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feat(server/gamestate): vehicles natives #3071

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spacevx
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@spacevx spacevx commented Jan 15, 2025

Goal of this PR

  • Added IS_VEHICLE_IN_AIR
  • Added IS_VEHICLE_DROWNING
  • Added GET_PED_DEATH_STATE to check if a player is alive, dying or dead.

How is this PR achieving the goal

By exposing fields in datanodes that were already read, (i couldn't find doc about DeathState_Max tho)

This PR applies to the following area(s)

Server, Natives

Successfully tested on

Game builds: 3095, 3258

Platforms: Windows

Checklist

  • Code compiles and has been tested successfully.
  • Code explains itself well and/or is documented.
  • My commit message explains what the changes do and what they are for.
  • No extra compilation warnings are added by these changes.

Fixes issues

@github-actions github-actions bot added the triage Needs a preliminary assessment to determine the urgency and required action label Jan 15, 2025
* Added IS_VEHICLE_IN_AIR
* Added IS_VEHICLE_DROWNING
* Added GET_DEATH_STATE to check if a player is alive, dying or dead.
@github-actions github-actions bot added invalid Requires changes before it's considered valid and can be (re)triaged and removed triage Needs a preliminary assessment to determine the urgency and required action labels Jan 15, 2025
@Heisenberg691
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DeathState_Max acts as a boundary marker. It defines the range of valid eDeathState values.
And why do we need IS_VEHICLE_IN_AIR when there is IS_ENTITY_IN_AIR?

@spacevx
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spacevx commented Jan 16, 2025

DeathState_Max acts as a boundary marker. It defines the range of valid eDeathState values. And why do we need IS_VEHICLE_IN_AIR when there is IS_ENTITY_IN_AIR?

Good to know thanks, and IS_ENTITY_IN_AIR is client side, a server side native is still better.

@AvarianKnight
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IS_ENTITY_IN_AIR

They're saying to reuse the name

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3 participants