Files
GTA4RP/scripts/shared/native.js
2021-03-07 14:16:07 -06:00

383 lines
9.0 KiB
JavaScript

// ===========================================================================
// Asshat-Gaming Roleplay
// https://github.com/VortrexFTW/gtac_asshat_rp
// Copyright (c) 2020 Asshat-Gaming (https://asshatgaming.com)
// ---------------------------------------------------------------------------
// FILE: native.js
// DESC: Provides util funcs for native wrapping
// TYPE: Shared (JavaScript)
// ===========================================================================
"use strict";
setErrorMode(RESOURCEERRORMODE_STRICT);
// ---------------------------------------------------------------------------
function and(var1, var2) {
return (var1 && var2);
}
// ---------------------------------------------------------------------------
function or(var1, var2) {
return (var1 || var2);
}
// ---------------------------------------------------------------------------
function not(var1) {
return !var1;
}
// ---------------------------------------------------------------------------
function bitAnd(var1, var2) {
return var1 & var2;
}
// ---------------------------------------------------------------------------
function bitOr(var1, var2) {
return var1 | var2;
}
// ---------------------------------------------------------------------------
function bitXor(var1, var2) {
return var1 ^ var2;
}
// ---------------------------------------------------------------------------
function bitNot(var1) {
return ~var1;
}
// ---------------------------------------------------------------------------
function bitLeftShift(var1, var2) {
return var1 << var2;
}
// ---------------------------------------------------------------------------
function bitRightShift(var1, var2) {
return var1 >> var2;
}
// ---------------------------------------------------------------------------
function greaterThan(var1, var2) {
return var1 > var2;
}
// ---------------------------------------------------------------------------
function lessThan(var1, var2) {
return (var1 < var2);
}
// ---------------------------------------------------------------------------
function greaterThanOrEqualTo(var1, var2) {
return (var1 >= var2);
}
// ---------------------------------------------------------------------------
function lessThanOrEqualTo(var1, var2) {
return (var1 <= var2);
}
// ---------------------------------------------------------------------------
function equals(var1, var2) {
return (var1 == var2);
}
// ---------------------------------------------------------------------------
function modulo(var1, var2) {
return var1 % var2;
}
// ---------------------------------------------------------------------------
function add(...args) {
return args.reduce((acc, a) => {
return acc + a;
}, 0);
}
// ---------------------------------------------------------------------------
function subtract(...args) {
return args.reduce((acc, a) => {
return acc - a;
}, 0);
}
// ---------------------------------------------------------------------------
function multiply(...args) {
return args.reduce((acc, a) => {
return acc * a;
}, 0);
}
// ---------------------------------------------------------------------------
function divide(...args) {
return args.reduce((acc, a) => {
return acc / a;
}, 0);
}
// ---------------------------------------------------------------------------
function toArray(...args) {
return args;
}
// ---------------------------------------------------------------------------
function toInteger(val) {
return Number(val);
}
// ---------------------------------------------------------------------------
function toFloat(val, fixed = 2) {
return parseFloat((val).toFixed(fixed));
}
// ---------------------------------------------------------------------------
function toString(val) {
return String(val);
}
// ---------------------------------------------------------------------------
function toVector3(x, y, z) {
return new Vec3(x, y, z);
}
// ---------------------------------------------------------------------------
function toVector2(x, y) {
return new Vec2(x, y);
}
// ---------------------------------------------------------------------------
function toUpperCase(val) {
return String(val).toUpperCase();
}
// ---------------------------------------------------------------------------
function toLowerCase(val) {
return String(val).toLowerCase();
}
// ---------------------------------------------------------------------------
function isNull(val) {
if(val == null) {
return true;
}
if(typeof val === "undefined") {
return true;
}
return false;
}
// ---------------------------------------------------------------------------
function getEntityData(entity, dataName) {
if(entity != null) {
if(entity.getData != null) {
return entity.getData(dataName);
}
}
return null;
}
// ---------------------------------------------------------------------------
function setEntityData(entity, dataName, dataValue, syncToClients = true) {
if(entity != null) {
if(!isNull(server)) {
return entity.setData(dataName, dataValue, syncToClients);
} else {
return entity.setData(dataName, dataValue);
}
}
}
// ---------------------------------------------------------------------------
function removeEntityData(entity, dataName) {
if(entity != null) {
return entity.removeData(dataName);
}
return null;
}
// ---------------------------------------------------------------------------
function doesEntityDataExist(entity, dataName) {
if(entity != null) {
return (entity.getData(dataName) != null);
}
return null;
}
// ---------------------------------------------------------------------------
function getDistance(vec1, vec2) {
if(isNull(vec1) || isNull(vec2)) {
return false;
}
return vec1.distance(vec2);
}
// ---------------------------------------------------------------------------
function isConsole(client) {
if(client == null) {
return false;
}
return client.console;
}
// ---------------------------------------------------------------------------
function logToConsole(tempLogLevel, text) {
if((logLevel & tempLogLevel) || logLevel == LOG_ALL) {
if(tempLogLevel == LOG_ERROR) {
console.error(text);
return true;
} else if(tempLogLevel == LOG_WARN) {
console.warn(text);
return true;
} else {
console.log(text);
return true;
}
}
return false;
}
// ---------------------------------------------------------------------------
function isSamePlayer(client1, client2) {
return (client1 == client2);
}
// ---------------------------------------------------------------------------
function getClientFromIndex(index) {
let clients = getClients();
for(let i in clients) {
if(clients[i].index == index) {
return clients[i];
}
}
}
// ---------------------------------------------------------------------------
function getConsoleClient() {
let clients = getClients();
for(let i in clients) {
if(isConsole(clients[i])) {
return clients[i];
}
}
}
// ---------------------------------------------------------------------------
function getPlayerFromParams(params) {
let clients = getClients();
if(isNaN(params)) {
for(let i in clients) {
if(!clients[i].console) {
if(toLowerCase(clients[i].name).indexOf(toLowerCase(params)) != -1) {
return clients[i];
}
if(toLowerCase(getCharacterFullName(clients[i])).indexOf(toLowerCase(params)) != -1) {
return clients[i];
}
}
}
} else {
if(typeof clients[toInteger(params)] != "undefined") {
return clients[toInteger(params)];
}
}
return false;
}
// ---------------------------------------------------------------------------
function getPosToRightOfPos(pos, angle, distance) {
let x = (pos.x+((Math.cos((-angle+1.57)+(Math.PI/2)))*distance));
let y = (pos.y+((Math.sin((-angle+1.57)+(Math.PI/2)))*distance));
let rightPos = toVector3(x, y, pos.z);
return rightPos;
}
// ---------------------------------------------------------------------------
function getPosToLeftOfPos(pos, angle, distance) {
let x = (pos.x+((Math.cos((angle+1.57)+(Math.PI/2)))*distance));
let y = (pos.y+((Math.sin((angle+1.57)+(Math.PI/2)))*distance));
let leftPos = toVector3(x, y, pos.z);
return leftPos;
}
// ---------------------------------------------------------------------------
function getPosInFrontOfPos(pos, angle, distance) {
let x = (pos.x+((Math.cos(angle+(Math.PI/2)))*distance));
let y = (pos.y+((Math.sin(angle+(Math.PI/2)))*distance));
let z = pos.z;
return toVector3(x, y, z);
}
// ---------------------------------------------------------------------------
function getPosBehindPos(pos, angle, distance) {
let x = (pos.x+((Math.cos(angle-(Math.PI/2)))*distance));
let y = (pos.y+((Math.sin(angle-(Math.PI/2)))*distance));
let z = pos.z;
return toVector3(x,y,z);
}
// ---------------------------------------------------------------------------
function getPosAbovePos(pos, distance) {
return toVector3(pos.x, pos.y, pos.z+distance);
}
// ---------------------------------------------------------------------------
function getPosBelowPos(pos, distance) {
return toVector3(pos.x, pos.y, pos.z-distance);
}
// ---------------------------------------------------------------------------