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Sep 16th, 2019
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  1. mp.events.add('InTrunk', function(player, veh){
  2. const boneIndex = veh.getBoneIndexByName("boot");
  3.  
  4. const pos = veh.position;
  5. const trunkPos = veh.getWorldPositionOfBone(veh.getBoneIndexByName("boot"));
  6.  
  7. const offset = {
  8. 'x': trunkPos.x - (pos.x + (1 * veh.getForwardVector().x)),
  9. 'y': trunkPos.y - (pos.y + (1 * veh.getForwardVector().y)),
  10. 'z': 0.5
  11. }
  12.  
  13. // Set our defaults
  14. const xRot = 0;
  15. const yRot = 0;
  16. const zRot = 0;
  17.  
  18. const p9 = true;
  19. const softPin = false;
  20. const collision = true;
  21. const isPed = true;
  22.  
  23. const vertexInt = 0;
  24. const fixedRot = true;
  25. player.attachTo(veh.handle, boneIndex,
  26. 0, 0, 0,
  27. xRot, yRot, zRot,
  28. p9, softPin, collision, isPed,
  29.  
  30. vertexInt, fixedRot
  31. );
  32. player.freezePosition(true);
  33. player.setCollision(false);
  34. player.setInvincible(true);
  35. });
  36.  
  37. mp.events.add('OutTrunk', function (player, veh) {
  38. player.freezePosition(false);
  39. player.setCollision(true);
  40. player.detach(true, false);
  41.  
  42. const pos = veh.position;
  43. const trunkPos = veh.getWorldPositionOfBone(veh.getBoneIndexByName("boot"));
  44. const dist = mp.game.system.vdist(trunkPos.x, trunkPos.y, trunkPos.z, pos.x, pos.y, pos.z);
  45.  
  46. player.position = veh.getOffsetFromInWorldCoords(0, -dist - 1, 0);
  47. player.setHeading(veh.getHeading());
  48. player.setInvincible(false);
  49. });
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