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ham.lua
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local titolo = "ahezu~r~0.01"
local pisellone = PlayerId(-1)
local pisello = GetPlayerName(pisellone)
local showblip = false
local showsprite = false
local nameabove = true
local esp = true
local LR = {}
LR.debug = false
local function RGB(frequency)
local result = {}
local curtime = GetGameTimer() / 2000
result.r = math.floor(math.sin(curtime * frequency + 0) * 127 + 128)
result.g = math.floor(math.sin(curtime * frequency + 2) * 127 + 128)
result.b = math.floor(math.sin(curtime * frequency + 4) * 127 + 128)
return result
end
local menus = {}
local keys = {up = 172, down = 173, left = 174, right = 175, select = 176, back = 177}
local optionCount = 1
local currentKey = nil
local currentMenu = nil
local menuWidth = 0.18
local titleHeight = 0.05
local titleYOffset = 0.01
local titleScale = 0.5
local buttonHeight = 0.035
local buttonFont = 4
local buttonScale = 0.370
local buttonTextXOffset = 0.002
local buttonTextYOffset = 0.005
local descHeight = 0.035
local descFont = 1
local descXOffset = 0.003
local descScale = 0.370
local bytexd = "lynxmenu"
local MenuWider = nil
local function debugPrint(text)
if LR.debug then
Citizen.Trace("[LR] " .. tostring(text))
end
end
local function setMenuProperty(id, property, value)
if id and menus[id] then
menus[id][property] = value
debugPrint(id .. " menu property changed: { " .. tostring(property) .. ", " .. tostring(value) .. " }")
end
end
local function isMenuVisible(id)
if id and menus[id] then
return menus[id].visible
else
return false
end
end
local function setMenuVisible(id, visible, holdCurrent)
if id and menus[id] then
setMenuProperty(id, "visible", visible)
if not holdCurrent and menus[id] then
setMenuProperty(id, "currentOption", 1)
end
if visible then
if id ~= currentMenu and isMenuVisible(currentMenu) then
setMenuVisible(currentMenu, false)
end
currentMenu = id
end
end
end
local function drawText(text, x, y, font, color, scale, center, shadow, alignRight)
SetTextColour(color.r, color.g, color.b, color.a)
SetTextFont(font)
SetTextScale(scale, scale)
if shadow then
SetTextDropShadow(2, 2, 0, 0, 0)
end
if menus[currentMenu] then
if center then
SetTextCentre(center)
elseif alignRight then
SetTextWrap(menus[currentMenu].x, menus[currentMenu].x + menuWidth - buttonTextXOffset)
SetTextRightJustify(true)
end
end
SetTextEntry("STRING")
AddTextComponentString(text)
DrawText(x, y)
end
local function drawRect(x, y, width, height, color)
DrawRect(x, y, width, height, color.r, color.g, color.b, color.a)
end
local function drawTitle()
if menus[currentMenu] then
local x = menus[currentMenu].x + menuWidth / 2
local y = menus[currentMenu].y + titleHeight / 2
if menus[currentMenu].titleBackgroundSprite then
DrawSprite(
menus[currentMenu].titleBackgroundSprite.dict,
menus[currentMenu].titleBackgroundSprite.name,
x,
y,
menuWidth,
titleHeight,
0.,
255,
255,
255,
255
)
else
drawRect(x, y, menuWidth, titleHeight, menus[currentMenu].titleBackgroundColor)
end
drawText(
menus[currentMenu].title,
x,
y - titleHeight / 2 + titleYOffset,
menus[currentMenu].titleFont,
menus[currentMenu].titleColor,
titleScale,
true
)
end
end
local function drawSubTitle()
if menus[currentMenu] then
local x = menus[currentMenu].x + menuWidth / 2
local y = menus[currentMenu].y + titleHeight + buttonHeight / 2
local rgb = RGB(0.5)
local subTitleColor = {
r=rgb.r,
g=rgb.g,
b=rgb.b,
a = 255
}
drawRect(x, y, menuWidth, buttonHeight, menus[currentMenu].subTitleBackgroundColor)
drawText(
menus[currentMenu].subTitle,
menus[currentMenu].x + buttonTextXOffset,
y - buttonHeight / 2 + buttonTextYOffset,
buttonFont,
subTitleColor,
buttonScale,
false
)
if optionCount > menus[currentMenu].maxOptionCount then
drawText(
tostring(menus[currentMenu].currentOption) .. " / " .. tostring(optionCount),
menus[currentMenu].x + menuWidth,
y - buttonHeight / 2 + buttonTextYOffset,
buttonFont,
subTitleColor,
buttonScale,
false,
false,
true
)
end
end
end
local function drawDescription(desc, descYOffset, ky)
if menus[currentMenu] then
local x = menus[currentMenu].x + menuWidth / 2
local y = menus[currentMenu].y + descHeight / 2
local ra = RGB(5.0)
local descriptionColor = {
r = ra.r,
g = ra.b,
b = 255,
a = 255
}
drawRect(x, y + ky, menuWidth, descHeight, descriptionBackgroundColor)
drawText(
desc,
menus[currentMenu].x + descXOffset,
y - descHeight / 2 + descYOffset + 0.005,
descFont,
descriptionColor,
descScale,
false
)
end
end
local function drawButton(text, subText)
local x = menus[currentMenu].x + menuWidth / 2
local multiplier = nil
if
menus[currentMenu].currentOption <= menus[currentMenu].maxOptionCount and
optionCount <= menus[currentMenu].maxOptionCount
then
multiplier = optionCount
elseif
optionCount > menus[currentMenu].currentOption - menus[currentMenu].maxOptionCount and
optionCount <= menus[currentMenu].currentOption
then
multiplier = optionCount - (menus[currentMenu].currentOption - menus[currentMenu].maxOptionCount)
end
if multiplier then
local y = menus[currentMenu].y + titleHeight + buttonHeight + (buttonHeight * multiplier) - buttonHeight / 2
local backgroundColor = nil
local textColor = nil
local subTextColor = nil
local shadow = false
if menus[currentMenu].currentOption == optionCount then
backgroundColor = menus[currentMenu].menuFocusBackgroundColor
textColor = menus[currentMenu].menuFocusTextColor
subTextColor = menus[currentMenu].menuFocusTextColor
else
backgroundColor = menus[currentMenu].menuBackgroundColor
textColor = menus[currentMenu].menuTextColor
subTextColor = menus[currentMenu].menuSubTextColor
shadow = true
end
drawRect(x, y, menuWidth, buttonHeight, backgroundColor)
drawText(
text,
menus[currentMenu].x + buttonTextXOffset,
y - (buttonHeight / 2) + buttonTextYOffset,
buttonFont,
textColor,
buttonScale,
false,
shadow
)
if subText then
drawText(
subText,
menus[currentMenu].x + buttonTextXOffset,
y - buttonHeight / 2 + buttonTextYOffset,
buttonFont,
subTextColor,
buttonScale,
false,
shadow,
true
)
end
end
end
function LR.CreateMenu(id, title)
-- Default settings
menus[id] = {}
menus[id].title = titolo
menus[id].subTitle = "ahezu~r~0.01"
menus[id].visible = false
menus[id].previousMenu = nil
menus[id].aboutToBeClosed = false
menus[id].x = 0.65
menus[id].y = 0.15
menus[id].currentOption = 1
menus[id].maxOptionCount = 15
menus[id].titleFont = 1
Citizen.CreateThread(
function()
while true do
Citizen.Wait(0)
local ra = RGB(2.0)
menus[id].titleColor = {r = ra.r, g = ra.g, b = ra.b, a = 255}
end
end)
Citizen.CreateThread(
function()
while true do
Citizen.Wait(0)
local ra = RGB(1.0)
menus[id].menuFocusBackgroundColor = {r = ra.r, g = ra.g, b = ra.b, a = 100}
end
end)
menus[id].titleBackgroundSprite = nil
menus[id].titleBackgroundColor = {r = 1, g = 1, b = 1, a = 160}
menus[id].menuTextColor = {r = 255, g = 255, b = 255, a = 255}
menus[id].menuSubTextColor = {r = 189, g = 189, b = 189, a = 255}
menus[id].menuFocusTextColor = {r = 255, g = 255, b = 255, a = 255}
menus[id].menuBackgroundColor = {r = 0, g = 0, b = 0, a = 130}
menus[id].subTitleBackgroundColor = {r = 255, g = 255, b = 255, a = 160}
descriptionBackgroundColor =
{
r = menus[id].menuBackgroundColor.r,
g = menus[id].menuBackgroundColor.g,
b = menus[id].menuBackgroundColor.b,
a = 125
}
menus[id].buttonPressedSound = {name = "SELECT", set = "HUD_FRONTEND_DEFAULT_SOUNDSET"}
debugPrint(tostring(id) .. " menu created")
end
function LR.CreateSubMenu(id, parent, subTitle)
if menus[parent] then
LR.CreateMenu(id, menus[parent].title)
if subTitle then
setMenuProperty(id, "subTitle", (subTitle))
else
setMenuProperty(id, "subTitle", (menus[parent].subTitle))
end
setMenuProperty(id, "previousMenu", parent)
setMenuProperty(id, "x", menus[parent].x)
setMenuProperty(id, "y", menus[parent].y)
setMenuProperty(id, "maxOptionCount", menus[parent].maxOptionCount)
setMenuProperty(id, "titleFont", menus[parent].titleFont)
setMenuProperty(id, "titleColor", menus[parent].titleColor)
setMenuProperty(id, "titleBackgroundColor", menus[parent].titleBackgroundColor)
setMenuProperty(id, "titleBackgroundSprite", menus[parent].titleBackgroundSprite)
setMenuProperty(id, "menuTextColor", menus[parent].menuTextColor)
setMenuProperty(id, "menuSubTextColor", menus[parent].menuSubTextColor)
setMenuProperty(id, "menuFocusTextColor", menus[parent].menuFocusTextColor)
setMenuProperty(id, "menuFocusBackgroundColor", menus[parent].menuFocusBackgroundColor)
setMenuProperty(id, "menuBackgroundColor", menus[parent].menuBackgroundColor)
setMenuProperty(id, "subTitleBackgroundColor", menus[parent].subTitleBackgroundColor)
else
debugPrint("Failed to create " .. tostring(id) .. " submenu: " .. tostring(parent) .. " parent menu doesn't exist")
end
end
function LR.CurrentMenu()
return currentMenu
end
function LR.OpenMenu(id)
if id and menus[id] then
PlaySoundFrontend(-1, "SELECT", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
setMenuVisible(id, true)
if menus[id].titleBackgroundSprite then
RequestStreamedTextureDict(menus[id].titleBackgroundSprite.dict, false)
while not HasStreamedTextureDictLoaded(menus[id].titleBackgroundSprite.dict) do
Citizen.Wait(0)
end
end
debugPrint(tostring(id) .. " menu opened")
else
debugPrint("Failed to open " .. tostring(id) .. " menu: it doesn't exist")
end
end
function LR.IsMenuOpened(id)
return isMenuVisible(id)
end
function LR.IsAnyMenuOpened()
for id, _ in pairs(menus) do
if isMenuVisible(id) then
return true
end
end
return false
end
function LR.IsMenuAboutToBeClosed()
if menus[currentMenu] then
return menus[currentMenu].aboutToBeClosed
else
return false
end
end
function LR.CloseMenu()
if menus[currentMenu] then
if menus[currentMenu].aboutToBeClosed then
menus[currentMenu].aboutToBeClosed = false
setMenuVisible(currentMenu, false)
debugPrint(tostring(currentMenu) .. " menu closed")
PlaySoundFrontend(-1, "QUIT", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
optionCount = 0
currentMenu = nil
currentKey = nil
else
menus[currentMenu].aboutToBeClosed = true
debugPrint(tostring(currentMenu) .. " menu about to be closed")
end
end
end
function LR.Button(text, subText)
local buttonText = text
if subText then
buttonText = "{ " .. tostring(buttonText) .. ", " .. tostring(subText) .. " }"
end
if menus[currentMenu] then
optionCount = optionCount + 1
local isCurrent = menus[currentMenu].currentOption == optionCount
drawButton(text, subText)
if isCurrent then
if currentKey == keys.select then
PlaySoundFrontend(-1, menus[currentMenu].buttonPressedSound.name, menus[currentMenu].buttonPressedSound.set, true)
debugPrint(buttonText .. " button pressed")
return true
elseif currentKey == keys.left or currentKey == keys.right then
PlaySoundFrontend(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
end
end
return false
else
debugPrint("Failed to create " .. buttonText .. " button: " .. tostring(currentMenu) .. " menu doesn't exist")
return false
end
end
function LR.MenuButton(text, id)
if menus[id] then
if LR.Button(text) then
setMenuVisible(currentMenu, false)
setMenuVisible(id, true, true)
return true
end
else
debugPrint("Failed to create " .. tostring(text) .. " menu button: " .. tostring(id) .. " submenu doesn't exist")
end
return false
end
function LR.CheckBox(text, bool, callback)
local checked = "~r~OFF"
if bool then
checked = "~g~ON"
end
if LR.Button(text, checked) then
bool = not bool
debugPrint(tostring(text) .. " checkbox changed to " .. tostring(bool))
callback(bool)
return true
end
return false
end
local function revO()
MenuWider = 0
end
function LR.ComboBox(text, items, currentIndex, selectedIndex, callback)
local itemsCount = #items
local selectedItem = items[currentIndex]
local isCurrent = menus[currentMenu].currentOption == (optionCount + 1)
if itemsCount > 1 and isCurrent then
selectedItem = '- '..tostring(selectedItem)..' +'
end
if LR.Button(text, selectedItem) then
selectedIndex = currentIndex
callback(currentIndex, selectedIndex)
return true
elseif isCurrent then
if currentKey == keys.left then
if currentIndex > 1 then
currentIndex = currentIndex - 1
else
currentIndex = itemsCount
end
elseif currentKey == keys.right then
if currentIndex < itemsCount then
currentIndex = currentIndex + 1
else
currentIndex = 1
end
end
else
currentIndex = selectedIndex
end
callback(currentIndex, selectedIndex)
return false
end
function TSE(a,b,c,d,e,f,g,h,i,m)
TriggerServerEvent(a,b,c,d,e,f,g,h,i,m)
end
function LR.Display()
if isMenuVisible(currentMenu) then
if menus[currentMenu].aboutToBeClosed then
LR.CloseMenu()
else
ClearAllHelpMessages()
drawTitle()
drawSubTitle()
currentKey = nil
if IsDisabledControlJustPressed(0, keys.down) then
PlaySoundFrontend(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
if menus[currentMenu].currentOption < optionCount then
menus[currentMenu].currentOption = menus[currentMenu].currentOption + 1
else
menus[currentMenu].currentOption = 1
end
elseif IsDisabledControlJustPressed(0, keys.up) then
PlaySoundFrontend(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
if menus[currentMenu].currentOption > 1 then
menus[currentMenu].currentOption = menus[currentMenu].currentOption - 1
else
menus[currentMenu].currentOption = optionCount
end
elseif IsDisabledControlJustPressed(0, keys.left) then
currentKey = keys.left
elseif IsDisabledControlJustPressed(0, keys.right) then
currentKey = keys.right
elseif IsDisabledControlJustPressed(0, keys.select) then
currentKey = keys.select
elseif IsDisabledControlJustPressed(0, keys.back) then
if menus[menus[currentMenu].previousMenu] then
PlaySoundFrontend(-1, "BACK", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
setMenuVisible(menus[currentMenu].previousMenu, true)
else
LR.CloseMenu()
end
end
optionCount = 0
end
end
end
function LR.SetMenuWidth(id, width)
setMenuProperty(id, "width", width)
end
function LR.SetMenuX(id, x)
setMenuProperty(id, "x", x)
end
function LR.SetMenuY(id, y)
setMenuProperty(id, "y", y)
end
function LR.SetMenuMaxOptionCountOnScreen(id, count)
setMenuProperty(id, "maxOptionCount", count)
end
function LR.SetTitleColor(id, r, g, b, a)
setMenuProperty(id, "titleColor", {["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a or menus[id].titleColor.a})
end
function LR.SetTitleBackgroundColor(id, r, g, b, a)
setMenuProperty(
id,
"titleBackgroundColor",
{["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a or menus[id].titleBackgroundColor.a}
)
end
function LR.SetTitleBackgroundSprite(id, textureDict, textureName)
setMenuProperty(id, "titleBackgroundSprite", {dict = textureDict, name = textureName})
end
function LR.SetSubTitle(id, text)
setMenuProperty(id, "subTitle", (text))
end
function LR.SetMenuBackgroundColor(id, r, g, b, a)
setMenuProperty(
id,
"menuBackgroundColor",
{["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a or menus[id].menuBackgroundColor.a}
)
end
function LR.SetMenuTextColor(id, r, g, b, a)
setMenuProperty(id, "menuTextColor", {["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a or menus[id].menuTextColor.a})
end
function LR.SetMenuSubTextColor(id, r, g, b, a)
setMenuProperty(id, "menuSubTextColor", {["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a or menus[id].menuSubTextColor.a})
end
function LR.SetMenuFocusColor(id, r, g, b, a)
setMenuProperty(id, "menuFocusColor", {["r"] = r, ["g"] = g, ["b"] = b, ["a"] = a or menus[id].menuFocusColor.a})
end
function LR.SetMenuButtonPressedSound(id, name, set)
setMenuProperty(id, "buttonPressedSound", {["name"] = name, ["set"] = set})
end
function KeyboardInput(TextEntry, ExampleText, MaxStringLength)
AddTextEntry("FMMC_KEY_TIP1", TextEntry .. ":")
DisplayOnscreenKeyboard(1, "FMMC_KEY_TIP1", "", ExampleText, "", "", "", MaxStringLength)
while (UpdateOnscreenKeyboard() == 0) do
DisableAllControlActions(0)
if IsDisabledControlPressed(0, 322) then return "" end
Wait(0)
end
if (GetOnscreenKeyboardResult()) then
local result = GetOnscreenKeyboardResult()
return result
end
end
function EnumeratePickups()
return EnumerateEntities(FindFirstPickup, FindNextPickup, EndFindPickup)
end
function AddVectors(vect1, vect2)
return vector3(vect1.x + vect2.x, vect1.y + vect2.y, vect1.z + vect2.z)
end
function SubVectors(vect1, vect2)
return vector3(vect1.x - vect2.x, vect1.y - vect2.y, vect1.z - vect2.z)
end
function ScaleVector(vect, mult)
return vector3(vect.x*mult, vect.y*mult, vect.z*mult)
end
function GetSeatPedIsIn(ped)
if not IsPedInAnyVehicle(ped, false) then return
else
veh = GetVehiclePedIsIn(ped)
for i=0, GetVehicleMaxNumberOfPassengers(veh) do
if GetPedInVehicleSeat(veh) then return i end
end
end
end
function GetCamDirFromScreenCenter()
local pos = GetGameplayCamCoord()
local world = ScreenToWorld(0, 0)
local ret = SubVectors(world, pos)
return ret
end
function ScreenToWorld(screenCoord)
local camRot = GetGameplayCamRot(2)
local camPos = GetGameplayCamCoord()
local vect2x = 0.0
local vect2y = 0.0
local vect21y = 0.0
local vect21x = 0.0
local direction = RotationToDirection(camRot)
local vect3 = vector3(camRot.x + 10.0, camRot.y + 0.0, camRot.z + 0.0)
local vect31 = vector3(camRot.x - 10.0, camRot.y + 0.0, camRot.z + 0.0)
local vect32 = vector3(camRot.x, camRot.y + 0.0, camRot.z + -10.0)
local direction1 = RotationToDirection(vector3(camRot.x, camRot.y + 0.0, camRot.z + 10.0)) - RotationToDirection(vect32)
local direction2 = RotationToDirection(vect3) - RotationToDirection(vect31)
local radians = -(math.rad(camRot.y))
vect33 = (direction1 * math.cos(radians)) - (direction2 * math.sin(radians))
vect34 = (direction1 * math.sin(radians)) - (direction2 * math.cos(radians))
local case1, x1, y1 = WorldToScreenRel(((camPos + (direction * 10.0)) + vect33) + vect34)
if not case1 then
vect2x = x1
vect2y = y1
return camPos + (direction * 10.0)
end
local case2, x2, y2 = WorldToScreenRel(camPos + (direction * 10.0))
if not case2 then
vect21x = x2
vect21y = y2
return camPos + (direction * 10.0)
end
if math.abs(vect2x - vect21x) < 0.001 or math.abs(vect2y - vect21y) < 0.001 then
return camPos + (direction * 10.0)
end
local x = (screenCoord.x - vect21x) / (vect2x - vect21x)
local y = (screenCoord.y - vect21y) / (vect2y - vect21y)
return ((camPos + (direction * 10.0)) + (vect33 * x)) + (vect34 * y)
end
function WorldToScreenRel(worldCoords)
local check, x, y = GetScreenCoordFromWorldCoord(worldCoords.x, worldCoords.y, worldCoords.z)
if not check then
return false
end
screenCoordsx = (x - 0.5) * 2.0
screenCoordsy = (y - 0.5) * 2.0
return true, screenCoordsx, screenCoordsy
end
function RotationToDirection(rotation)
local retz = math.rad(rotation.z)
local retx = math.rad(rotation.x)
local absx = math.abs(math.cos(retx))
return vector3(-math.sin(retz) * absx, math.cos(retz) * absx, math.sin(retx))
end
local function GetCamDirection()
local heading = GetGameplayCamRelativeHeading()+GetEntityHeading(GetPlayerPed(-1))
local pitch = GetGameplayCamRelativePitch()
local x = -math.sin(heading*math.pi/180.0)
local y = math.cos(heading*math.pi/180.0)
local z = math.sin(pitch*math.pi/180.0)
local len = math.sqrt(x*x+y*y+z*z)
if len ~= 0 then
x = x/len
y = y/len
z = z/len
end
return x,y,z
end
local function getPlayerIds()
local players = {}
for i = 0, GetNumberOfPlayers() do
if NetworkIsPlayerActive(i) then
players[#players + 1] = i
end
end
return players
end
local function RandomSkin(target)
local ped = GetPlayerPed(target)
SetPedRandomComponentVariation(ped, false)
SetPedRandomProps(ped)
end
local function GetResources()
local resources = {}
for i=0, GetNumResources() do
resources[i] = GetResourceByFindIndex(i)
end
return resources
end
local function ClonePedlol(target)
local ped = GetPlayerPed(target)
local me = PlayerPedId()
hat = GetPedPropIndex(ped, 0)
hat_texture = GetPedPropTextureIndex(ped, 0)
glasses = GetPedPropIndex(ped, 1)
glasses_texture = GetPedPropTextureIndex(ped, 1)
ear = GetPedPropIndex(ped, 2)
ear_texture = GetPedPropTextureIndex(ped, 2)
watch = GetPedPropIndex(ped, 6)
watch_texture = GetPedPropTextureIndex(ped, 6)
wrist = GetPedPropIndex(ped, 7)
wrist_texture = GetPedPropTextureIndex(ped, 7)
head_drawable = GetPedDrawableVariation(ped, 0)
head_palette = GetPedPaletteVariation(ped, 0)
head_texture = GetPedTextureVariation(ped, 0)
beard_drawable = GetPedDrawableVariation(ped, 1)
beard_palette = GetPedPaletteVariation(ped, 1)
beard_texture = GetPedTextureVariation(ped, 1)
hair_drawable = GetPedDrawableVariation(ped, 2)
hair_palette = GetPedPaletteVariation(ped, 2)
hair_texture = GetPedTextureVariation(ped, 2)
torso_drawable = GetPedDrawableVariation(ped, 3)
torso_palette = GetPedPaletteVariation(ped, 3)
torso_texture = GetPedTextureVariation(ped, 3)
legs_drawable = GetPedDrawableVariation(ped, 4)
legs_palette = GetPedPaletteVariation(ped, 4)
legs_texture = GetPedTextureVariation(ped, 4)
hands_drawable = GetPedDrawableVariation(ped, 5)
hands_palette = GetPedPaletteVariation(ped, 5)
hands_texture = GetPedTextureVariation(ped, 5)
foot_drawable = GetPedDrawableVariation(ped, 6)
foot_palette = GetPedPaletteVariation(ped, 6)
foot_texture = GetPedTextureVariation(ped, 6)
acc1_drawable = GetPedDrawableVariation(ped, 7)
acc1_palette = GetPedPaletteVariation(ped, 7)
acc1_texture = GetPedTextureVariation(ped, 7)
acc2_drawable = GetPedDrawableVariation(ped, 8)
acc2_palette = GetPedPaletteVariation(ped, 8)
acc2_texture = GetPedTextureVariation(ped, 8)
acc3_drawable = GetPedDrawableVariation(ped, 9)
acc3_palette = GetPedPaletteVariation(ped, 9)
acc3_texture = GetPedTextureVariation(ped, 9)
mask_drawable = GetPedDrawableVariation(ped, 10)
mask_palette = GetPedPaletteVariation(ped, 10)
mask_texture = GetPedTextureVariation(ped, 10)
aux_drawable = GetPedDrawableVariation(ped, 11)
aux_palette = GetPedPaletteVariation(ped, 11)
aux_texture = GetPedTextureVariation(ped, 11)
SetPedPropIndex(me, 0, hat, hat_texture, 1)
SetPedPropIndex(me, 1, glasses, glasses_texture, 1)
SetPedPropIndex(me, 2, ear, ear_texture, 1)
SetPedPropIndex(me, 6, watch, watch_texture, 1)
SetPedPropIndex(me, 7, wrist, wrist_texture, 1)
SetPedComponentVariation(me, 0, head_drawable, head_texture, head_palette)
SetPedComponentVariation(me, 1, beard_drawable, beard_texture, beard_palette)
SetPedComponentVariation(me, 2, hair_drawable, hair_texture, hair_palette)
SetPedComponentVariation(me, 3, torso_drawable, torso_texture, torso_palette)
SetPedComponentVariation(me, 4, legs_drawable, legs_texture, legs_palette)
SetPedComponentVariation(me, 5, hands_drawable, hands_texture, hands_palette)
SetPedComponentVariation(me, 6, foot_drawable, foot_texture, foot_palette)
SetPedComponentVariation(me, 7, acc1_drawable, acc1_texture, acc1_palette)
SetPedComponentVariation(me, 8, acc2_drawable, acc2_texture, acc2_palette)
SetPedComponentVariation(me, 9, acc3_drawable, acc3_texture, acc3_palette)
SetPedComponentVariation(me, 10, mask_drawable, mask_texture, mask_palette)
SetPedComponentVariation(me, 11, aux_drawable, aux_texture, aux_palette)
end
function DrawText3D(x, y, z, text, r, g, b)
SetDrawOrigin(x, y, z, 0)
SetTextFont(0)
SetTextProportional(0)
SetTextScale(0.0, 0.20)
SetTextColour(r, g, b, 255)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextEdge(2, 0, 0, 0, 150)
SetTextDropShadow()
SetTextOutline()
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(0.0, 0.0)
ClearDrawOrigin()
end
function math.round(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
local function RGB(frequency)
local result = {}
local curtime = GetGameTimer() / 1000
result.r = math.floor(math.sin(curtime * frequency + 0) * 127 + 128)
result.g = math.floor(math.sin(curtime * frequency + 2) * 127 + 128)
result.b = math.floor(math.sin(curtime * frequency + 4) * 127 + 128)
return result
end
function notify(text)
SetNotificationTextEntry("STRING")
AddTextComponentString(text)
DrawNotification(true, false)
end
function checkValidVehicleExtras()
local playerPed = PlayerPedId()
local playerVeh = GetVehiclePedIsIn(playerPed, false)
local valid = {}
for i=0,50,1 do
if(DoesExtraExist(playerVeh, i))then
local realModname = "Extra #"..tostring(i)
local text = "OFF"
if(IsVehicleExtraTurnedOn(playerVeh, i))then
text = "ON"
end
local realSpawnname = "extra "..tostring(i)
table.insert(valid, {
menuName=realModName,
data ={
["action"] = realSpawnName,
["state"] = text
}
})
end
end
return valid
end
function DoesVehicleHaveExtras( veh )
for i = 1, 30 do
if ( DoesExtraExist( veh, i ) ) then
return true
end
end
return false
end
function checkValidVehicleMods(modID)
local playerPed = PlayerPedId()
local playerVeh = GetVehiclePedIsIn(playerPed, false)
local valid = {}
local modCount = GetNumVehicleMods(playerVeh,modID)
if (modID == 48 and modCount == 0) then
local modCount = GetVehicleLiveryCount(playerVeh)
for i=1, modCount, 1 do
local realIndex = i - 1
local modName = GetLiveryName(playerVeh, realIndex)
local realModName = GetLabelText(modName)
local modid, realSpawnName = modID, realIndex
valid[i] = {
menuName=realModName,
data = {
["modid"] = modid,
["realIndex"] = realSpawnName
}
}
end
end
for i = 1, modCount, 1 do
local realIndex = i - 1
local modName = GetModTextLabel(playerVeh, modID, realIndex)
local realModName = GetLabelText(modName)
local modid, realSpawnName = modCount, realIndex
valid[i] = {
menuName=realModName,
data = {
["modid"] = modid,
["realIndex"] = realSpawnName
}
}
end
if(modCount > 0)then
local realIndex = -1
local modid, realSpawnName = modID, realIndex
table.insert(valid, 1, {
menuName="Stock",
data = {
["modid"] = modid,
["realIndex"] = realSpawnName