PlayerTextDrawGetPreviewVehicleColours
Describe the bug Unable to GET the colors of the car in a textdraw UNLESS using PlayerTextDrawSetPreviewVehicleColours beforehand.
To Reproduce Steps to reproduce the behavior:
- Create a textdraw and display a vehicle model WITHOUT using PlayerTextDrawSetPreviewVehicleColours.
- Try to get the color randomly generated without using the PlayerTextDrawGetPreviewVehicleColours function.
Expected behavior I expected this to work since the vehicle in the textdraw already gets shown with random colors when using PlayerTextDrawSetPreviewModel to display a car.
Release version OMP v1.4.0.2779
Examining the code in the TextDrawBase class, it appears that the vehicle colors are initialized to -1 if you don't set them explicitly.
When PlayerTextDrawSetPreviewModel is called to set a vehicle model without explicitly setting colors, these -1 values are kept. The vehicle would still be shown with random colors client-side, but when PlayerTextDrawGetPreviewVehicleColours is called, it returns these -1 values since they were never explicitly set.
I can think of a solution, which would be to set random colors (using rand) on the server-side instead of -1. Not sure if it's the best idea, though. I'll wait for someone else to pitch in as well.
Examining the code in the TextDrawBase class, it appears that the vehicle colors are initialized to -1 if you don't set them explicitly.
When PlayerTextDrawSetPreviewModel is called to set a vehicle model without explicitly setting colors, these -1 values are kept. The vehicle would still be shown with random colors client-side, but when PlayerTextDrawGetPreviewVehicleColours is called, it returns these -1 values since they were never explicitly set.
I can think of a solution, which would be to set random colors (using rand) on the server-side instead of -1. Not sure if it's the best idea, though. I'll wait for someone else to pitch in as well.
It would make more sense to use a random colour pair from carcols.dat, which AFAIK is what -1 does anyway.