Mtasa-blue: getPedMoveState returns incorrect move state while entering a vehicle

Created on 3 Aug 2020  路  8Comments  路  Source: multitheftauto/mtasa-blue

Describe the bug
getPedMoveState returns incorrect state while entering a vehicle
like powerwalk, fall

To reproduce

  1. enter a vehicle
  2. while entering a vehicle
    do crun getPedMoveState(localPlayer)
  3. you will probably see "powerwalk" or "fall"

or you can use a script I made it to detect any getPedMoveState changes and output it to the chatbox
moveState.zip

Expected behaviour
it should return false or specific state

Screenshots

mta-screen_2020-08-03_22-34-40
Version
v1.5.7-release-20582

bug

Most helpful comment

Since we currently have "stand", "walk", "jog", "sprint", etc. So "enteringvehicle" is not using the correct tense.

I'll just make it return false, instead of "fall" when entering or leaving

All 8 comments

when leaving the vehicle It returns false too.

when leaving the vehicle It returns false too.

Because you still in the vehicle
this is what the function returns if you tried to use it in a vehicle

when leaving the vehicle It returns false too.

Because you still in the vehicle
this is what the function returns if you tried to use it in a vehicle

Yeah now it returns leavingvehicle.

and enteringvehicle.

What does it return when the player is entering a vehicle, but the vehicle drives off a little, so the player ends up running towards the vehicle? Or when the player is walking to the passenger door?

I think it would be good to return the correct walk/powerwalk/sprint etc in these scenarios.

Naming

We currently have "stand", "walk", "jog", "sprint", etc. So "enteringvehicle" is not using the correct tense.

Vehicle-related movement states

Note that getPedMoveState documents what happens when the player is in a vehicle:

Returns a string indicating the ped's move state, or false if the ped is not streamed in, the movement type is unknown, the ped is in a vehicle or the ped is invalid.

Basically, I'm not 100% sure whether enter_vehicle and leave_vehicle fits well with the rest of these move states. What do you think?

What does this function return when we're flying in a jetpack or parachuting? (I'm guessing it returns fall?)

What does it return when the player is entering a vehicle, but the vehicle drives off a little, so the player ends up running towards the vehicle? Or when the player is walking to the passenger door?

I think it would be good to return the correct walk/powerwalk/sprint etc in these scenarios.

Naming

We currently have "stand", "walk", "jog", "sprint", etc. So "enteringvehicle" is not using the correct tense.

Vehicle-related movement states

Note that getPedMoveState documents what happens when the player is in a vehicle:

Returns a string indicating the ped's move state, or false if the ped is not streamed in, the movement type is unknown, the ped is in a vehicle or the ped is invalid.

Basically, I'm not 100% sure whether enter_vehicle and leave_vehicle fits well with the rest of these move states. What do you think?

What does this function return when we're flying in a jetpack or parachuting? (I'm guessing it returns fall?)

let me try

while flying in a jetpack or parachuting it returns fall, while trying to enter a car or walking to the passenger door it returns enteringvehicle.

Since we currently have "stand", "walk", "jog", "sprint", etc. So "enteringvehicle" is not using the correct tense.

I'll just make it return false, instead of "fall" when entering or leaving

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