Files
Towbar/42.20/media/lua/client/TowBar/TowingHooking.lua
T
2026-08-19 12:12:12 -04:00

670 lines
25 KiB
Lua

if not TowBarMod then TowBarMod = {} end
if not TowBarMod.Hook then TowBarMod.Hook = {} end
require("TowBar/VehicleCompatibility")
local DefaultTowBarTowMass = 200
local FreeRollTickInterval = 15
local freeRollTickCounter = 0
local function tryVehicleCall(vehicle, methodName, arg)
if not vehicle or not methodName then return false, nil end
local method = vehicle[methodName]
if method == nil then return false, nil end
return pcall(function()
if arg ~= nil then
return method(vehicle, arg)
end
return method(vehicle)
end)
end
local function storeOriginalVehicleCall(vehicle, modData, key, getterName)
if not vehicle or not modData or modData[key] ~= nil then return end
local ok, value = tryVehicleCall(vehicle, getterName)
if ok and value ~= nil then
modData[key] = value
end
end
local function applyFreeRollingTowState(vehicle)
if not vehicle then return end
local modData = vehicle:getModData()
if not modData then return end
if modData.towBarOriginalMass == nil then
modData.towBarOriginalMass = vehicle:getMass()
end
if modData.towBarOriginalBrakingForce == nil then
modData.towBarOriginalBrakingForce = vehicle:getBrakingForce()
end
storeOriginalVehicleCall(vehicle, modData, "towBarOriginalParkingBrakeOn", "isParkingBrakeOn")
storeOriginalVehicleCall(vehicle, modData, "towBarOriginalParkingBrake", "getParkingBrake")
storeOriginalVehicleCall(vehicle, modData, "towBarOriginalHandbrake", "isHandbrake")
local configuredTowMass = TowBarMod.Config and tonumber(TowBarMod.Config.towedVehicleRollingMass)
vehicle:setMass(configuredTowMass or DefaultTowBarTowMass)
vehicle:setBrakingForce(0)
if modData.towBarOriginalParkingBrakeOn ~= nil then
tryVehicleCall(vehicle, "setParkingBrakeOn", false)
end
if modData.towBarOriginalParkingBrake ~= nil then
tryVehicleCall(vehicle, "setParkingBrake", false)
end
if modData.towBarOriginalHandbrake ~= nil then
tryVehicleCall(vehicle, "setHandbrake", false)
end
-- Match the working wrecker path. Recalculating total mass here would
-- immediately replace the temporary towing mass in multiplayer; creating
-- the rigid constraint below notifies Bullet of the changed vehicle state.
end
TowBarMod.Hook.applyFreeRollingTowState = applyFreeRollingTowState
local function restoreFreeRollingTowState(vehicle, modData)
if not vehicle or not modData then return end
if modData.towBarOriginalMass ~= nil then
vehicle:setMass(modData.towBarOriginalMass)
end
if modData.towBarOriginalBrakingForce ~= nil then
vehicle:setBrakingForce(modData.towBarOriginalBrakingForce)
end
if modData.towBarOriginalParkingBrakeOn ~= nil then
tryVehicleCall(vehicle, "setParkingBrakeOn", modData.towBarOriginalParkingBrakeOn)
end
if modData.towBarOriginalParkingBrake ~= nil then
tryVehicleCall(vehicle, "setParkingBrake", modData.towBarOriginalParkingBrake)
end
if modData.towBarOriginalHandbrake ~= nil then
tryVehicleCall(vehicle, "setHandbrake", modData.towBarOriginalHandbrake)
end
vehicle:constraintChanged()
vehicle:updateTotalMass()
end
local function getTowBarItem(playerObj)
if not playerObj then return nil end
local inventory = playerObj:getInventory()
if not inventory then return nil end
return inventory:getItemFromTypeRecurse("TowBar.TowBar")
end
local function sendTowAttachCommand(playerObj, args)
if not playerObj or not args then return end
-- SP and MP now share the same authoritative attach lifecycle.
sendClientCommand(playerObj, "towbar", "attachTowBar", args)
end
local TowbarVariantSize = 24
local TowbarMaxIndex = TowbarVariantSize - 1
local TowbarFirstZ = 1.0
local TowbarSlotStep = 0.1
-- Measured from Towbar.fbx at its original 0.01 script scale. The visual is
-- enlarged uniformly, so its center must move outward by the scaled half-length
-- to keep the inner end on the same vehicle-hitbox contact point.
local TowbarVisualScale = 2.5
local TowbarModelLength = 0.9714089036
local TowbarScaledModelLength = TowbarModelLength * TowbarVisualScale
local TowbarModelHalfLength = TowbarScaledModelLength / 2
local VanillaScaleMin = 1.5
local VanillaScaleMax = 2.0
local function getTowbarFrontEdgeZ(script)
if not script then return nil end
local ok, shape = pcall(function()
return script:getPhysicsChassisShape()
end)
if not ok or not shape then return nil end
local shapeOk, shapeZ = pcall(function()
return shape:z()
end)
if not shapeOk or type(shapeZ) ~= "number" or shapeZ <= 0 then
return nil
end
local centerOk, center = pcall(function()
return script:getCenterOfMassOffset()
end)
if not centerOk or not center then return nil end
local zOk, centerZ = pcall(function()
return center:z()
end)
if not zOk or type(centerZ) ~= "number" then return nil end
return centerZ + shapeZ / 2
end
local function getTowbarModelSlot(script)
local frontEdgeZ = getTowbarFrontEdgeZ(script)
if frontEdgeZ == nil then return nil end
-- Model offsets position the mesh origin. Move its center outward so the
-- towbar's inner end, rather than its center, meets the vehicle hitbox.
local modelCenterZ = frontEdgeZ + TowbarModelHalfLength
local index = math.floor(((modelCenterZ - TowbarFirstZ) / TowbarSlotStep) + 0.5)
return math.max(0, math.min(TowbarMaxIndex, index))
end
local function getVehicleModelScale(script)
if not script then return nil end
local ok, result = pcall(function()
return script:getModelScale()
end)
if ok and type(result) == "number" then return result end
ok, result = pcall(function()
local model = script:getModel()
return model and model:getScale() or nil
end)
if ok and type(result) == "number" then return result end
return nil
end
local function isVanillaScale(script)
local modelScale = getVehicleModelScale(script)
if modelScale == nil then return true end
local configuredMin = TowBarMod.Config and tonumber(TowBarMod.Config.vanillaTowbarModelScaleMin)
local configuredMax = TowBarMod.Config and tonumber(TowBarMod.Config.vanillaTowbarModelScaleMax)
return modelScale >= (configuredMin or VanillaScaleMin)
and modelScale <= (configuredMax or VanillaScaleMax)
end
local function getTowbarIndexVanilla(script)
if not script then return nil end
local ok, shape = pcall(function() return script:getPhysicsChassisShape() end)
if not ok or not shape then return nil end
local zOk, shapeZ = pcall(function() return shape:z() end)
if not zOk or type(shapeZ) ~= "number" then return nil end
local z = shapeZ / 2 - 0.1
local index = math.floor((z * 2 / 3 - 1) * 10)
return math.max(0, math.min(TowbarMaxIndex, index))
end
local function getTowbarIndexSmallScale(script)
if not script then return nil end
local maxAbsTowZ = nil
local trailer = script:getAttachmentById("trailer")
if trailer then maxAbsTowZ = math.abs(trailer:getOffset():z()) end
local trailerFront = script:getAttachmentById("trailerfront")
if trailerFront then
local frontAbsZ = math.abs(trailerFront:getOffset():z())
if not maxAbsTowZ or frontAbsZ > maxAbsTowZ then maxAbsTowZ = frontAbsZ end
end
if maxAbsTowZ == nil then return nil end
local index = math.floor((maxAbsTowZ + 0.1 - 1.0) * 10)
return math.max(0, math.min(TowbarMaxIndex, index))
end
local function getLegacyTowbarModelSlot(script)
local useNormalPart = isVanillaScale(script)
local index = getTowbarIndexVanilla(script)
if not useNormalPart then
index = getTowbarIndexSmallScale(script) or index
if index == nil then
local offset = TowBarMod.Config and tonumber(TowBarMod.Config.smallScaleTowbarIndexOffset) or 2
index = math.max(0, math.min(TowbarMaxIndex, offset))
end
end
return index, useNormalPart
end
local function setTowBarModelVisible(vehicle, isVisible)
if not vehicle then return end
local normalPart = vehicle:getPartById("towbar")
local largePart = vehicle:getPartById("towbarLarge")
local ki5Part = vehicle:getPartById("towbarKI5")
if normalPart == nil and largePart == nil and ki5Part == nil then return end
for j = 0, TowbarVariantSize - 1 do
if normalPart then normalPart:setModelVisible("towbar" .. j, false) end
if largePart then largePart:setModelVisible("towbar" .. j, false) end
if ki5Part then ki5Part:setModelVisible("towbar" .. j, false) end
end
if not isVisible then
vehicle:doDamageOverlay()
return
end
local script = vehicle:getScript()
if not script then
vehicle:doDamageOverlay()
return
end
local isKi5 = TowBarMod.Compatibility.isKi5Vehicle(vehicle)
local index, useNormalPart
if isKi5 then
index = getTowbarModelSlot(script)
else
index, useNormalPart = getLegacyTowbarModelSlot(script)
end
local part = isKi5 and ki5Part or (useNormalPart and normalPart or largePart)
if part == nil and not isKi5 then part = normalPart or largePart end
if part and index ~= nil then
part:setModelVisible("towbar" .. index, true)
end
vehicle:doDamageOverlay()
end
function TowBarMod.Hook.setVehicleScriptWithTowBarHidden(vehicle, scriptName)
if not vehicle or not scriptName then return false end
local modData = vehicle:getModData()
setTowBarModelVisible(vehicle, false)
if modData then
modData.towBarModelSwapInProgress = true
end
local ok, err = pcall(function()
vehicle:setScriptName(scriptName)
end)
if modData then
modData.towBarModelSwapInProgress = nil
end
-- Script initialization can reset part visibility, so hide it again before
-- allowing the intended model to be shown by the caller.
setTowBarModelVisible(vehicle, false)
if not ok then
error(err)
end
return true
end
local function resolveTowAttachmentsForPair(towingVehicle, towedVehicle, towedModData)
if not towingVehicle or not towedVehicle then
return nil, nil
end
local attachmentA = towingVehicle:getTowAttachmentSelf() or "trailer"
local attachmentB = towingVehicle:getTowAttachmentOther()
or (towedModData and towedModData["towBarChangedAttachmentId"])
or "trailerfront"
if not towingVehicle:canAttachTrailer(towedVehicle, attachmentA, attachmentB) then
if towingVehicle:canAttachTrailer(towedVehicle, "trailer", "trailerfront") then
attachmentA = "trailer"
attachmentB = "trailerfront"
elseif towingVehicle:canAttachTrailer(towedVehicle, "trailerfront", "trailer") then
attachmentA = "trailerfront"
attachmentB = "trailer"
end
end
return attachmentA, attachmentB
end
local function isActiveTowBarTowedVehicle(vehicle, modData)
if not vehicle or not modData then
return false
end
if modData["isTowingByTowBar"] and modData["towed"] then
return true
end
-- Rejoin fallback: if the tow link exists, original-script marker is enough.
if vehicle:getVehicleTowedBy() and modData.towBarOriginalScriptName ~= nil then
return true
end
return false
end
function TowBarMod.Hook.setVehiclePostAttach(playerObj, towedVehicle, knownTowingVehicle)
if not towedVehicle then return end
local towedModData = towedVehicle:getModData()
if not isActiveTowBarTowedVehicle(towedVehicle, towedModData) then return end
local towingVehicle = knownTowingVehicle or towedVehicle:getVehicleTowedBy()
if not towingVehicle then return end
-- The rigid primitive passes the authoritative towing vehicle because MP
-- reciprocal getters can lag behind accepted local constraint submission.
if towedModData and towedModData.towBarOriginalScriptName
and towedVehicle:getScriptName() ~= towedModData.towBarOriginalScriptName then
TowBarMod.Hook.setVehicleScriptWithTowBarHidden(towedVehicle, towedModData.towBarOriginalScriptName)
end
if towingVehicle then
local attachmentA, attachmentB = resolveTowAttachmentsForPair(towingVehicle, towedVehicle, towedModData)
if attachmentA and attachmentB then
local towingModData = towingVehicle:getModData()
if towingModData then
towingModData["towBarTowedVehicleId"] = towedVehicle:getId()
towingModData["towBarTowingVehicleId"] = nil
towingModData["towBarExpectedAttachment"] = attachmentA
towedModData["towBarTowingVehicleId"] = towingVehicle:getId()
towedModData["towBarTowedVehicleId"] = nil
towedModData["towBarExpectedAttachment"] = attachmentB
towingVehicle:transmitModData()
towedVehicle:transmitModData()
end
end
end
applyFreeRollingTowState(towedVehicle)
-- Re-show the towbar model after the script name has been restored.
-- setScriptName() resets model visibility, so we must set it again here.
setTowBarModelVisible(towedVehicle, true)
end
function TowBarMod.Hook.performAttachTowBar(playerObj, towingVehicle, towedVehicle, attachmentA, attachmentB)
if playerObj == nil or towingVehicle == nil or towedVehicle == nil then return end
if #(TowBarMod.Utils.getHookTypeVariants(towingVehicle, towedVehicle, true)) == 0 then return end
local towBarItem = getTowBarItem(playerObj)
if towBarItem == nil then return end
playerObj:setPrimaryHandItem(nil)
local args = {
vehicleA = towingVehicle:getId(),
vehicleB = towedVehicle:getId(),
attachmentA = attachmentA,
attachmentB = attachmentB,
itemId = towBarItem and towBarItem:getID() or nil
}
sendTowAttachCommand(playerObj, args)
end
function TowBarMod.Hook.cleanupDetachedTowBar(towingVehicle, towedVehicle)
if towingVehicle == nil or towedVehicle == nil then return end
local towingModData = towingVehicle:getModData()
local towedModData = towedVehicle:getModData()
if not towingModData or not towedModData then return end
if towedModData.towBarOriginalScriptName then
TowBarMod.Hook.setVehicleScriptWithTowBarHidden(towedVehicle, towedModData.towBarOriginalScriptName)
end
-- A very fast break can happen while the temporary fake-trailer script is
-- still active. Restore the real script first so the saved offsets are
-- written back to the actual vehicle attachments, not the temporary script.
TowBarMod.Utils.updateAttachmentsOnDefaultValues(towingVehicle, towedVehicle)
restoreFreeRollingTowState(towedVehicle, towedModData)
towingModData["isTowingByTowBar"] = false
towingModData["towed"] = false
towingModData["towBarTowedVehicleId"] = nil
towingModData["towBarTowedVehicleSqlId"] = nil
towingModData["towBarTowingVehicleId"] = nil
towingModData["towBarTowingVehicleSqlId"] = nil
towingModData["towBarExpectedAttachment"] = nil
towedModData["isTowingByTowBar"] = false
towedModData["towed"] = false
towedModData["towBarTowedVehicleId"] = nil
towedModData["towBarTowedVehicleSqlId"] = nil
towedModData["towBarTowingVehicleId"] = nil
towedModData["towBarTowingVehicleSqlId"] = nil
towedModData["towBarExpectedAttachment"] = nil
towedModData.towBarOriginalScriptName = nil
towedModData.towBarOriginalMass = nil
towedModData.towBarOriginalBrakingForce = nil
towedModData.towBarOriginalParkingBrakeOn = nil
towedModData.towBarOriginalParkingBrake = nil
towedModData.towBarOriginalHandbrake = nil
towingVehicle:transmitModData()
towedVehicle:transmitModData()
setTowBarModelVisible(towedVehicle, false)
end
function TowBarMod.Hook.performDetachTowBar(playerObj, towingVehicle, towedVehicle)
if playerObj == nil or towingVehicle == nil or towedVehicle == nil then return end
local args = { towingVehicle = towingVehicle:getId(), vehicle = towedVehicle:getId() }
sendClientCommand(playerObj, "towbar", "detachTowBar", args)
end
local function forEachCollectionItem(collection, callback)
if not collection then return end
local ok, iterator = pcall(function()
return collection:iterator()
end)
if ok and iterator then
while iterator:hasNext() do
callback(iterator:next())
end
return
end
local size
ok, size = pcall(function()
return collection:size()
end)
if not ok or type(size) ~= "number" then return end
for i = 0, size - 1 do
callback(collection:get(i))
end
end
local function keepTowBarVehiclesFreeRolling()
freeRollTickCounter = freeRollTickCounter + 1
if freeRollTickCounter < FreeRollTickInterval then
return
end
freeRollTickCounter = 0
local cell = getCell()
if not cell then return end
local vehicles = cell:getVehicles()
if not vehicles then return end
forEachCollectionItem(vehicles, function(vehicle)
local modData = vehicle and vehicle:getModData() or nil
if isActiveTowBarTowedVehicle(vehicle, modData) then
applyFreeRollingTowState(vehicle)
end
end)
end
function TowBarMod.Hook.attachByTowBarAction(playerObj, towingVehicle, towedVehicle)
if playerObj == nil or towingVehicle == nil or towedVehicle == nil then return end
local item = getTowBarItem(playerObj)
if item == nil then return end
if #(TowBarMod.Utils.getHookTypeVariants(towingVehicle, towedVehicle, true)) == 0 then return end
local hookPoint = towedVehicle:getAttachmentWorldPos("trailerfront", TowBarMod.Utils.tempVector1)
if hookPoint == nil then return end
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
if not playerObj:getInventory():contains("TowBar.TowBar") then
ISTimedActionQueue.add(ISInventoryTransferAction:new(playerObj, item, item:getContainer(), playerObj:getInventory(), nil))
end
local storePrim = playerObj:getPrimaryHandItem()
if storePrim == nil or storePrim ~= item then
ISTimedActionQueue.add(ISEquipWeaponAction:new(playerObj, item, 12, true))
end
ISTimedActionQueue.add(TowBarHookVehicle:new(playerObj, 300, TowBarMod.Config.lowLevelAnimation))
hookPoint = towingVehicle:getAttachmentWorldPos("trailer", TowBarMod.Utils.tempVector1)
if hookPoint == nil then return end
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
ISTimedActionQueue.add(TowBarHookVehicle:new(
playerObj,
100,
TowBarMod.Config.lowLevelAnimation,
TowBarMod.Hook.performAttachTowBar,
towingVehicle,
towedVehicle,
"trailer",
"trailerfront"
))
end
function TowBarMod.Hook.deattachTowBarAction(playerObj, vehicle)
local towingVehicle = vehicle
local towedVehicle = vehicle and vehicle:getVehicleTowing() or nil
if vehicle and vehicle:getVehicleTowedBy() then
towingVehicle = vehicle:getVehicleTowedBy()
towedVehicle = vehicle
end
if towingVehicle == nil or towedVehicle == nil then return end
local localPoint = towingVehicle:getAttachmentLocalPos(towingVehicle:getTowAttachmentSelf(), TowBarMod.Utils.tempVector1)
local shift = 0
if towingVehicle:getModData()["isChangedTowedAttachment"] then
shift = localPoint:z() > 0 and -1 or 1
end
local hookPoint = towingVehicle:getWorldPos(localPoint:x(), localPoint:y(), localPoint:z() + shift, TowBarMod.Utils.tempVector2)
if hookPoint == nil then return end
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
local storePrim = playerObj:getPrimaryHandItem()
if storePrim ~= nil then
ISTimedActionQueue.add(ISUnequipAction:new(playerObj, storePrim, 12))
end
ISTimedActionQueue.add(TowBarHookVehicle:new(playerObj, 100, TowBarMod.Config.lowLevelAnimation))
localPoint = towedVehicle:getAttachmentLocalPos(towedVehicle:getTowAttachmentSelf(), TowBarMod.Utils.tempVector1)
shift = 0
if towedVehicle:getModData()["isChangedTowedAttachment"] then
shift = localPoint:z() > 0 and -1 or 1
end
hookPoint = towedVehicle:getWorldPos(localPoint:x(), localPoint:y(), localPoint:z() + shift, TowBarMod.Utils.tempVector2)
if hookPoint == nil then return end
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
ISTimedActionQueue.add(TowBarHookVehicle:new(
playerObj,
300,
TowBarMod.Config.lowLevelAnimation,
TowBarMod.Hook.performDetachTowBar,
towingVehicle,
towedVehicle
))
end
function TowBarMod.Hook.OnSpawnVehicle(vehicle)
-- Server persistence snapshots own attach recovery after vehicle streaming.
end
function TowBarMod.Hook.OnGameStart()
-- Server persistence broadcasts the same attach snapshot used by a fresh pair.
end
---------------------------------------------------------------------------
--- Dev / debug helpers
---------------------------------------------------------------------------
function TowBarMod.Hook.devShowAllTowbarModels(playerObj, vehicle)
if not vehicle then return end
local normalPart = vehicle:getPartById("towbar")
local largePart = vehicle:getPartById("towbarLarge")
local ki5Part = vehicle:getPartById("towbarKI5")
if normalPart == nil and largePart == nil and ki5Part == nil then
print("[TowBar DEV] No towbar model part found on vehicle " .. tostring(vehicle:getScriptName()))
return
end
local script = vehicle:getScript()
local chassisZ = script and script:getPhysicsChassisShape():z() or 0
local halfZ = chassisZ / 2
local index = 0
if script then
index = getTowbarModelSlot(script)
end
local selectedPart = "towbar"
print("[TowBar DEV] Vehicle: " .. tostring(vehicle:getScriptName()))
print("[TowBar DEV] chassisShape.z = " .. tostring(chassisZ) .. ", half = " .. tostring(halfZ))
print("[TowBar DEV] frontEdgeZ = " .. tostring(script and getTowbarFrontEdgeZ(script) or nil) .. ", part = " .. selectedPart)
print("[TowBar DEV] Formula picks index = " .. tostring(index) .. " (towbar" .. tostring(index) .. " at Z offset " .. tostring(1.0 + index * 0.1) .. ")")
print("[TowBar DEV] Showing towbar0..towbar23 on all parts")
for j = 0, TowbarVariantSize - 1 do
if normalPart then normalPart:setModelVisible("towbar" .. j, true) end
if largePart then largePart:setModelVisible("towbar" .. j, true) end
if ki5Part then ki5Part:setModelVisible("towbar" .. j, true) end
end
vehicle:doDamageOverlay()
end
function TowBarMod.Hook.devHideAllTowbarModels(playerObj, vehicle)
if not vehicle then return end
local normalPart = vehicle:getPartById("towbar")
local largePart = vehicle:getPartById("towbarLarge")
local ki5Part = vehicle:getPartById("towbarKI5")
if normalPart == nil and largePart == nil and ki5Part == nil then
print("[TowBar DEV] No towbar model part found on vehicle " .. tostring(vehicle:getScriptName()))
return
end
print("[TowBar DEV] Hiding ALL towbar models on " .. tostring(vehicle:getScriptName()))
for j = 0, TowbarVariantSize - 1 do
if normalPart then normalPart:setModelVisible("towbar" .. j, false) end
if largePart then largePart:setModelVisible("towbar" .. j, false) end
if ki5Part then ki5Part:setModelVisible("towbar" .. j, false) end
end
vehicle:doDamageOverlay()
end
function TowBarMod.Hook.devShowSingleTowbar(playerObj, vehicle, index)
if not vehicle then return end
local normalPart = vehicle:getPartById("towbar")
local largePart = vehicle:getPartById("towbarLarge")
local ki5Part = vehicle:getPartById("towbarKI5")
if normalPart == nil and largePart == nil and ki5Part == nil then
print("[TowBar DEV] No towbar model part found on vehicle " .. tostring(vehicle:getScriptName()))
return
end
local localIndex = math.max(0, math.min(TowbarMaxIndex, index % TowbarVariantSize))
local selectedPartId = "towbar"
if index >= TowbarVariantSize * 2 then
selectedPartId = "towbarKI5"
elseif index >= TowbarVariantSize then
selectedPartId = "towbarLarge"
end
for j = 0, TowbarVariantSize - 1 do
if normalPart then normalPart:setModelVisible("towbar" .. j, false) end
if largePart then largePart:setModelVisible("towbar" .. j, false) end
if ki5Part then ki5Part:setModelVisible("towbar" .. j, false) end
end
local part = selectedPartId == "towbarKI5" and ki5Part
or (selectedPartId == "towbarLarge" and largePart or normalPart)
if part == nil then
part = normalPart or largePart or ki5Part
end
print("[TowBar DEV] Showing only towbar" .. tostring(localIndex) .. " on part " .. selectedPartId .. " (Z offset " .. tostring(1.0 + localIndex * 0.1) .. ") on " .. tostring(vehicle:getScriptName()))
if part then
part:setModelVisible("towbar" .. localIndex, true)
end
vehicle:doDamageOverlay()
end
Events.OnSpawnVehicleEnd.Add(TowBarMod.Hook.OnSpawnVehicle)
if Events.OnGameStart then
Events.OnGameStart.Add(TowBarMod.Hook.OnGameStart)
end
Events.OnTick.Add(keepTowBarVehiclesFreeRolling)