Worldprobe::getShapeTestResult
Parameters: rayHandle - Ray Handle from a casted ray, as returned by CAST_RAY_POINT_TO_POINT hit - Where to store whether or not it hit anything. False is when the ray reached its destination. endCoords - Where to store the world-coords of where the ray was stopped (by hitting its desired max range or by colliding with an entity/the map) surfaceNormal - Where to store the surface-normal coords (NOT relative to the game world) of where the entity was hit by the ray entityHit - Where to store the handle of the entity hit by the ray
Returns: Result? Some type of enum.
NOTE: To get the offset-coords of where the ray hit relative to the entity that it hit (which is NOT the same as surfaceNormal), you can use these two natives: Vector3 offset = ENTITY::GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS(entityHit, endCoords.x, endCoords.y, endCoords.z); Vector3 entitySpotCoords = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(entityHit, offset.x, offset.y, offset.z);
Use ENTITY::GET_ENTITY_TYPE(entityHit) to quickly distinguish what type of entity you hit (ped/vehicle/object - 1/2/3)
Syntax
```js mp.game.worldprobe.getShapeTestResult(rayHandle, hit, endCoords, surfaceNormal, entityHit); ```
Required Arguments
- rayHandle: int
- hit: BOOL
- endCoords: Vector3
- surfaceNormal: Vector3
- entityHit: Entity handle or object
Return value
- object: hit, endCoords, surfaceNormal, entityHit
Example
```js // todo ```