599 lines
22 KiB
Lua
599 lines
22 KiB
Lua
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Config = {}
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Config.UseTarget = GetConvar('UseTarget', 'false') == 'true' -- Use qb-target interactions (don't change this, go to your server.cfg and add setr UseTarget true)
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Config.Debug = false -- Enables DebugPoly
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Config.MinimalDoctors = 2 -- How many players with the ambulance job to prevent the hospital check-in system from being used
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Config.DocCooldown = 1 -- Cooldown between doctor calls allowed, in minutes
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Config.WipeInventoryOnRespawn = true -- Enable or disable removing all the players items when they respawn at the hospital
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Config.BillCost = 300 -- Price that players are charged for using the hospital check-in system
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Config.DeathTime = 30 -- How long the timer is for players to bleed out completely and respawn at the hospital
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Config.PainkillerInterval = 60 -- Set the length of time painkillers last (per one)
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Config.HealthDamage = 5 -- Minumum damage done to health before checking for injuries
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Config.ArmorDamage = 5 -- Minumum damage done to armor before checking for injuries
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Config.ForceInjury = 35 -- Maximum amount of damage a player can take before limb damage & effects are forced to occur
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Config.AlwaysBleedChance = 70 -- Set the chance out of 100 that if a player is hit with a weapon, that also has a random chance, it will cause bleeding
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Config.MessageTimer = 12 -- How long it will take to display limb/bleed message
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Config.AIHealTimer = 20 -- How long it will take to be healed after checking in, in seconds
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Config.BleedTickRate = 30 -- How much time, in seconds, between bleed ticks
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Config.BleedMovementTick = 10 -- How many seconds is taken away from the bleed tick rate if the player is walking, jogging, or sprinting
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Config.BleedMovementAdvance = 3 -- How much time moving while bleeding adds
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Config.BleedTickDamage = 8 -- The base damage that is multiplied by bleed level everytime a bleed tick occurs
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Config.FadeOutTimer = 2 -- How many bleed ticks occur before fadeout happens
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Config.BlackoutTimer = 10 -- How many bleed ticks occur before blacking out
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Config.AdvanceBleedTimer = 10 -- How many bleed ticks occur before bleed level increases
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Config.HeadInjuryTimer = 30 -- How much time, in seconds, do head injury effects chance occur
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Config.ArmInjuryTimer = 30 -- How much time, in seconds, do arm injury effects chance occur
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Config.LegInjuryTimer = 15 -- How much time, in seconds, do leg injury effects chance occur
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Config.HeadInjuryChance = 25 -- The chance, in percent, that head injury side-effects get applied
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Config.LegInjuryChance = { -- The chance, in percent, that leg injury side-effects get applied
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Running = 50,
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Walking = 15
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}
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Config.ReviveInterval = 360
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Config.MinimumRevive = 30
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Config.MajorArmoredBleedChance = 45 -- The chance, in percent, that a player will get a bleed effect when taking heavy damage while wearing armor
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Config.MaxInjuryChanceMulti = 3 -- How many times the HealthDamage value above can divide into damage taken before damage is forced to be applied
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Config.DamageMinorToMajor = 35 -- How much damage would have to be applied for a minor weapon to be considered a major damage event. Put this at 100 if you want to disable it
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Config.AlertShowInfo = 2 -- How many injuries a player must have before being alerted about them
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Config.FuelScript = 'qb-fuel' -- Fuel script u use (defaut: qb-fuel)
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--Ranjit-EMS-bag config
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Config.Bag = {
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Job = {
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"ambulance",
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"police",
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"sast",
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"sheriff",
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"bcso",
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}
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}
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Config.Stash = {
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MaxWeighStash = 50000,
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MaxSlotsStash = 50,
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}
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-- PEDS
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--Duty
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Config.DutyPedScenario = "PROP_HUMAN_SEAT_CHAIR_UPRIGHT" --https://gtaforums.com/topic/796181-list-of-scenarios-for-peds/
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Config.DutyPed = 's_m_m_doctor_01' --https://docs.fivem.net/docs/game-references/ped-models/
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--Armory
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Config.ArmoryPedScenario = "WORLD_HUMAN_CLIPBOARD"
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Config.ArmoryPed = "s_m_y_autopsy_01"
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--Garage
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Config.GaragePedScenario = "WORLD_HUMAN_AA_SMOKE"
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Config.GaragePed = 'mp_m_waremech_01'
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--Helicopter
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Config.HeliPedScenario = "WORLD_HUMAN_COP_IDLES"
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Config.HeliPed = 'ig_casey'
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--Checking
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Config.CheckingPedScenario = "WORLD_HUMAN_CLIPBOARD"
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Config.CheckingPed = 's_m_m_paramedic_01'
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Config.Locations = { -- Edit the various interaction points for players or create new ones
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["checking"] = {
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[1] = vector4(312.18, -582.66, 43.27, 79.02),
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[2] = vector4(-254.54, 6331.78, 32.43, 00.0), -- paleto
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},
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["duty"] = {
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[1] = vector4(313.15, -580.3, 43.27, 59.02),
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[2] = vector4(-254.88, 6324.5, 32.58, 00.00),
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},
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["vehicle"] = { --not 100% done, vehspawn loc
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[1] = {
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vehspawn = vector4(358.4109, -566.0589, 28.8474, 69.2315),
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pedspawn = vector4(363.7343, -572.8968, 28.8474, 30.6025)
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},
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},
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["helicopter"] = {
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[1] = {
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vehspawn = vector4(0.0, 0.0, 0.0, 0.0 ),
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pedspawn = vector4(0.0, 0.0, 0.0, 0.0 ),
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}
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},
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["armory"] = {
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[1] = vector4(314.73, -581.17, 43.27, 77.0),
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[2] = vector4(-245.13, 6315.71, 32.82, 00.00),
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},
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["roof"] = {
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[1] = vector4(338.5, -583.85, 74.16, 245.5),
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},
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["main"] = {
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[1] = vector3(334, -591.74, 43.27),
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[2] = vector3(335.2, -588.61, 43.27),
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},
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["basement"] = {
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[1] = vector3(325.4, -583.96, 29.85),
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[2] = vector3(324.5, -587.28, 29.84),
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},
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["stash"] = {
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[1] = vector3(314.25, -582.45, 43.27),
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},
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["beds"] = {
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[1] = {coords = vector4(321.33, -581.38, 44.12, 165.27), taken = false, model = -421052012},
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[2] = {coords = vector4(327.63, -583.7, 44.12, 163.62), taken = false, model = -421052012},
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[3] = {coords = vector4(330.77, -584.71, 44.12, 166.54), taken = false, model = -421052012},
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[4] = {coords = vector4(328.41, -588.92, 44.12, 352.49), taken = false, model = -421052012},
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[5] = {coords = vector4(325.54, -587.99, 44.12, 350.07), taken = false, model = -421052012},
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[6] = {coords = vector4(322.67, -586.78, 44.12, 342.31), taken = false, model = -421052012},
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[7] = {coords = vector4(316.82, -584.69, 44.12, 341.13), taken = false, model = -421052012},
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[8] = {coords = vector4(319.77, -585.66, 44.12, 339.93), taken = false, model = -421052012},
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--- paleto
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[10] = {coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false, model = 2117668672},
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[11] = {coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false, model = 2117668672},
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[12] = {coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false, model = 2117668672},
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},
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["jailbeds"] = {
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[1] = {coords = vector4(1761.96, 2597.74, 45.66, 270.14), taken = false, model = 2117668672},
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[2] = {coords = vector4(1761.96, 2591.51, 45.66, 269.8), taken = false, model = 2117668672},
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[3] = {coords = vector4(1771.8, 2598.02, 45.66, 89.05), taken = false, model = 2117668672},
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[4] = {coords = vector4(1771.85, 2591.85, 45.66, 91.51), taken = false, model = 2117668672},
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},
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["stations"] = {
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[1] = {label = 'Pillbox Hospital', coords = vector4(304.27, -600.33, 43.28, 272.249)}
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}
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}
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Config.Helicopters = {
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["Polmav"] = "polmav",
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}
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Config.VehicleTable = {
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["ambulances"] = {
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"f450ambo",
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},
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}
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Config.CarItems = {
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[1] = {
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name = "heavyarmor",
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amount = 2,
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info = {},
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type = "item",
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slot = 1,
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},
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[2] = {
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name = "emsbag",
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amount = 2,
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info = {},
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type = "item",
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slot = 2,
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},
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[3] = {
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name = "weapon_fireextinguisher",
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amount = 2,
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info = {},
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type = "item",
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slot = 3,
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},
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}
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Config.Items = { -- Items found in the ambulance shop for players with the ambulance job to purchase
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label = Lang:t('info.safe'),
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slots = 30,
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items = {
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[1] = {
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name = "radio",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 1,
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},
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[2] = {
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name = "bandage",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 2,
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},
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[3] = {
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name = "painkillers",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 3,
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},
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[4] = {
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name = "firstaid",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 4,
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},
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[5] = {
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name = "weapon_flashlight",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 5,
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},
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[6] = {
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name = "weapon_fireextinguisher",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 6,
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},
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[7] = {
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name = "mdt",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 7,
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},
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[8] = {
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name = "emsbag",
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price = 0,
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amount = 50,
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info = {},
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type = "item",
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slot = 8,
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},
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}
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}
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Config.WeaponClasses = { -- Define gta weapon classe numbers
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['SMALL_CALIBER'] = 1,
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['MEDIUM_CALIBER'] = 2,
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['HIGH_CALIBER'] = 3,
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['SHOTGUN'] = 4,
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['CUTTING'] = 5,
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['LIGHT_IMPACT'] = 6,
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['HEAVY_IMPACT'] = 7,
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['EXPLOSIVE'] = 8,
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['FIRE'] = 9,
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['SUFFOCATING'] = 10,
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['OTHER'] = 11,
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['WILDLIFE'] = 12,
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['NOTHING'] = 13
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}
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Config.MinorInjurWeapons = { -- Define which weapons cause small injuries
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[Config.WeaponClasses['SMALL_CALIBER']] = true,
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[Config.WeaponClasses['MEDIUM_CALIBER']] = true,
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[Config.WeaponClasses['CUTTING']] = true,
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[Config.WeaponClasses['WILDLIFE']] = true,
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[Config.WeaponClasses['OTHER']] = true,
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[Config.WeaponClasses['LIGHT_IMPACT']] = true,
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}
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Config.MajorInjurWeapons = { -- Define which weapons cause large injuries
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[Config.WeaponClasses['HIGH_CALIBER']] = true,
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[Config.WeaponClasses['HEAVY_IMPACT']] = true,
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[Config.WeaponClasses['SHOTGUN']] = true,
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[Config.WeaponClasses['EXPLOSIVE']] = true,
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}
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Config.AlwaysBleedChanceWeapons = { -- Define which weapons will always cause bleedign
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[Config.WeaponClasses['SMALL_CALIBER']] = true,
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[Config.WeaponClasses['MEDIUM_CALIBER']] = true,
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[Config.WeaponClasses['CUTTING']] = true,
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[Config.WeaponClasses['WILDLIFE']] = false,
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}
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Config.ForceInjuryWeapons = { -- Define which weapons will always cause injuries
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[Config.WeaponClasses['HIGH_CALIBER']] = true,
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[Config.WeaponClasses['HEAVY_IMPACT']] = true,
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[Config.WeaponClasses['EXPLOSIVE']] = true,
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}
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Config.CriticalAreas = { -- Define body areas that will always cause bleeding if wearing armor or not
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['UPPER_BODY'] = { armored = false },
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['LOWER_BODY'] = { armored = true },
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['SPINE'] = { armored = true },
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}
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Config.StaggerAreas = { -- Define body areas that will always cause staggering if wearing armor or not
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['SPINE'] = { armored = true, major = 60, minor = 30 },
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['UPPER_BODY'] = { armored = false, major = 60, minor = 30 },
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['LLEG'] = { armored = true, major = 100, minor = 85 },
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['RLEG'] = { armored = true, major = 100, minor = 85 },
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['LFOOT'] = { armored = true, major = 100, minor = 100 },
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['RFOOT'] = { armored = true, major = 100, minor = 100 },
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}
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Config.WoundStates = { -- Translate wound alerts
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Lang:t('states.irritated'),
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Lang:t('states.quite_painful'),
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Lang:t('states.painful'),
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Lang:t('states.really_painful'),
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}
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Config.BleedingStates = { -- Translate bleeding alerts
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[1] = {label = Lang:t('states.little_bleed')},
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[2] = {label = Lang:t('states.bleed')},
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[3] = {label = Lang:t('states.lot_bleed')},
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[4] = {label = Lang:t('states.big_bleed')},
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}
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Config.MovementRate = { -- Set the player movement rate based on the level of damage they have
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0.98,
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0.96,
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0.94,
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0.92,
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}
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Config.Bones = { -- Correspond bone hash numbers to their label
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[0] = 'NONE',
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[31085] = 'HEAD',
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[31086] = 'HEAD',
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[39317] = 'NECK',
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[57597] = 'SPINE',
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[23553] = 'SPINE',
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[24816] = 'SPINE',
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[24817] = 'SPINE',
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[24818] = 'SPINE',
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[10706] = 'UPPER_BODY',
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[64729] = 'UPPER_BODY',
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[11816] = 'LOWER_BODY',
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[45509] = 'LARM',
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[61163] = 'LARM',
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[18905] = 'LHAND',
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[4089] = 'LFINGER',
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[4090] = 'LFINGER',
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[4137] = 'LFINGER',
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[4138] = 'LFINGER',
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[4153] = 'LFINGER',
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[4154] = 'LFINGER',
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[4169] = 'LFINGER',
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[4170] = 'LFINGER',
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[4185] = 'LFINGER',
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[4186] = 'LFINGER',
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[26610] = 'LFINGER',
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[26611] = 'LFINGER',
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[26612] = 'LFINGER',
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[26613] = 'LFINGER',
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[26614] = 'LFINGER',
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[58271] = 'LLEG',
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[63931] = 'LLEG',
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[2108] = 'LFOOT',
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[14201] = 'LFOOT',
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[40269] = 'RARM',
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[28252] = 'RARM',
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[57005] = 'RHAND',
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[58866] = 'RFINGER',
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[58867] = 'RFINGER',
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[58868] = 'RFINGER',
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[58869] = 'RFINGER',
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[58870] = 'RFINGER',
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[64016] = 'RFINGER',
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[64017] = 'RFINGER',
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[64064] = 'RFINGER',
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[64065] = 'RFINGER',
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[64080] = 'RFINGER',
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[64081] = 'RFINGER',
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[64096] = 'RFINGER',
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[64097] = 'RFINGER',
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[64112] = 'RFINGER',
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[64113] = 'RFINGER',
|
||
|
[36864] = 'RLEG',
|
||
|
[51826] = 'RLEG',
|
||
|
[20781] = 'RFOOT',
|
||
|
[52301] = 'RFOOT',
|
||
|
}
|
||
|
|
||
|
Config.BoneIndexes = { -- Correspond bone labels to their hash number
|
||
|
['NONE'] = 0,
|
||
|
-- ['HEAD'] = 31085,
|
||
|
['HEAD'] = 31086,
|
||
|
['NECK'] = 39317,
|
||
|
-- ['SPINE'] = 57597,
|
||
|
-- ['SPINE'] = 23553,
|
||
|
-- ['SPINE'] = 24816,
|
||
|
-- ['SPINE'] = 24817,
|
||
|
['SPINE'] = 24818,
|
||
|
-- ['UPPER_BODY'] = 10706,
|
||
|
['UPPER_BODY'] = 64729,
|
||
|
['LOWER_BODY'] = 11816,
|
||
|
-- ['LARM'] = 45509,
|
||
|
['LARM'] = 61163,
|
||
|
['LHAND'] = 18905,
|
||
|
-- ['LFINGER'] = 4089,
|
||
|
-- ['LFINGER'] = 4090,
|
||
|
-- ['LFINGER'] = 4137,
|
||
|
-- ['LFINGER'] = 4138,
|
||
|
-- ['LFINGER'] = 4153,
|
||
|
-- ['LFINGER'] = 4154,
|
||
|
-- ['LFINGER'] = 4169,
|
||
|
-- ['LFINGER'] = 4170,
|
||
|
-- ['LFINGER'] = 4185,
|
||
|
-- ['LFINGER'] = 4186,
|
||
|
-- ['LFINGER'] = 26610,
|
||
|
-- ['LFINGER'] = 26611,
|
||
|
-- ['LFINGER'] = 26612,
|
||
|
-- ['LFINGER'] = 26613,
|
||
|
['LFINGER'] = 26614,
|
||
|
-- ['LLEG'] = 58271,
|
||
|
['LLEG'] = 63931,
|
||
|
-- ['LFOOT'] = 2108,
|
||
|
['LFOOT'] = 14201,
|
||
|
-- ['RARM'] = 40269,
|
||
|
['RARM'] = 28252,
|
||
|
['RHAND'] = 57005,
|
||
|
-- ['RFINGER'] = 58866,
|
||
|
-- ['RFINGER'] = 58867,
|
||
|
-- ['RFINGER'] = 58868,
|
||
|
-- ['RFINGER'] = 58869,
|
||
|
-- ['RFINGER'] = 58870,
|
||
|
-- ['RFINGER'] = 64016,
|
||
|
-- ['RFINGER'] = 64017,
|
||
|
-- ['RFINGER'] = 64064,
|
||
|
-- ['RFINGER'] = 64065,
|
||
|
-- ['RFINGER'] = 64080,
|
||
|
-- ['RFINGER'] = 64081,
|
||
|
-- ['RFINGER'] = 64096,
|
||
|
-- ['RFINGER'] = 64097,
|
||
|
-- ['RFINGER'] = 64112,
|
||
|
['RFINGER'] = 64113,
|
||
|
-- ['RLEG'] = 36864,
|
||
|
['RLEG'] = 51826,
|
||
|
-- ['RFOOT'] = 20781,
|
||
|
['RFOOT'] = 52301,
|
||
|
}
|
||
|
|
||
|
Config.Weapons = { -- Correspond weapon names to their class number
|
||
|
-----------------------
|
||
|
|
||
|
[`WEAPON_STUNGUN`] = Config.WeaponClasses['NONE'],
|
||
|
[`WEAPON_STUNGUN_MP`] = Config.WeaponClasses['NONE'],
|
||
|
[`WEAPON_BEANGBAGSHOTGUN`] = Config.WeaponClasses['NONE'],
|
||
|
--[[ Small Caliber ]]--
|
||
|
[`WEAPON_PISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_COMBATPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_APPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_COMBATPDW`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_MACHINEPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_MICROSMG`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_MINISMG`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_PISTOL_MK2`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_SNSPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_SNSPISTOL_MK2`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
[`WEAPON_VINTAGEPISTOL`] = Config.WeaponClasses['SMALL_CALIBER'],
|
||
|
|
||
|
--[[ Medium Caliber ]]--
|
||
|
[`WEAPON_ADVANCEDRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_ASSAULTSMG`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_BULLPUPRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_BULLPUPRIFLE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_TACTICALRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_CARBINERIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_CARBINERIFLE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_COMPACTRIFLE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_DOUBLEACTION`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_GUSENBERG`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_HEAVYPISTOL`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_MARKSMANPISTOL`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_PISTOL50`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_REVOLVER`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_REVOLVER_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_SMG`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_SMG_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_SPECIALCARBINE`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
[`WEAPON_SPECIALCARBINE_MK2`] = Config.WeaponClasses['MEDIUM_CALIBER'],
|
||
|
|
||
|
--[[ High Caliber ]]--
|
||
|
[`WEAPON_ASSAULTRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_ASSAULTRIFLE_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_COMBATMG`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_COMBATMG_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_HEAVYSNIPER`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_HEAVYSNIPER_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_MARKSMANRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_MARKSMANRIFLE_MK2`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_MG`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_MINIGUN`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_MUSKET`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_RAILGUN`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
[`WEAPON_HEAVYRIFLE`] = Config.WeaponClasses['HIGH_CALIBER'],
|
||
|
|
||
|
--[[ Shotguns ]]--
|
||
|
[`WEAPON_ASSAULTSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_BULLUPSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_DBSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_HEAVYSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_PUMPSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_PUMPSHOTGUN_MK2`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_SAWNOFFSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
[`WEAPON_SWEEPERSHOTGUN`] = Config.WeaponClasses['SHOTGUN'],
|
||
|
|
||
|
--[[ Animals ]]--
|
||
|
[`WEAPON_ANIMAL`] = Config.WeaponClasses['WILDLIFE'], -- Animal
|
||
|
[`WEAPON_COUGAR`] = Config.WeaponClasses['WILDLIFE'], -- Cougar
|
||
|
[`WEAPON_BARBED_WIRE`] = Config.WeaponClasses['WILDLIFE'], -- Barbed Wire
|
||
|
|
||
|
--[[ Cutting Weapons ]]--
|
||
|
[`WEAPON_BATTLEAXE`] = Config.WeaponClasses['CUTTING'],
|
||
|
[`WEAPON_BOTTLE`] = Config.WeaponClasses['CUTTING'],
|
||
|
[`WEAPON_DAGGER`] = Config.WeaponClasses['CUTTING'],
|
||
|
[`WEAPON_HATCHET`] = Config.WeaponClasses['CUTTING'],
|
||
|
[`WEAPON_KNIFE`] = Config.WeaponClasses['CUTTING'],
|
||
|
[`WEAPON_MACHETE`] = Config.WeaponClasses['CUTTING'],
|
||
|
[`WEAPON_SWITCHBLADE`] = Config.WeaponClasses['CUTTING'],
|
||
|
|
||
|
--[[ Light Impact ]]--
|
||
|
[`WEAPON_KNUCKLE`] = Config.WeaponClasses['LIGHT_IMPACT'],
|
||
|
|
||
|
--[[ Heavy Impact ]]--
|
||
|
[`WEAPON_BAT`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_CROWBAR`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_FIREEXTINGUISHER`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_FIRWORK`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_GOLFLCUB`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_HAMMER`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_PETROLCAN`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_POOLCUE`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_WRENCH`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_RAMMED_BY_CAR`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
[`WEAPON_RUN_OVER_BY_CAR`] = Config.WeaponClasses['HEAVY_IMPACT'],
|
||
|
|
||
|
--[[ Explosives ]]--
|
||
|
[`WEAPON_EXPLOSION`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_GRENADE`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_COMPACTLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_HOMINGLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_PIPEBOMB`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_PROXMINE`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_RPG`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_STICKYBOMB`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_HELI_CRASH`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
[`WEAPON_EMPLAUNCHER`] = Config.WeaponClasses['EXPLOSIVE'],
|
||
|
|
||
|
--[[ Other ]]--
|
||
|
[`WEAPON_FALL`] = Config.WeaponClasses['OTHER'], -- Fall
|
||
|
[`WEAPON_HIT_BY_WATER_CANNON`] = Config.WeaponClasses['OTHER'], -- Water Cannon
|
||
|
|
||
|
--[[ Fire ]]--
|
||
|
[`WEAPON_ELECTRIC_FENCE`] = Config.WeaponClasses['FIRE'],
|
||
|
[`WEAPON_FIRE`] = Config.WeaponClasses['FIRE'],
|
||
|
[`WEAPON_MOLOTOV`] = Config.WeaponClasses['FIRE'],
|
||
|
[`WEAPON_FLARE`] = Config.WeaponClasses['FIRE'],
|
||
|
[`WEAPON_FLAREGUN`] = Config.WeaponClasses['FIRE'],
|
||
|
|
||
|
--[[ Suffocate ]]--
|
||
|
[`WEAPON_DROWNING`] = Config.WeaponClasses['SUFFOCATING'], -- Drowning
|
||
|
[`WEAPON_DROWNING_IN_VEHICLE`] = Config.WeaponClasses['SUFFOCATING'], -- Drowning Veh
|
||
|
[`WEAPON_EXHAUSTION`] = Config.WeaponClasses['SUFFOCATING'], -- Exhaust
|
||
|
[`WEAPON_BZGAS`] = Config.WeaponClasses['SUFFOCATING'],
|
||
|
[`WEAPON_SMOKEGRENADE`] = Config.WeaponClasses['SUFFOCATING'],
|
||
|
}
|
||
|
|
||
|
Config.VehicleSettings = { -- Enable or disable vehicle extras when pulling them from the ambulance job vehicle spawner
|
||
|
["car1"] = { -- Model name
|
||
|
["extras"] = {
|
||
|
["1"] = false, -- on/off
|
||
|
["2"] = true,
|
||
|
["3"] = true,
|
||
|
["4"] = true,
|
||
|
["5"] = true,
|
||
|
["6"] = true,
|
||
|
["7"] = true,
|
||
|
["8"] = true,
|
||
|
["9"] = true,
|
||
|
["10"] = true,
|
||
|
["11"] = true,
|
||
|
["12"] = true,
|
||
|
}
|
||
|
},
|
||
|
["car2"] = {
|
||
|
["extras"] = {
|
||
|
["1"] = false,
|
||
|
["2"] = true,
|
||
|
["3"] = true,
|
||
|
["4"] = true,
|
||
|
["5"] = true,
|
||
|
["6"] = true,
|
||
|
["7"] = true,
|
||
|
["8"] = true,
|
||
|
["9"] = true,
|
||
|
["10"] = true,
|
||
|
["11"] = true,
|
||
|
["12"] = true,
|
||
|
}
|
||
|
}
|
||
|
}
|