Fix custom fade camera
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@@ -12,24 +12,29 @@ let cameraFadeIn = false;
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let cameraFadeStart = 0;
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let cameraFadeStart = 0;
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let cameraFadeDuration = 0;
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let cameraFadeDuration = 0;
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let cameraFadeColour = 0;
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let cameraFadeColour = 0;
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let cameraFadeAlpha = 0;
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// ===========================================================================
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// ===========================================================================
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function processCameraFadeRendering() {
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function processCameraFadeRendering() {
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if (cameraFadeEnabled) {
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if (cameraFadeEnabled) {
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logToConsole(LOG_VERBOSE, `[V.RP.Camera] Camera fade enabled`);
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let finishTime = cameraFadeStart + cameraFadeDuration;
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let finishTime = cameraFadeStart + cameraFadeDuration;
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if (sdl.ticks >= finishTime) {
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if (sdl.ticks >= finishTime) {
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logToConsole(LOG_VERBOSE, `[V.RP.Camera] Camera fade finished`);
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cameraFadeEnabled = false;
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cameraFadeEnabled = false;
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cameraFadeDuration = 0;
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cameraFadeDuration = 0;
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cameraFadeStart = 0;
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cameraFadeStart = 0;
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} else {
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} else {
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logToConsole(LOG_VERBOSE, `[V.RP.Camera] Camera fade processing`);
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let currentTick = sdl.ticks - cameraFadeStart;
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let currentTick = sdl.ticks - cameraFadeStart;
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let progressPercent = Math.ceil(currentTick * 100 / cameraFadeDuration);
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let progressPercent = Math.ceil(currentTick * 100 / cameraFadeDuration);
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let rgbaArray = rgbaArrayFromToColour(cameraFadeColour);
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let rgbaArray = rgbaArrayFromToColour(cameraFadeColour);
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let alpha = (cameraFadeIn) ? Math.ceil(255 / progressPercent) : Math.ceil(progressPercent / 255);
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cameraFadeAlpha = (cameraFadeIn) ? Math.ceil(((100 - progressPercent) / 100) * 255) : Math.ceil(255 * (progressPercent / 100));
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logToConsole(LOG_VERBOSE, `[V.RP.Camera] Camera fade progress: ${progressPercent}% (Alpha: ${cameraFadeAlpha})`);
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cameraFadeColour = toColour(rgbaArray[0], rgbaArray[1], rgbaArray[2], alpha);
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cameraFadeColour = toColour(rgbaArray[0], rgbaArray[1], rgbaArray[2], cameraFadeAlpha);
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graphics.drawRectangle(null, toVector2(0, 0), toVector2(game.width, game.height), cameraFadeColour, cameraFadeColour, cameraFadeColour, cameraFadeColour);
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graphics.drawRectangle(null, toVector2(0, 0), toVector2(game.width, game.height), cameraFadeColour, cameraFadeColour, cameraFadeColour, cameraFadeColour);
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}
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}
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}
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}
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@@ -1925,4 +1925,13 @@ function isPlayerInVehicleDriverSeat(client) {
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return false;
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return false;
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}
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}
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// ===========================================================================
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function despawnAllVehicles() {
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for (let i in getServerData().vehicles) {
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destroyGameElement(getServerData().vehicles[i].vehicle);
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getServerData().vehicles[i].vehicle = null;
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}
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}
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// ===========================================================================
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// ===========================================================================
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