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Document undocumented native FIX_OBJECT_FRAGMENT. To-do: In the future, link reference to AttachEntityToEntity related natives and SetEntityCoords for possible edge cases (edge case being, it only occurring with models that have multiple fragments).
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--- | ||
ns: OBJECT | ||
aliases: ["0xF9C1681347C8BD15"] | ||
--- | ||
## FIX_OBJECT_FRAGMENT | ||
|
||
```c | ||
// 0xF9C1681347C8BD15 | ||
void FIX_OBJECT_FRAGMENT(Object object); | ||
``` | ||
Resets and brings back all the children of a fragment based object. | ||
This should be used when attaching or detaching an object from another entity, especially when the object being detached consists of multiple fragments. | ||
Attempting to teleport a fragment-based object using [`SET_ENTITY_COORDS`](#_0x06843DA7060A026B) such as a flag object, will result in it remaining in place and failing to teleport, given the condition mentioned in the preceding statement. | ||
The native should be executed after detaching the object from its parent entity and before calling [`SET_ENTITY_COORDS`](#_0x06843DA7060A026B). | ||
Example given down below. | ||
## Parameters | ||
* **object**: The object to fix fragments for (a handle should be passed). | ||
## Examples | ||
```lua | ||
RegisterCommand("fixobject", function(source, args, rawCommand) | ||
-- prop_flag_ls does not get teleported after being attached to the player | ||
-- prop_beachflag_01 only the pole gets teleported after being attached to the player | ||
local modelHash = `prop_beachflag_01` | ||
if not HasModelLoaded(modelHash) then | ||
RequestModel(modelHash) | ||
while not HasModelLoaded(modelHash) do | ||
Citizen.Wait(1) | ||
end | ||
end | ||
-- Set argument 1 to 0 if you wish to see what occurs when fragments aren't fixed. | ||
-- i.e. /fixobject 0 | ||
local shouldFixFragments = tonumber(args[1]) or true | ||
local entity = CreateObject(modelHash, GetEntityCoords(PlayerPedId()), true, false, false) | ||
AttachEntityToEntity( | ||
entity, | ||
PlayerPedId(), | ||
GetPedBoneIndex(PlayerPedId(), 0x796E), --0x796E | ||
0.0, 0.0, 0.1, -- offset attachment for the first entity | ||
0.0, 0.0, 0.0, | ||
false, | ||
false, | ||
false, | ||
false, | ||
1, -- rotation order | ||
true, | ||
false | ||
) | ||
Citizen.SetTimeout(5000, function() | ||
DetachEntity(entity, true, true) | ||
Citizen.Trace("Detaching entity...") | ||
end) | ||
Citizen.SetTimeout(8000, function() | ||
local coords = GetEntityCoords(PlayerPedId()) | ||
Citizen.Trace( | ||
string.format("Setting coords to %f %f %f...", coords.x, coords.y, coords.z) | ||
) | ||
if shouldFixFragments then | ||
Citizen.Trace("Fixing fragments for entity...") | ||
FixObjectFragment(entity) | ||
end | ||
SetEntityCoords(entity, coords, false, false, false, true) | ||
FreezeEntityPosition(entity, true) | ||
end) | ||
end, false) | ||
``` |
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