found then 31 | local clipPlane = vec3(location.x, location.y, groundZ - 0.05) 32 | N_0xf51d36185993515d(newChp, clipPlane.xyz, surfaceNormal.xyz) -- lol soz for not documenting yet :P 33 | end 34 | 35 | iconA = checkpointIconAlpha 36 | end 37 | 38 | -- Set the colouring 39 | SetCheckpointIconRgba(newChp, iconR, iconG, iconB, iconA) 40 | 41 | -- Return the checkpoint 42 | return newChp 43 | end 44 | 45 | local function CreateCheckpointBlip(location) 46 | local blip = AddBlipForCoord(location) 47 | 48 | -- All defaults pulled from scripts 49 | SetBlipSprite(blip, 1) 50 | SetBlipColour(blip, 66) 51 | SetBlipScale(blip, 0.5) 52 | 53 | return blip 54 | end 55 | 56 | -- Checkpoint and blip handles, there will only be a max of 2 checkpoints and 4 blips, its best if we just store them discretely 57 | local currentCheckpointIndex = -1 58 | local chp1 = 0 59 | local chp2 = 0 60 | local chp1Blip = 0 61 | local chp2Blip = 0 62 | local chp1NextBlip = 0 63 | local chp2NextBlip = 0 64 | 65 | -- The server has control over what index we show and every time our index is set, the server also receives the index, 66 | -- allowing it to send another set event or kick the player if they are misbehaving. 67 | -- Side-note, as an anti-stupid-people mechanism, every time the server detects a discrepancy, you lose x amount of "trust" and if your trust reaches 0, you get kicked. 68 | -- Your trust value is persistent across identifiers and recharges by x amount every race you complete without a discrepancy. (as you may get a false positive here and there if you're on a crap connection) 69 | RegisterNetEvent("racing:checkpoints:setIndex") 70 | AddEventHandler("racing:checkpoints:setIndex", function(index, sound) 71 | -- Save the table from GlobalState for the entire time we need to access it 72 | local checkpoints = false 73 | 74 | -- Wait until checkpoints are available before continuing (or at max 5 seconds) 75 | local timeout = GetGameTimer() + 5000 76 | repeat 77 | checkpoints = GlobalState.RacingCheckpoints 78 | Wait(100) 79 | until checkpoints or GetGameTimer() >= timeout 80 | 81 | -- If we failed to get checkpoints, don't go any further 82 | if not checkpoints then return end 83 | 84 | -- Don't try to set up a checkpoint that doesn't exist 85 | local chp = checkpoints[index] 86 | if not chp then return end 87 | 88 | -- Don't set up the current checkpoint again 89 | -- TODO: The server might send this as a possible state reset, in that case, ensure everything is how it should be and not just ignore it 90 | if currentCheckpointIndex == index then return end 91 | 92 | -- Set up the checkpoint(s) and blip(s) 93 | local newCheckpoint = 0 94 | local newBlip1 = 0 95 | local newCheckpoint2 = 0 96 | local newBlip2 = 0 97 | 98 | newCheckpoint = CreateRaceCheckpoint(chp.type, chp.location, chp.target, chp.radius, chp.baseHudColour, chp.iconHudColour, chp.cylinderHeight, chp.chpSubType) 99 | mehLocation = chp.location 100 | if not chp.isLastCheckpoint then 101 | newBlip1 = CreateCheckpointBlip(chp.target) 102 | end 103 | 104 | if chp.isPair then 105 | newCheckpoint2 = CreateRaceCheckpoint(chp.pairType, chp.pairLocation, chp.pairTarget, chp.pairRadius, chp.baseHudColour, chp.iconHudColour, chp.cylinderHeight, chp.chpSubType) 106 | if not chp.isLastCheckpoint then 107 | newBlip2 = CreateCheckpointBlip(chp.pairTarget) 108 | end 109 | end 110 | 111 | -- Update the state of the other checkpoints and blips 112 | if chp1 ~= 0 then 113 | DeleteCheckpoint(chp1) 114 | end 115 | 116 | if newCheckpoint ~= 0 then 117 | chp1 = newCheckpoint 118 | end 119 | 120 | if chp2 ~= 0 then 121 | DeleteCheckpoint(chp2) 122 | end 123 | 124 | if newCheckpoint2 ~= 0 then 125 | chp2 = newCheckpoint2 126 | end 127 | 128 | if chp1Blip ~= 0 then 129 | RemoveBlip(chp1Blip) 130 | else 131 | -- This should only happen on the first checkpoint 132 | chp1NextBlip = CreateCheckpointBlip(chp.location) 133 | end 134 | 135 | if chp1NextBlip ~= 0 then 136 | chp1Blip = chp1NextBlip 137 | chp1NextBlip = newBlip1 138 | end 139 | 140 | if chp1Blip ~= 0 then 141 | SetBlipScale(chp1Blip, 0.7) 142 | end 143 | 144 | if chp2Blip ~= 0 then 145 | RemoveBlip(chp2Blip) 146 | elseif chp.isPair then 147 | chp2NextBlip = CreateCheckpointBlip(chp.pairLocation) 148 | end 149 | 150 | if chp2NextBlip ~= 0 then 151 | chp2Blip = chp2NextBlip 152 | chp2NextBlip = newBlip2 153 | end 154 | 155 | if chp2Blip ~= 0 then 156 | SetBlipScale(chp2Blip, 0.7) 157 | end 158 | 159 | -- Do sound related things 160 | -- As a "rule", sounds mean that the server acknowledged and accepted our action (where that makes contextual sense) 161 | if sound then 162 | --TODO: race specific soundsets or even user configurable soundsets!!! 163 | PlaySoundFrontend(-1, "CHECKPOINT_NORMAL", "HUD_MINI_GAME_SOUNDSET", 1) 164 | end 165 | 166 | -- Update the trigger! 167 | setTriggerActive(true) 168 | updateTriggerParameters(chp.location, chp.radius/2, chp.isPair and chp.pairLocation or false, chp.isPair and chp.pairRadius/2 or false) 169 | end) 170 | 171 | -- Setup a function to kill all checkpoints 172 | local function ClearAllRaceCheckpoints() 173 | if chp1 ~= 0 then DeleteCheckpoint(chp1) end 174 | if chp2 ~= 0 then DeleteCheckpoint(chp2) end 175 | if chp1Blip ~= 0 then RemoveBlip(chp1Blip) end 176 | if chp2Blip ~= 0 then RemoveBlip(chp2Blip) end 177 | if chp1NextBlip ~= 0 then RemoveBlip(chp1NextBlip) end 178 | if chp2NextBlip ~= 0 then RemoveBlip(chp2NextBlip) end 179 | currentCheckpointIndex = -1 180 | chp1 = 0 181 | chp2 = 0 182 | chp1Blip = 0 183 | chp2Blip = 0 184 | chp1NextBlip = 0 185 | chp2NextBlip = 0 186 | setTriggerActive(false) 187 | end 188 | 189 | -- The server can also tell us to clear any checkpoints that we are currently controlling 190 | RegisterNetEvent("racing:checkpoints:clear") 191 | AddEventHandler("racing:checkpoints:clear", ClearAllRaceCheckpoints) 192 | AddEventHandler("onClientMapStop", ClearAllRaceCheckpoints) 193 | 194 | -- Create a thread for "reliably" triggering checkpoints 195 | CreateThread(function() 196 | -- Meh sue me for "variable abuse" 197 | local active = false 198 | local vehicle = false 199 | local extents = false 200 | local location1 = false 201 | local location2 = false 202 | local radius1 = false 203 | local radius2 = false 204 | local timeout = 0 205 | 206 | setTriggerActive = function(toggle) 207 | active = toggle or false 208 | 209 | if not active then 210 | vehicle = false 211 | extents = false 212 | location1 = false 213 | location2 = false 214 | radius1 = false 215 | radius2 = false 216 | timeout = 0 217 | end 218 | end 219 | 220 | updateTriggerParameters = function(_location1, _radius1, _location2, _radius2) 221 | location1 = _location1 222 | location2 = _location2 223 | radius1 = _radius1 224 | radius2 = _radius2 225 | vehicle = GetVehiclePedIsIn(PlayerPedId(), false) 226 | 227 | if not vehicle then setTriggerActive(false) return end 228 | 229 | local min,max = GetModelDimensions(GetEntityModel(vehicle)) 230 | extents = max --+ vec(0.5,0,0) 231 | 232 | timeout = 0 233 | end 234 | 235 | local function IsInTrigger(chpDiff, radius) 236 | if #(chpDiff - extents) <= radius then 237 | return true 238 | end 239 | 240 | return false 241 | end 242 | 243 | local function FireTriggered() 244 | -- Tell the server we triggered a checkpoint 245 | TriggerServerEvent("racing:checkpoints:trigger") 246 | 247 | -- Set the current checkpoint(s) invisible now to make it feel smooooth 248 | local _chp1 = chp1 249 | if _chp1 then 250 | SetCheckpointRgba(_chp1, 0,0,0,0) 251 | SetCheckpointIconRgba(_chp1, 0,0,0,0) 252 | end 253 | 254 | local _chp2 = chp2 255 | if _chp2 then 256 | SetCheckpointRgba(_chp2, 0,0,0,0) 257 | SetCheckpointIconRgba(_chp2, 0,0,0,0) 258 | end 259 | 260 | -- Make a sound! 261 | 262 | 263 | timeout = GetGameTimer() + 5000 264 | while timeout > GetGameTimer() do Wait(10) end 265 | 266 | -- If checkpoints weren't changed, the server probably didn't reply or think we actually hit it, set the checkpoint scale back 267 | if _chp1 == chp1 then 268 | -- Since we can't actually save the rgba of the checkpoint (easily), we'll just set it back to the default yellow :D 269 | local r,g,b = GetHudColour(13) 270 | SetCheckpointRgba(_chp1, r, g, b, checkpointAlpha) 271 | local r,g,b = GetHudColour(134) 272 | SetCheckpointIconRgba(_chp1, r, g, b, checkpointIconAlpha) 273 | end 274 | 275 | if _chp2 == chp2 then 276 | local r,g,b = GetHudColour(13) 277 | SetCheckpointRgba(_chp2, r, g, b, checkpointAlpha) 278 | local r,g,b = GetHudColour(134) 279 | SetCheckpointIconRgba(_chp2, r, g, b, checkpointIconAlpha) 280 | end 281 | end 282 | 283 | while true do 284 | Wait(0) 285 | if active then 286 | local vehiclePos = GetEntityCoords(vehicle) 287 | 288 | if location1 and radius1 then 289 | if IsInTrigger(math.abs(GetOffsetFromEntityGivenWorldCoords(vehicle, location1.x, location1.y, vehiclePos.z)), radius1) then 290 | FireTriggered() 291 | elseif location2 and radius2 then 292 | if IsInTrigger(math.abs(GetOffsetFromEntityGivenWorldCoords(vehicle, location2.x, location2.y, location2.z)), radius2) then 293 | FireTriggered() 294 | end 295 | end 296 | end 297 | end 298 | end 299 | end) 300 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /racing-map-one/stunt-race.lua: -------------------------------------------------------------------------------- 1 | missionjson 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