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<!----<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- ☾ AMERICAN SCRIPT ☾ --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- -->
### Comments
American script presents an Echo Script in the most unique and fun way, that is an immersion into Roleplay.
### Install Am_HackGame
1) Drag & drop `Am_HackGame` Remember to always leave it inside FOLDER /Resources
2) Go to your CFG server and copy this from here : `start am_hackgame` and proceed to paste it inside your CFG
3) Restart your server and test it, inside our folder you will find Hack.lua, there you can check some things and modify.
### HOW TO USE
To add it to your Trust Script, you must copy this from below and then restart the script.
```lua
exports['am_hackgame']:StartGame(function(success)
if success then
-- do something
else
-- do something
end
end, 3, 60) -- Here below is the amount you want, example : - (3) is the TOTAL number of figures you want the User to find. (60) - Here you must set the number of seconds the user will have to complete the hacking.
```
### PREVIEW
We have Robos where we integrate this and more in our store.
https://american-script.tebex.io/
### SUPPORT
https://discord.gg/VZK3zHScD8

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--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- ☾ AMERICAN SCRIPT ☾ --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
local QBCore = exports['qb-core']:GetCoreObject()
--<+>-- --<+>-- --<+>-- --<+>-- COUNTER CALLBACK --<+>-- --<+>-- --<+>-- --<+>--
RegisterNUICallback('CounterCallback', function(data, cb)
SetNuiFocus(false, false)
Callback(data.success)
SendNUIMessage({open = false})
cb('ok')
end)
--<+>-- --<+>-- --<+>-- --<+>-- START GAME --<+>-- --<+>-- --<+>-- --<+>--
local function StartGame(callback, piezas, timer)
Callback = callback
SendNUIMessage({
open = true,
piezasencontradas = piezas,
timer = timer,
})
SetNuiFocus(true, true)
end
--<+>-- --<+>-- --<+>-- --<+>-- CLOSE GAME --<+>-- --<+>-- --<+>-- --<+>--
RegisterNUICallback('CloseGame', function(data, cb)
SetNuiFocus(false, false)
Callback(data.success)
SendNUIMessage({open = false})
cb('ok')
end)
--<+>-- --<+>-- --<+>-- --<+>-- EXPORT --<+>-- --<+>-- --<+>-- --<+>--
exports('StartGame', StartGame)
--<+>-- --<+>-- --<+>-- --<+>-- TEST EVENTS/COMMANDS THESE CAN BE DELETED --<!>-- --<!>-- --<!>-- --<!>--
RegisterCommand('TESTHACKam', function()
exports['am_hackgame']:StartGame(function(success)
if success then
QBCore.Functions.Notify('GENNEMFØRT')
else
QBCore.Functions.Notify('Fejlet! Har du glemt hvordan man gør?!')
end
end, 9, 60)
end)

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----<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- ☾ AMERICAN SCRIPT ☾ --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
fx_version 'cerulean'
game 'gta5'
author 'FelipeKLFH#5810'
description 'DeSiGnEr AmErIcAn ScRiPtS'
version '1.0.2'
lua54 'yes'
ui_page 'html/index.html'
files {
'html/**/*',
'html/*.png',
'html/bankgothic.ttf'
}
client_scripts {
'client/*'
}
escrow_ignore {
'client/*'
}

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/*--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- AMERICAN SCRIPT --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- */
@font-face {
font-family: bankgothic;
src: url('../bankgothic.ttf');
}
body {
background-color: none !important;
margin: auto;
font-family: 'Aldrich';
}
.hidden {
display: none !important;
}
/* COMPUTER Container */
.pc-frame {
position: absolute;
top: -10vh;
left: -12vw;
height: 82.5vh;
width: 132vh;
/* width: 31.3vh;
bottom: -37vh;
height: 63.7vh;
left: -155.9%; */
margin: 5vh;
z-index: 150;
pointer-events: none;
animation: scaleUp 1.10s cubic-bezier(0.165, 0.840, 0.440, 1.000) forwards;
}
/* Phone Container */
.phone-frame {
position: absolute;
width: 31.3vh;
bottom: -7vh;
height: 64.1vh;
left: -19.9%;
/* width: 31.3vh;
bottom: -37vh;
height: 63.7vh;
left: -155.9%; */
margin: 5vh;
z-index: 150;
pointer-events: none;
animation: scaleUp 1.10s cubic-bezier(0.165, 0.840, 0.440, 1.000) forwards;
}
/* LOGO */
.logo-frame {
position: absolute;
width: 40vh;
bottom: 30vh;
height: 24.1vh;
left: -32%;
/* width: 31.3vh;
bottom: -37vh;
height: 63.7vh;
left: -155.9%; */
margin: 5vh;
z-index: 150;
pointer-events: none;
animation: scaleUp 2.10s cubic-bezier(0.165, 0.840, 0.440, 1.000) forwards;
}
#start-container {
position: absolute;
top: 19vh;
left: 10vw;
height: 60vh;
width: 29.5vh;
border: 5px solid rgba(31, 30, 30, 1);
background: rgba(255, 255, 255, 0.7);
box-shadow: 0px 9px 13px 0px rgba(0, 0, 0, 0.4);
border-radius: 2.5vh;
text-align: center;
color: rgba(0,0,0,0.7);
text-shadow:
0px 4px 3px rgba(0,0,0,0.6),
0px 8px 13px rgba(0,0,0,0.3),
0px 18px 23px rgba(0,0,0,0.3);
background-image: url("https://assets.codepen.io/285131/paintbg.jpg");
background-size: cover;
background-repeat: no-repeat;
animation: roadRunnerIn .5s cubic-bezier(0.165, 0.840, 0.440, 1.000) forwards;
}
.text {
font-weight: 100;
font-size: 28px;
color: #fafafa;
}
.dud {
color: #757575;
}
.tituleone {
font-family: bankgothic;
position: absolute;
right: 0vh;
bottom: 34.5vh;
color: #000000;
height: 3vh;
width: 30vh;
background: rgba(255, 255, 255, 0.7);
box-shadow: 0px 9px 13px 0px rgba(0, 0, 0, 0.4);
border-radius: 0.5vh;
font-size: 20px;
line-height: 30px;
letter-spacing: 1.7px;
text-align: center;
}
.titulesecond {
font-family: bankgothic;
position: absolute;
right: 0vh;
bottom: 20.5vh;
color: #000000;
height: 3vh;
width: 30vh;
background: rgba(255, 255, 255, 0.7);
box-shadow: 0px 9px 13px 0px rgba(0, 0, 0, 0.4);
border-radius: 0.5vh;
font-size: 20px;
line-height: 30px;
letter-spacing: 1.7px;
text-align: center;
}
.chipmuestra {
font-size: 3rem;
position: absolute;
bottom: 12.5vh;
right: 12vh;
border: transparent !important;
background-color: transparent !important;
color: #000000
}
.progress-container .progress {
position: absolute;
left: 2.5vh;
top: 30vh;
height: 2.5vh;
width: 0;
border-radius: 25px;
background: rgba(0, 0, 0, 0.8);
transition: width 0.4s ease;
}
#game-container {
position: absolute;
top: 16vh;
left: 22vw;
height: 65vh;
width: 100vh;
border: 5px solid rgba(31, 30, 30, 1);
border-radius: 25px;
background-color: black;
text-align: center;
box-shadow: rgba(0, 0, 0, 0.35) 0px 5px 15px;
background-image: url("https://assets.codepen.io/285131/paintbg.jpg");
background-size: cover;
background-repeat: no-repeat;
animation: scaleUp 1.10s cubic-bezier(0.165, 0.840, 0.440, 1.000) forwards;
}
#game-area {
position: fixed;
margin: 3vh;
border: transparent;
border-radius: 25px;
padding: 20px;
top: 17vh;
height: 43vh;
width: 90vh;
pointer-events: auto;
}
.wrapper {
position: relative;
height: 65vh;
width: 100vh;
background-color: transparent !important;
overflow: hidden;
pointer-events: none;
border-radius: 25px;
}
.shadow {
position: absolute;
width: 200vw;
height: 200vh;
left: 52.5%;
top: 52%;
transform: translateX(-50%) translateY(-50%);
background-image: radial-gradient(circle at center, transparent, #000 3%);
background-color: rgba(255, 255, 255, 0.2)
}
#chip {
font-size: 2rem;
overflow: visible;
position: absolute;
top: 0;
left: 0;
margin: 0;
padding: 0;
border: transparent !important;
background-color: transparent !important;
color: #000000
}
#info-container {
font-family: bankgothic;
position: absolute;
top: 54.6vh;
left: 41vh;
height: 10vh;
width: 20vh;
background-color: rgba(31, 30, 30, 1);
border-top-left-radius: 25px;
border-top-right-radius: 85px;
color: rgba(255,255,255,0.8);
text-shadow:
0px 4px 3px rgba(0,0,0,0.6),
0px 8px 13px rgba(0,0,0,0.3),
0px 18px 23px rgba(0,0,0,0.3);
text-align: center;
padding: 0.2vh;
font-size: 0.75rem;
letter-spacing: 2px;
}
#countdown-container {
font-family: bankgothic;
position: absolute;
top: 61.7vh;
left: 41vh;
height: 1.8vh;
width: 14vw;
background-color: rgba(31, 30, 30, 1);
border-top-left-radius: 25px;
border-top-right-radius: 25px;
text-align: center;
color: rgba(255,255,255,0.8);
text-shadow:
0px 4px 3px rgba(0,0,0,0.6),
0px 8px 13px rgba(0,0,0,0.3),
0px 18px 23px rgba(0,0,0,0.3);
padding: 1vh;
font-size: 0.75rem;
letter-spacing: 2px;
}
#countdown {
position: absolute;
top: -0.9vh;
}
@keyframes roadRunnerIn {
0% {
transform:translateX(-1500px) skewX(30deg) scaleX(1.3);
}
70% {
transform:translateX(30px) skewX(0deg) scaleX(.9);
}
100% {
transform:translateX(0px) skewX(0deg) scaleX(1);
}
}
@keyframes scaleUp {
0% {
transform:scale(.8) translateY(-50px);
opacity:0;
}
100% {
transform:scale(1) translateY(0px);
opacity:1;
}
}
@keyframes blowUpContentTwo {
0% {
transform:scale(2);
opacity:0;
}
100% {
transform:scale(1);
opacity:1;
}
}

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<!----<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- ☾ AMERICAN SCRIPT ☾ --<+>-- --<+>-- --<+>-- --<+>--
--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- -->
<html>
<head>
<!-- META -->
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<title>Hack GAMES + AMERICAN SCRIPT</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<!-- FONTS -->
<link href='https://fonts.googleapis.com/css?family=Aldrich' rel='stylesheet'>
<!-- ICONS -->
<link rel="stylesheet" href="path/to/font-awesome/css/font-awesome.min.css">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.1.1/css/all.min.css">
<!-- CSS -->
<link rel="stylesheet" href="./css/main.css">
<!-- JQUERY -->
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
</head>
<body>
<div id="start-container" class="hidden">
<img src="./phone-case.png" class="phone-frame">
<img src="./LGO.png" class="logo-frame">
<div class="tituleone">INITIALISERER HACK</div>
<div class="titulesecond">Find dette indenfor</div>
<div class="chipmuestra">
<i class="fa-solid fa-microchip"></i>
</div>
<div class="progress-container">
<div class="progress"></div>
</div>
</div>
<div id="game-container" class="hidden">
<img src="./laptop-png-6759.png" class="pc-frame">
<div id="game-area">
<button id="chip"><i class="fa-solid fa-microchip"></i></button>
</div>
<div class="wrapper">
<div class="shadow"></div>
</div>
<div id="info-container">
<div id="current-count">
</div>
</div>
<div id="countdown-container">
<div id="countdown"></div>
</div>
</div>
<!-- SCRIPTS -->
<script src="./scripts/script.js" type="text/javascript"></script>
</body>
</html>

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//--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
//--<+>-- --<+>-- --<+>-- --<+>-- ☾ AMERICAN SCRIPT ☾ --<+>-- --<+>-- --<+>-- --<+>--
//--<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>-- --<+>--
const shadow = document.querySelector('.shadow');
const counterInc = document.getElementById('chip');
const curCount = document.getElementById('current-count');
const progressbar = document.querySelector('.progress');
const gameArea = document.getElementById('game-area');
const chip = document.getElementById('chip');
var counter = 0;
var piezasencontradas = null;
var timeleft = null;
let countertext = 0;
$(document).ready(function(){
window.addEventListener('message', function(event) {
var data = event.data;
if (data.open == true) {
piezasencontradas = data.piezasencontradas
timeleft = data.timer
$('#start-container').removeClass('hidden');
const changeProgress = (progress) => {
progressbar.style.width = `${progress}%`;
if (progress >= 90) {
setTimeout(StartGame(piezasencontradas, timeleft), 1000);
}
};
setTimeout(() => changeProgress(15), 1000);
setTimeout(() => changeProgress(32), 2000);
setTimeout(() => changeProgress(65), 3600);
setTimeout(() => changeProgress(78), 4266);
setTimeout(() => changeProgress(90), 6000);
} else if (data.open == false) {
$('#start-container').addClass('hidden');
$('#game-container').addClass('hidden');
location.reload();
}
$(document).keyup(function (exit) {
if (exit.keyCode === 27) {
CloseGame();
}
})
})
})
// starts game
function StartGame() {
$('#start-container').addClass('hidden');
$('#game-container').removeClass('hidden');
document.addEventListener('mousemove', (e) => {
let x = e.clientX - (document.documentElement.clientWidth * 1.5);
let y = e.clientY - (document.documentElement.clientHeight * 1.5);
shadow.style.transform = 'translate(' + x + 'px, ' + y + 'px)';
})
var w = gameArea.offsetWidth || gameArea.style.width
var h = gameArea.offsetHeight || gameArea.style.height
$('#chip').click(function(){
this.style.top = Math.round(Math.random() * h) + "px";
this.style.left = Math.round(Math.random() * w) + "px";
AddCounter()
})
StartCountdown()
}
// starts countdown timer
function StartCountdown() {
var htmlResult = '<h2>CHIPS FOUND<h2>'+
'<h2>'+counter+'/'+piezasencontradas+'</h2>'
$('#info-container').html(htmlResult);
}
// countdown timer
const countdown = setInterval(function() {
if (timeleft === 0) {
if (counter <= piezasencontradas) {
clearInterval(countdown);
setTimeout(CloseGame(), 1000);
}
} else {
document.getElementById("countdown").innerHTML = '<h2>'+timeleft+ 's REMAINING</h2>';
}
timeleft -= 1;
}, 1000);
// adds counter when chip found
function AddCounter() {
var htmlResult = '<h2>CHIPS FOUND<h2>'+
'<h2>'+counter+'/'+piezasencontradas+'</h2>'
$('#info-container').html(htmlResult);
if (counter == piezasencontradas) {
$('#game-container').addClass('hidden');
clearInterval(countdown);
$.post(`https://am_hackgame/CounterCallback`, JSON.stringify({'success': true}));
}
}
// closes game
function CloseGame() {
$.post(`https://am_hackgame/CloseGame`, JSON.stringify({'success': false}));
}
// increments counter
const handleIncrement = () => {
counter++;
curCount.innerHTML = counter;
};
counterInc.addEventListener("click", handleIncrement);
/*
class TextScramble {
constructor(el) {
this.el = el;
this.chars = "!<>-_\\/[]{}—=+*^?#________";
this.update = this.update.bind(this);
}
setText(newText) {
const oldText = this.el.innerText;
const length = Math.max(oldText.length, newText.length);
const promise = new Promise((resolve) => (this.resolve = resolve));
this.queue = [];
for (let i = 0; i < length; i++) {
const from = oldText[i] || "";
const to = newText[i] || "";
const start = Math.floor(Math.random() * 40);
const end = start + Math.floor(Math.random() * 40);
this.queue.push({ from, to, start, end });
}
cancelAnimationFrame(this.frameRequest);
this.frame = 0;
this.update();
return promise;
}
update() {
let output = "";
let complete = 0;
for (let i = 0, n = this.queue.length; i < n; i++) {
let { from, to, start, end, char } = this.queue[i];
if (this.frame >= end) {
complete++;
output += to;
} else if (this.frame >= start) {
if (!char || Math.random() < 0.28) {
char = this.randomChar();
this.queue[i].char = char;
}
output += `<span class="dud">${char}</span>`;
} else {
output += from;
}
}
this.el.innerHTML = output;
if (complete === this.queue.length) {
this.resolve();
} else {
this.frameRequest = requestAnimationFrame(this.update);
this.frame++;
}
}
randomChar() {
return this.chars[Math.floor(Math.random() * this.chars.length)];
}
}
const phrases = [
"Hey,",
"put here all the sentences",
"that you want to cycle",
"they will all be automatically displayed.",
"Just",
"Like",
"This.",
"Have fun :)"
];
const el = document.querySelector(".text");
const fx = new TextScramble(el);
const next = () => {
fx.setText(phrases[countertext]).then(() => {
setTimeout(next, 800);
});
countertext = (countertext + 1) % phrases.length;
};
next(); */

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# Fix holes and customize the map (Updated to The Criminal Enterprises DLC)
The purpose of this script is to fix the holes in the map by loading zones that arent loaded by default. Ive added quite a lot of places to load, based on [Mikeehs script](https://forum.fivem.net/t/release-load-unloaded-ipls/5911). If you just want to fix the holes in the map, then use this resource as provided.
This resource has been completely rewritten from scratch since v2.0. You can customize almost every storymode and online purchasable interiors from your own resources.
## Download
- Latest version: https://github.com/Bob74/bob74_ipl/releases/latest
- Source code: https://github.com/Bob74/bob74_ipl
## [Wiki](https://github.com/Bob74/bob74_ipl/wiki)
- The Wiki has been created to help you customize your interiors as you wish. It contains every function you can use for each interior.
- Each Wiki page has an example at the bottom of the page to show how you can use it in your own resource.
- Also at the bottom of the Wiki will show you the default values set by `IPL_NAME.LoadDefault()`.
## Install
1. Download the [latest version](https://github.com/Bob74/bob74_ipl/releases/latest).
2. Extract `bob74_ipl.zip` and copy the `bob74_ipl` into your `resources` folder.
3. Add `start bob74_ipl` to your your `server.cfg` file.
## Screenshots
- [After Hours Album](https://imgur.com/a/Qg96l0D)
- [Misc. Album](https://imgur.com/a/cs9Ip4d)
- [IPL Fix Album](https://imgur.com/a/1Sfl4)
## Changelog
<details><summary>Click to view</summary>
(DD/MM/YYYY)
---
03/08/2022 - 2.1.0
- Added "The Criminal Enterprises" support
02/05/2022 - 2.0.15
- Reformatted code
- Removed unused .gitignore
- Bumped version in fxmanifest.lua
- Improved performance
21/04/2022 - 2.0.14
- Fix casino penthouse carpet patterns colors
12/02/2022 - 2.0.13a
- Fix Music Roof
12/02/2022 - 2.0.13
- Added Contract IPLs: Garage, Studio, Offices, Music Roof, Billboards
10/02/2022 - 2.0.12
- Fix FIB roof
07/02/2022 - 2.0.11
- Added Tuners IPLs: Garage, Meth Lab, Meetup
18/01/2022 - 2.0.10b
- Change water in yachts to be non-networked.
01/08/2021 - 2.0.10a
- Improved performance
- Fixed hole in the FIB fountain
- Fixed error appearing if casino IPL is loaded, but the game build is not sufficient
- Fixed a few typos in the README file
19/07/2021 - 2.0.10
- Added Diamond Casino IPLs: Casino, Garage, VIP garage, Penthouse
- Import: Forced refresh of CEO Garages
- Updated fxmanifest fx_version to cerulean
- Updated IPL list link in fxmanifest nad removed outdated Props list and Interior ID list
- Fixed export typo in `michael.lua`
- Removed unnecessary space in north_yankton IPL
27/05/2020 - 2.0.9a
- Fixed disabling Pillbox Hospital
- Fixed `ResetInteriorVariables`
23/04/2020 - 2.0.9
- Replaced deprecated __resource.lua with fxmanifest.lua
- Added ferris wheel on the Del Perro Pier
- Reformatted client.lua
20/10/2019 - 2.0.8
- Nightclubs: Added dry ice emitters
- Heist & Gunrunning: Added water to the yachts hot tubs (to enable/disable)
- Offices: Added a way to open and close the safes
- Facility: Added privacy glass
- Moved Bahama Mamas and PillBox Hospital in their own files
- Fixed error `ReleaseNamedRendertarget`
- Cleaned and optimized the code
22/03/2019 - 2.0.7c
- CEO Offices: Changed the default loaded garage to ImportCEOGarage4.Part.Garage2 in order to avoid Office glitches
15/01/2019 - 2.0.7b
- Nightclubs: Fixed a typo for the fake lights
15/01/2019 - 2.0.7a
- Nightclubs: Added the ability to set no podium (using `AfterHoursNightclubs.Interior.Podium.none`)
14/01/2019 - 2.0.7
- Changed the way Trevors trailer is handled and added a Wiki entry.
- Added a way to open or close Zancudos gates with a Wiki entry.
12/01/2019 - 2.0.6
- Added nightclubs interior and exteriors
- Removed Zancudo gates by default (file bob74_ipl/gtav/base.lua: RequestIpl("CS3_07_MPGates") is now commented)
29/12/2018 - 2.0.5a
- Fixed the name of the BikerClubhouse1 export
19/12/2018 - 2.0.5
- Fixed a typo that prevents the printers, security stuff, and cash piles to spawn in the counterfeit cash factory
10/11/2018 - 2.0.4
- Fixed an issue where the clubhouse2 lower walls wouldnt be colored on the first resource start
- Fixed gang members names using an old format
- Disabled the Mod shop from CEO garage 3 (ImportCEOGarage3) because it is overlapping with CEO office 3 (FinanceOffice3)
- 08/11/2018 - 2.0.3
Added biker gangs name, missions, and members pictures
- Added CEO office organizations name
05/11/2018 - 2.0.1
- Removed overlapping Zancudo River
- Added the trailer near Zancudo River
04/11/2018 - 2.0.0
- Plugin totally rewritten
- Support for all DLC (up to The Doomsday Heist)
- Ability to easily customize story mode and online purchasable interiors
- You can still use it as it is if you want IPL and interiors to be loaded, the plugin sets a default style for each one
- Check out the Wiki to find out how: https://github.com/Bob74/bob74_ipl/wiki
26/06/2017
- Added optional IPL
- Bunkers exteriors (enabled)
- Bunkers interior
- CEO Offices
- Bikers places (some are still buggy)
- Import/Export locations
- Removed the trick to open Losts safehouse since the last update already opens it
19/06/2017
- Fix hole in Zancudo River
- Fix hole in Cassidy Creek
- Add optional graffiti on some billboards (enabled by default)
- Opened Losts safehouse interior
14/06/2017
- Original release
</details>

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@ -0,0 +1,178 @@
Citizen.CreateThread(function()
-- ====================================================================
-- =--------------------- [GTA V: Single player] ---------------------=
-- ====================================================================
-- Michael: -802.311, 175.056, 72.8446
Michael.LoadDefault()
-- Simeon: -47.16170 -1115.3327 26.5
Simeon.LoadDefault()
-- Franklin's aunt: -9.96562, -1438.54, 31.1015
FranklinAunt.LoadDefault()
-- Franklin
Franklin.LoadDefault()
-- Floyd: -1150.703, -1520.713, 10.633
Floyd.LoadDefault()
-- Trevor: 1985.48132, 3828.76757, 32.5
TrevorsTrailer.LoadDefault()
-- Bahama Mamas: -1388.0013, -618.41967, 30.819599
BahamaMamas.Enable(true)
-- Pillbox hospital: 307.1680, -590.807, 43.280
-- PillboxHospital.Enable(false)
-- Zancudo Gates (GTAO like): -1600.30100000, 2806.73100000, 18.79683000
ZancudoGates.LoadDefault()
-- Other
Ammunations.LoadDefault()
LesterFactory.LoadDefault()
StripClub.LoadDefault()
Graffitis.Enable(true)
-- UFO
UFO.Hippie.Enable(false) -- 2490.47729, 3774.84351, 2414.035
UFO.Chiliad.Enable(false) -- 501.52880000, 5593.86500000, 796.23250000
UFO.Zancudo.Enable(false) -- -2051.99463, 3237.05835, 1456.97021
-- Red Carpet: 300.5927, 199.7589, 104.3776
RedCarpet.Enable(false)
-- North Yankton: 3217.697, -4834.826, 111.8152
NorthYankton.Enable(false)
-- ====================================================================
-- =-------------------------- [GTA Online] --------------------------=
-- ====================================================================
GTAOApartmentHi1.LoadDefault() -- -35.31277 -580.4199 88.71221 (4 Integrity Way, Apt 30)
GTAOApartmentHi2.LoadDefault() -- -1477.14 -538.7499 55.5264 (Dell Perro Heights, Apt 7)
GTAOHouseHi1.LoadDefault() -- -169.286 486.4938 137.4436 (3655 Wild Oats Drive)
GTAOHouseHi2.LoadDefault() -- 340.9412 437.1798 149.3925 (2044 North Conker Avenue)
GTAOHouseHi3.LoadDefault() -- 373.023 416.105 145.7006 (2045 North Conker Avenue)
GTAOHouseHi4.LoadDefault() -- -676.127 588.612 145.1698 (2862 Hillcrest Avenue)
GTAOHouseHi5.LoadDefault() -- -763.107 615.906 144.1401 (2868 Hillcrest Avenue)
GTAOHouseHi6.LoadDefault() -- -857.798 682.563 152.6529 (2874 Hillcrest Avenue)
GTAOHouseHi7.LoadDefault() -- 120.5 549.952 184.097 (2677 Whispymound Drive)
GTAOHouseHi8.LoadDefault() -- -1288 440.748 97.69459 (2133 Mad Wayne Thunder)
GTAOHouseMid1.LoadDefault() -- 347.2686 -999.2955 -99.19622
GTAOHouseLow1.LoadDefault() -- 261.4586 -998.8196 -99.00863
-- ====================================================================
-- =------------------------ [DLC: High life] ------------------------=
-- ====================================================================
HLApartment1.LoadDefault() -- -1468.14 -541.815 73.4442 (Dell Perro Heights, Apt 4)
HLApartment2.LoadDefault() -- -915.811 -379.432 113.6748 (Richard Majestic, Apt 2)
HLApartment3.LoadDefault() -- -614.86 40.6783 97.60007 (Tinsel Towers, Apt 42)
HLApartment4.LoadDefault() -- -773.407 341.766 211.397 (EclipseTowers, Apt 3)
HLApartment5.LoadDefault() -- -18.07856 -583.6725 79.46569 (4 Integrity Way, Apt 28)
HLApartment6.LoadDefault() -- -609.56690000 51.28212000 -183.98080
-- ====================================================================
-- =-------------------------- [DLC: Heists] -------------------------=
-- ====================================================================
HeistCarrier.Enable(true) -- 3082.3117, -4717.1191, 15.2622
HeistYacht.LoadDefault() -- -2043.974,-1031.582, 11.981
-- ====================================================================
-- =--------------- [DLC: Executives & Other Criminals] --------------=
-- ====================================================================
ExecApartment1.LoadDefault() -- -787.7805 334.9232 215.8384 (EclipseTowers, Penthouse Suite 1)
ExecApartment2.LoadDefault() -- -773.2258 322.8252 194.8862 (EclipseTowers, Penthouse Suite 2)
ExecApartment3.LoadDefault() -- -787.7805 334.9232 186.1134 (EclipseTowers, Penthouse Suite 3)
-- ====================================================================
-- =-------------------- [DLC: Finance & Felony] --------------------=
-- ====================================================================
FinanceOffice1.LoadDefault() -- -141.1987, -620.913, 168.8205 (Arcadius Business Centre)
FinanceOffice2.LoadDefault() -- -75.8466, -826.9893, 243.3859 (Maze Bank Building)
FinanceOffice3.LoadDefault() -- -1579.756, -565.0661, 108.523 (Lom Bank)
FinanceOffice4.LoadDefault() -- -1392.667, -480.4736, 72.04217 (Maze Bank West)
-- ====================================================================
-- =-------------------------- [DLC: Bikers] -------------------------=
-- ====================================================================
BikerCocaine.LoadDefault() -- Cocaine lockup: 1093.6, -3196.6, -38.99841
BikerCounterfeit.LoadDefault() -- Counterfeit cash factory: 1121.897, -3195.338, -40.4025
BikerDocumentForgery.LoadDefault() -- Document forgery: 1165, -3196.6, -39.01306
BikerMethLab.LoadDefault() -- Meth lab: 1009.5, -3196.6, -38.99682
BikerWeedFarm.LoadDefault() -- Weed farm: 1051.491, -3196.536, -39.14842
BikerClubhouse1.LoadDefault() -- 1107.04, -3157.399, -37.51859
BikerClubhouse2.LoadDefault() -- 998.4809, -3164.711, -38.90733
-- ====================================================================
-- =---------------------- [DLC: Import/Export] ----------------------=
-- ====================================================================
ImportCEOGarage1.LoadDefault() -- Arcadius Business Centre
ImportCEOGarage2.LoadDefault() -- Maze Bank Building /!\ Do not load parts Garage1, Garage2 and Garage3 at the same time (overlaping issues)
ImportCEOGarage3.LoadDefault() -- Lom Bank /!\ Do not load parts Garage1, Garage2 and Garage3 at the same time (overlaping issues)
ImportCEOGarage4.LoadDefault() -- Maze Bank West /!\ Do not load parts Garage1, Garage2 and Garage3 at the same time (overlaping issues)
ImportVehicleWarehouse.LoadDefault() -- Vehicle warehouse: 994.5925, -3002.594, -39.64699
-- ====================================================================
-- =------------------------ [DLC: Gunrunning] -----------------------=
-- ====================================================================
GunrunningBunker.LoadDefault() -- 892.6384, -3245.8664, -98.2645
GunrunningYacht.LoadDefault() -- -1363.724, 6734.108, 2.44598
-- ====================================================================
-- =---------------------- [DLC: Smuggler's Run] ---------------------=
-- ====================================================================
SmugglerHangar.LoadDefault() -- -1267.0 -3013.135 -49.5
-- ====================================================================
-- =-------------------- [DLC: The Doomsday Heist] -------------------=
-- ====================================================================
DoomsdayFacility.LoadDefault()
-- ====================================================================
-- =----------------------- [DLC: After Hours] -----------------------=
-- ====================================================================
AfterHoursNightclubs.LoadDefault() -- -1604.664, -3012.583, -78.000
-- ====================================================================
-- =------------------- [DLC: Diamond Casino Resort] -----------------=
-- ====================================================================
if GetGameBuildNumber() >= 2060 then
DiamondCasino.LoadDefault() -- 1100.000, 220.000, -50.000
DiamondPenthouse.LoadDefault() -- 976.636, 70.295, 115.164
end
-- ====================================================================
-- =------------------- [DLC: Los Santos Tuners] ---------------------=
-- ====================================================================
if GetGameBuildNumber() >= 2372 then
TunerGarage.LoadDefault() -- -1350.0, 160.0, -100.0
TunerMethLab.LoadDefault() -- 981.9999, -143.0, -50.0
TunerMeetup.LoadDefault() -- -2000.0, 1113.211, -25.36243
end
-- ====================================================================
-- =------------------- [DLC: Los Santos The Contract] ---------------------=
-- ====================================================================
if GetGameBuildNumber() >= 2545 then
MpSecurityGarage.LoadDefault() -- -1071.4387, -77.033875, -93.525505
MpSecurityMusicRoofTop.LoadDefault() -- -592.6896, 273.1052, 116.302444
MpSecurityStudio.LoadDefault() -- -1000.7252, -70.559875, -98.10669
MpSecurityBillboards.LoadDefault() -- -592.6896, 273.1052, 116.302444
MpSecurityOffice1.LoadDefault() -- -1021.86084, -427.74564, 68.95764
MpSecurityOffice2.LoadDefault() -- 383.4156, -59.878227, 108.4595
MpSecurityOffice3.LoadDefault() -- -1004.23035, -761.2084, 66.99069
MpSecurityOffice4.LoadDefault() -- -587.87213, -716.84937, 118.10156
end
-- ====================================================================
-- =------------------- [DLC: The Criminal Enterprise] ---------------------=
-- ====================================================================
if GetGameBuildNumber() >= 2699 then
CriminalEnterpriseSmeonFix.LoadDefault() -- -50.2248, -1098.8325, 26.049742
CriminalEnterpriseVehicleWarehouse.LoadDefault() -- 800.13696, -3001.4297, -65.14074
CriminalEnterpriseWarehouse.LoadDefault() -- 849.1047, -3000.209, -45.974354
end
end)

View File

@ -0,0 +1,703 @@
-- Nightclub: -1604.664 -3012.583 -78.000
exports('GetAfterHoursNightclubsObject', function()
return AfterHoursNightclubs
end)
AfterHoursNightclubs = {
interiorId = 271617,
Ipl = {
Interior = {
ipl = "ba_int_placement_ba_interior_0_dlc_int_01_ba_milo_",
Load = function()
EnableIpl(AfterHoursNightclubs.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(AfterHoursNightclubs.Ipl.Interior.ipl, false)
end
}
},
Interior = {
Name = {
galaxy = "Int01_ba_clubname_01",
studio = "Int01_ba_clubname_02",
omega = "Int01_ba_clubname_03",
technologie = "Int01_ba_clubname_04",
gefangnis = "Int01_ba_clubname_05",
maisonette = "Int01_ba_clubname_06",
tony = "Int01_ba_clubname_07",
palace = "Int01_ba_clubname_08",
paradise = "Int01_ba_clubname_09",
Set = function(name, refresh)
AfterHoursNightclubs.Interior.Name.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, name, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Name) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Style = {
trad = "Int01_ba_Style01",
edgy = "Int01_ba_Style02",
glam = "Int01_ba_Style03",
Set = function(style, refresh)
AfterHoursNightclubs.Interior.Style.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, style, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Style) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Podium = {
none = "",
trad = "Int01_ba_style01_podium",
edgy = "Int01_ba_style02_podium",
glam = "Int01_ba_style03_podium",
Set = function(podium, refresh)
AfterHoursNightclubs.Interior.Podium.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, podium, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Podium) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Speakers = {
none = "",
basic = "Int01_ba_equipment_setup",
upgrade = {
"Int01_ba_equipment_setup",
"Int01_ba_equipment_upgrade"
},
Set = function(speakers, refresh)
AfterHoursNightclubs.Interior.Speakers.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, speakers, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Speakers) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Security = {
off = "",
on = "Int01_ba_security_upgrade",
Set = function(security, refresh)
AfterHoursNightclubs.Interior.Security.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, security, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(AfterHoursNightclubs.interiorId, AfterHoursNightclubs.Interior.Security.on, false, refresh)
end
},
Turntables = {
none = "",
style01 = "Int01_ba_dj01",
style02 = "Int01_ba_dj02",
style03 = "Int01_ba_dj03",
style04 = "Int01_ba_dj04",
Set = function(turntables, refresh)
AfterHoursNightclubs.Interior.Turntables.Clear(false)
if turntables ~= "" then
SetIplPropState(AfterHoursNightclubs.interiorId, turntables, true, refresh)
else
if refresh then
RefreshInterior(AfterHoursNightclubs.interiorId)
end
end
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Turntables) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Lights = {
Droplets = {
yellow = "DJ_01_Lights_01",
green = "DJ_02_Lights_01",
white = "DJ_03_Lights_01",
purple = "DJ_04_Lights_01",
Set = function(light, refresh)
AfterHoursNightclubs.Interior.Lights.Droplets.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, light, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Lights.Droplets) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Neons = {
yellow = "DJ_01_Lights_02",
white = "DJ_02_Lights_02",
purple = "DJ_03_Lights_02",
cyan = "DJ_04_Lights_02",
Set = function(light, refresh)
AfterHoursNightclubs.Interior.Lights.Neons.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, light, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Lights.Neons) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Bands = {
yellow = "DJ_01_Lights_03",
green = "DJ_02_Lights_03",
white = "DJ_03_Lights_03",
cyan = "DJ_04_Lights_03",
Set = function(light, refresh)
AfterHoursNightclubs.Interior.Lights.Bands.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, light, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Lights.Bands) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Lasers = {
yellow = "DJ_01_Lights_04",
green = "DJ_02_Lights_04",
white = "DJ_03_Lights_04",
purple = "DJ_04_Lights_04",
Set = function(light, refresh)
AfterHoursNightclubs.Interior.Lights.Lasers.Clear(false)
SetIplPropState(AfterHoursNightclubs.interiorId, light, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(AfterHoursNightclubs.Interior.Lights.Lasers) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, value, false, refresh)
end
end
end
},
Clear = function()
AfterHoursNightclubs.Interior.Lights.Droplets.Clear()
AfterHoursNightclubs.Interior.Lights.Neons.Clear()
AfterHoursNightclubs.Interior.Lights.Bands.Clear()
AfterHoursNightclubs.Interior.Lights.Lasers.Clear()
end
},
Bar = {
Enable = function(state, refresh)
SetIplPropState(AfterHoursNightclubs.interiorId, "Int01_ba_bar_content", state, refresh)
end
},
Booze = {
A = "Int01_ba_booze_01",
B = "Int01_ba_booze_02",
C = "Int01_ba_booze_03",
Enable = function(booze, state, refresh)
if type(booze) == "table" then
for key, value in pairs(booze) do
if type(value) == "string" then
SetIplPropState(AfterHoursNightclubs.interiorId, booze, state, refresh)
end
end
else
SetIplPropState(AfterHoursNightclubs.interiorId, booze, state, refresh)
end
end
},
Trophy = {
Color = {
bronze = 0,
silver = 1,
gold = 2
},
number1 = "Int01_ba_trophy01",
battler = "Int01_ba_trophy02",
dancer = "Int01_ba_trophy03",
Enable = function(trophy, state, color, refresh)
SetIplPropState(AfterHoursNightclubs.interiorId, trophy, state, refresh)
SetInteriorPropColor(AfterHoursNightclubs.interiorId, trophy, color)
end
},
DryIce = {
scale = 5.0,
Emitters = {
{
pos = vector3(-1602.932, -3019.1, -79.99),
rot = vector3(0.0, -10.0, 66.0)
},
{
pos = vector3(-1593.238, -3017.05, -79.99),
rot = vector3(0.0, -10.0, 110.0)
},
{
pos = vector3(-1597.134, -3008.2, -79.99),
rot = vector3(0.0, -10.0, -122.53)
},
{
pos = vector3(-1589.966, -3008.518, -79.99),
rot = vector3(0.0, -10.0, -166.97)
}
},
Enable = function(state)
if state then
RequestNamedPtfxAsset("scr_ba_club")
while not HasNamedPtfxAssetLoaded("scr_ba_club") do
Citizen.Wait(0)
end
for key, emitter in pairs(AfterHoursNightclubs.Interior.DryIce.Emitters) do
UseParticleFxAssetNextCall("scr_ba_club")
StartParticleFxLoopedAtCoord("scr_ba_club_smoke_machine", emitter.pos.x, emitter.pos.y, emitter.pos.z, emitter.rot.x, emitter.rot.y, emitter.rot.z, AfterHoursNightclubs.Interior.DryIce.scale, false, false, false, true)
end
else
local radius = 1.0
for key, emitter in pairs(AfterHoursNightclubs.Interior.DryIce.Emitters) do
RemoveParticleFxInRange(emitter.pos.x, emitter.pos.y, emitter.pos.z, radius)
end
end
end,
},
Details = {
clutter = "Int01_ba_Clutter", -- Clutter and graffitis
worklamps = "Int01_ba_Worklamps", -- Work lamps + trash
truck = "Int01_ba_deliverytruck", -- Truck parked in the garage
dryIce = "Int01_ba_dry_ice", -- Dry ice machines (no effects)
lightRigsOff = "light_rigs_off", -- All light rigs at once but turned off
roofLightsOff = "Int01_ba_lightgrid_01", -- Fake lights
floorTradLights = "Int01_ba_trad_lights", -- Floor lights meant to go with the trad style
chest = "Int01_ba_trophy04", -- Chest on the VIP desk
vaultAmmunations = "Int01_ba_trophy05", -- (inside vault) Ammunations
vaultMeth = "Int01_ba_trophy07", -- (inside vault) Meth bag
vaultFakeID = "Int01_ba_trophy08", -- (inside vault) Fake ID
vaultWeed = "Int01_ba_trophy09", -- (inside vault) Opened weed bag
vaultCoke = "Int01_ba_trophy10", -- (inside vault) Coke doll
vaultCash = "Int01_ba_trophy11", -- (inside vault) Scrunched fake money
Enable = function(details, state, refresh)
SetIplPropState(AfterHoursNightclubs.interiorId, details, state, refresh)
end
}
},
-- 760, -1337, 27
Mesa = {
id = 0,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Mesa.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Mesa.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Mesa.id)
end
}
},
-- 348, -979, 30
MissionRow = {
id = 1,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.MissionRow.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.MissionRow.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.MissionRow.id)
end
}
},
-- -118, -1260, 30
Strawberry = {
id = 2,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Strawberry.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Strawberry.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Strawberry.id)
end
}
},
-- 9, 221, 109
VinewoodWest = {
id = 3,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.VinewoodWest.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.VinewoodWest.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.VinewoodWest.id)
end
}
},
-- 868, -2098, 31
Cypress = {
id = 4,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Cypress.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Cypress.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Cypress.id)
end
}
},
-- -1287, -647, 27
DelPerro = {
id = 5,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.DelPerro.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.DelPerro.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.DelPerro.id)
end
}
},
-- -680, -2461, 14
Airport = {
id = 6,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Airport.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Airport.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Airport.id)
end
}
},
-- 192, -3168, 6
Elysian = {
id = 7,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Elysian.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Elysian.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Elysian.id)
end
}
},
-- 373, 254, 103
Vinewood = {
id = 8,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Vinewood.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Vinewood.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Vinewood.id)
end
}
},
-- -1171, -1150, 6
Vespucci = {
id = 9,
Barrier = {
Enable = function(state)
if state == nil then
state = true
end
AfterHoursNightclubs.Barrier.Enable(AfterHoursNightclubs.Vespucci.id, state)
end
},
Posters = {
Enable = function(poster, state)
if state == nil then
state = true
end
AfterHoursNightclubs.Posters.Enable(AfterHoursNightclubs.Vespucci.id, poster, state)
end,
Clear = function()
AfterHoursNightclubs.Posters.Clear(AfterHoursNightclubs.Vespucci.id)
end
}
},
Barrier = {
barrier = "ba_barriers_caseX",
Enable = function(clubId, state)
value = AfterHoursNightclubs.Barrier.barrier:gsub("caseX", "case" .. tostring(clubId))
EnableIpl(value, state)
end
},
Posters = {
forSale = "ba_caseX_forsale",
dixon = "ba_caseX_dixon",
madonna = "ba_caseX_madonna",
solomun = "ba_caseX_solomun",
taleOfUs = "ba_caseX_taleofus",
Enable = function(clubId, poster, state)
if type(poster) == "table" then
for key, value in pairs(poster) do
if type(value) == "string" then
value = value:gsub("caseX", "case" .. tostring(clubId))
EnableIpl(value, state)
end
end
else
poster = poster:gsub("caseX", "case" .. tostring(clubId))
EnableIpl(poster, state)
end
end,
Clear = function(clubId)
for key, value in pairs(AfterHoursNightclubs.Posters) do
if type(value) == "string" then
value = value:gsub("caseX", "case" .. tostring(clubId))
EnableIpl(value, false)
end
end
end
},
LoadDefault = function()
-- Interior setup
AfterHoursNightclubs.Ipl.Interior.Load()
AfterHoursNightclubs.Interior.Name.Set(AfterHoursNightclubs.Interior.Name.galaxy)
AfterHoursNightclubs.Interior.Style.Set(AfterHoursNightclubs.Interior.Style.edgy)
AfterHoursNightclubs.Interior.Podium.Set(AfterHoursNightclubs.Interior.Podium.edgy)
AfterHoursNightclubs.Interior.Speakers.Set(AfterHoursNightclubs.Interior.Speakers.upgrade)
AfterHoursNightclubs.Interior.Security.Set(AfterHoursNightclubs.Interior.Security.on)
AfterHoursNightclubs.Interior.Turntables.Set(AfterHoursNightclubs.Interior.Turntables.style01)
AfterHoursNightclubs.Interior.Lights.Bands.Set(AfterHoursNightclubs.Interior.Lights.Bands.cyan)
AfterHoursNightclubs.Interior.Bar.Enable(true)
AfterHoursNightclubs.Interior.Booze.Enable(AfterHoursNightclubs.Interior.Booze, true)
AfterHoursNightclubs.Interior.Trophy.Enable(AfterHoursNightclubs.Interior.Trophy.number1, true, AfterHoursNightclubs.Interior.Trophy.Color.gold)
RefreshInterior(AfterHoursNightclubs.interiorId)
-- Exterior IPL
AfterHoursNightclubs.Mesa.Barrier.Enable(true)
AfterHoursNightclubs.Mesa.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Mesa.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.MissionRow.Barrier.Enable(true)
AfterHoursNightclubs.MissionRow.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.MissionRow.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.Strawberry.Barrier.Enable(true)
AfterHoursNightclubs.Strawberry.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Strawberry.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.VinewoodWest.Barrier.Enable(true)
AfterHoursNightclubs.VinewoodWest.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.VinewoodWest.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.Cypress.Barrier.Enable(true)
AfterHoursNightclubs.Cypress.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Cypress.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.DelPerro.Barrier.Enable(true)
AfterHoursNightclubs.DelPerro.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.DelPerro.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.Airport.Barrier.Enable(true)
AfterHoursNightclubs.Airport.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Airport.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.Elysian.Barrier.Enable(true)
AfterHoursNightclubs.Elysian.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Elysian.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.Vinewood.Barrier.Enable(true)
AfterHoursNightclubs.Vinewood.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Vinewood.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
AfterHoursNightclubs.Vespucci.Barrier.Enable(true)
AfterHoursNightclubs.Vespucci.Posters.Enable(AfterHoursNightclubs.Posters, true)
AfterHoursNightclubs.Vespucci.Posters.Enable(AfterHoursNightclubs.Posters.forSale, false)
end
}

View File

@ -0,0 +1,388 @@
-- Clubhouse1: 1107.04, -3157.399, -37.51859
exports('GetBikerClubhouse1Object', function()
return BikerClubhouse1
end)
BikerClubhouse1 = {
interiorId = 246273,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_0_biker_dlc_int_01_milo",
Load = function()
EnableIpl(BikerClubhouse1.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerClubhouse1.Ipl.Interior.ipl, false)
end
}
},
Walls = {
brick = "walls_01",
plain = "walls_02",
Color = {
sable = 0,
yellowGray = 1,
red = 2,
brown = 3,
yellow = 4,
lightYellow = 5,
lightYellowGray = 6,
lightGray = 7,
orange = 8,
gray = 9
},
Set = function(walls, color, refresh)
if color == nil then
color = 0
end
BikerClubhouse1.Walls.Clear(false)
SetIplPropState(BikerClubhouse1.interiorId, walls, true, refresh)
SetInteriorPropColor(BikerClubhouse1.interiorId, walls, color)
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Walls.brick,
BikerClubhouse1.Walls.plain
}, false, refresh)
end
},
Furnitures = {
A = "furnishings_01",
B = "furnishings_02",
Set = function(furn, color, refresh)
if color == nil then
color = 0
end
BikerClubhouse1.Furnitures.Clear(false)
SetIplPropState(BikerClubhouse1.interiorId, furn, true, refresh)
SetInteriorPropColor(BikerClubhouse1.interiorId, furn, color)
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Furnitures.A,
BikerClubhouse1.Furnitures.B
}, false, refresh)
end
},
Decoration = {
A = "decorative_01",
B = "decorative_02",
Set = function(deco, refresh)
BikerClubhouse1.Decoration.Clear(false)
SetIplPropState(BikerClubhouse1.interiorId, deco, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Decoration.A,
BikerClubhouse1.Decoration.B
}, false, refresh)
end
},
Mural = {
none = "",
rideFree = "mural_01",
mods = "mural_02",
brave = "mural_03",
fist = "mural_04",
forest = "mural_05",
mods2 = "mural_06",
rideForever = "mural_07",
heart = "mural_08",
route68 = "mural_09",
Set = function(mural, refresh)
BikerClubhouse1.Mural.Clear(false)
if mural ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, mural, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Mural.rideFree,
BikerClubhouse1.Mural.mods,
BikerClubhouse1.Mural.brave,
BikerClubhouse1.Mural.fist,
BikerClubhouse1.Mural.forest,
BikerClubhouse1.Mural.mods2,
BikerClubhouse1.Mural.rideForever,
BikerClubhouse1.Mural.heart,
BikerClubhouse1.Mural.route68
}, false, refresh)
end
},
GunLocker = {
none = "",
on = "gun_locker",
off = "no_gun_locker",
Set = function(locker, refresh)
BikerClubhouse1.GunLocker.Clear(false)
if locker ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, locker, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.GunLocker.on,
BikerClubhouse1.GunLocker.off
}, false, refresh)
end
},
ModBooth = {
none = "",
on = "mod_booth",
off = "no_mod_booth",
Set = function(mod, refresh)
BikerClubhouse1.ModBooth.Clear(false)
if mod ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, mod, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.ModBooth.on,
BikerClubhouse1.ModBooth.off
}, false, refresh)
end
},
Meth = {
none = "",
stage1 = "meth_stash1",
stage2 = {
"meth_stash1",
"meth_stash2"
},
stage3 = {
"meth_stash1",
"meth_stash2",
"meth_stash3"
},
Set = function(stage, refresh)
BikerClubhouse1.Meth.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Meth.stage1,
BikerClubhouse1.Meth.stage2,
BikerClubhouse1.Meth.stage3
}, false, refresh)
end
},
Cash = {
none = "",
stage1 = "cash_stash1",
stage2 = {
"cash_stash1",
"cash_stash2"
},
stage3 = {
"cash_stash1",
"cash_stash2",
"cash_stash3"
},
Set = function(stage, refresh)
BikerClubhouse1.Cash.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Cash.stage1,
BikerClubhouse1.Cash.stage2,
BikerClubhouse1.Cash.stage3
}, false, refresh)
end
},
Weed = {
none = "",
stage1 = "weed_stash1",
stage2 = {
"weed_stash1",
"weed_stash2"
},
stage3 = {
"weed_stash1",
"weed_stash2",
"weed_stash3"
},
Set = function(stage, refresh)
BikerClubhouse1.Weed.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Weed.stage1,
BikerClubhouse1.Weed.stage2,
BikerClubhouse1.Weed.stage3
}, false, refresh)
end
},
Coke = {
none = "",
stage1 = "coke_stash1",
stage2 = {
"coke_stash1",
"coke_stash2"
},
stage3 = {
"coke_stash1",
"coke_stash2",
"coke_stash3"
},
Set = function(stage, refresh)
BikerClubhouse1.Coke.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Coke.stage1,
BikerClubhouse1.Coke.stage2,
BikerClubhouse1.Coke.stage3
}, false, refresh)
end
},
Counterfeit = {
none = "",
stage1 = "counterfeit_stash1",
stage2 = {
"counterfeit_stash1",
"counterfeit_stash2"
},
stage3 = {
"counterfeit_stash1",
"counterfeit_stash2",
"counterfeit_stash3"
},
Set = function(stage, refresh)
BikerClubhouse1.Counterfeit.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Counterfeit.stage1,
BikerClubhouse1.Counterfeit.stage2,
BikerClubhouse1.Counterfeit.stage3
}, false, refresh)
end
},
Documents = {
none = "",
stage1 = "id_stash1",
stage2 = {
"id_stash1",
"id_stash2"
},
stage3 = {
"id_stash1",
"id_stash2",
"id_stash3"
},
Set = function(stage, refresh)
BikerClubhouse1.Documents.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse1.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse1.interiorId, {
BikerClubhouse1.Documents.stage1,
BikerClubhouse1.Documents.stage2,
BikerClubhouse1.Documents.stage3
}, false, refresh)
end
},
LoadDefault = function()
BikerClubhouse1.Ipl.Interior.Load()
BikerClubhouse1.Walls.Set(BikerClubhouse1.Walls.plain, BikerClubhouse1.Walls.Color.brown)
BikerClubhouse1.Furnitures.Set(BikerClubhouse1.Furnitures.A, 3)
BikerClubhouse1.Decoration.Set(BikerClubhouse1.Decoration.A)
BikerClubhouse1.Mural.Set(BikerClubhouse1.Mural.rideFree)
BikerClubhouse1.ModBooth.Set(BikerClubhouse1.ModBooth.none)
BikerClubhouse1.GunLocker.Set(BikerClubhouse1.GunLocker.none)
BikerClubhouse1.Meth.Set(BikerClubhouse1.Meth.none)
BikerClubhouse1.Cash.Set(BikerClubhouse1.Cash.none)
BikerClubhouse1.Coke.Set(BikerClubhouse1.Coke.none)
BikerClubhouse1.Weed.Set(BikerClubhouse1.Weed.none)
BikerClubhouse1.Counterfeit.Set(BikerClubhouse1.Counterfeit.none)
BikerClubhouse1.Documents.Set(BikerClubhouse1.Documents.none)
RefreshInterior(BikerClubhouse1.interiorId)
end
}

View File

@ -0,0 +1,402 @@
-- Clubhouse2: 998.4809, -3164.711, -38.90733
exports('GetBikerClubhouse2Object', function()
return BikerClubhouse2
end)
BikerClubhouse2 = {
interiorId = 246529,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_1_biker_dlc_int_02_milo",
Load = function()
EnableIpl(BikerClubhouse2.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerClubhouse2.Ipl.Interior.ipl, false)
end
}
},
Walls = {
brick = "walls_01",
plain = "walls_02",
Color = {
greenAndGray = 1,
multicolor = 2,
orangeAndGray = 3,
blue = 4,
lightBlueAndSable = 5,
greenAndRed = 6,
yellowAndGray = 7,
red = 8,
fuchsiaAndGray = 9
},
Set = function(walls, color, refresh)
if color == nil then
color = 0
end
BikerClubhouse2.Walls.Clear(false)
SetIplPropState(BikerClubhouse2.interiorId, walls, true, refresh)
SetInteriorPropColor(BikerClubhouse2.interiorId, walls, color)
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Walls.brick,
BikerClubhouse2.Walls.plain
}, false, refresh)
end
},
LowerWalls = {
default = "lower_walls_default",
SetColor = function(color, refresh)
SetIplPropState(BikerClubhouse2.interiorId, BikerClubhouse2.LowerWalls.default, true, refresh)
SetInteriorPropColor(BikerClubhouse2.interiorId, BikerClubhouse2.LowerWalls.default, color)
end,
},
Furnitures = {
A = "furnishings_01",
B = "furnishings_02",
-- Colors for "furnishings_01" only
Color = {
turquoise = 0,
darkBrown = 1,
brown = 2,
-- 3 equal 1
brown2 = 4,
gray = 5,
red = 6,
darkGray = 7,
black = 8,
red2 = 9
},
Set = function(furn, color, refresh)
if color == nil then
color = 0
end
BikerClubhouse2.Furnitures.Clear(false)
SetIplPropState(BikerClubhouse2.interiorId, furn, true, refresh)
SetInteriorPropColor(BikerClubhouse2.interiorId, furn, color)
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Furnitures.A,
BikerClubhouse2.Furnitures.B
}, false, refresh)
end
},
Decoration = {
A = "decorative_01",
B = "decorative_02",
Set = function(deco, refresh)
BikerClubhouse2.Decoration.Clear(false)
SetIplPropState(BikerClubhouse2.interiorId, deco, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Decoration.A,
BikerClubhouse2.Decoration.B
}, false, refresh)
end
},
Mural = {
none = "",
death1 = "mural_01",
cityColor1 = "mural_02",
death2 = "mural_03",
cityColor2 = "mural_04",
graffitis = "mural_05",
cityColor3 = "mural_06",
cityColor4 = "mural_07",
cityBlack = "mural_08",
death3 = "mural_09",
Set = function(mural, refresh)
BikerClubhouse2.Mural.Clear(false)
if mural ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, mural, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Mural.death1,
BikerClubhouse2.Mural.cityColor1,
BikerClubhouse2.Mural.death2,
BikerClubhouse2.Mural.cityColor2,
BikerClubhouse2.Mural.graffitis,
BikerClubhouse2.Mural.cityColor3,
BikerClubhouse2.Mural.cityColor4,
BikerClubhouse2.Mural.cityBlack,
BikerClubhouse2.Mural.death3
}, false, refresh)
end
},
GunLocker = {
on = "gun_locker",
off = "no_gun_locker",
Set = function(locker, refresh)
BikerClubhouse2.GunLocker.Clear(false)
if locker ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, locker, true, refresh)
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.GunLocker.on,
BikerClubhouse2.GunLocker.off
}, false, refresh)
end
},
ModBooth = {
none = "",
on = "mod_booth",
off = "no_mod_booth",
Set = function(mod, refresh)
BikerClubhouse2.ModBooth.Clear(false)
if mod ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, mod, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.ModBooth.on,
BikerClubhouse2.ModBooth.off
}, false, refresh)
end
},
Meth = {
none = "",
stage1 = "meth_small",
stage2 = {
"meth_small",
"meth_medium"
},
stage3 = {
"meth_small",
"meth_medium",
"meth_large"
},
Set = function(stage, refresh)
BikerClubhouse2.Meth.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Meth.stage1,
BikerClubhouse2.Meth.stage2,
BikerClubhouse2.Meth.stage3
}, false, refresh)
end
},
Cash = {
none = "",
stage1 = "cash_small",
stage2 = {
"cash_small",
"cash_medium"
},
stage3 = {
"cash_small",
"cash_medium",
"cash_large"
},
Set = function(stage, refresh)
BikerClubhouse2.Cash.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Cash.stage1,
BikerClubhouse2.Cash.stage2,
BikerClubhouse2.Cash.stage3
}, false, refresh)
end
},
Weed = {
none = "",
stage1 = "weed_small",
stage2 = {
"weed_small",
"weed_medium"
},
stage3 = {
"weed_small",
"weed_medium",
"weed_large"
},
Set = function(stage, refresh)
BikerClubhouse2.Weed.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Weed.stage1,
BikerClubhouse2.Weed.stage2,
BikerClubhouse2.Weed.stage3
}, false, refresh)
end
},
Coke = {
none = "",
stage1 = "coke_small",
stage2 = {
"coke_small",
"coke_medium"
},
stage3 = {
"coke_small",
"coke_medium",
"coke_large"
},
Set = function(stage, refresh)
BikerClubhouse2.Coke.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Coke.stage1,
BikerClubhouse2.Coke.stage2,
BikerClubhouse2.Coke.stage3
}, false, refresh)
end
},
Counterfeit = {
none = "",
stage1 = "counterfeit_small",
stage2 = {
"counterfeit_small",
"counterfeit_medium"
},
stage3 = {
"counterfeit_small",
"counterfeit_medium",
"counterfeit_large"
},
Set = function(stage, refresh)
BikerClubhouse2.Counterfeit.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, stage, true, refresh)
else
if refresh then
RefreshInterior(BikerClubhouse2.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Counterfeit.stage1,
BikerClubhouse2.Counterfeit.stage2,
BikerClubhouse2.Counterfeit.stage3
}, false, refresh)
end
},
Documents = {
none = "",
stage1 = "id_small",
stage2 = {
"id_small",
"id_medium"
},
stage3 = {
"id_small",
"id_medium",
"id_large"
},
Set = function(stage, refresh)
BikerClubhouse2.Documents.Clear(false)
if stage ~= "" then
SetIplPropState(BikerClubhouse2.interiorId, stage, true, refresh)
else
if refresh then RefreshInterior(BikerClubhouse2.interiorId) end
end
end,
Clear = function(refresh)
SetIplPropState(BikerClubhouse2.interiorId, {
BikerClubhouse2.Documents.stage1,
BikerClubhouse2.Documents.stage2,
BikerClubhouse2.Documents.stage3
}, false, refresh)
end
},
LoadDefault = function()
BikerClubhouse2.Ipl.Interior.Load()
BikerClubhouse2.Walls.Set(BikerClubhouse2.Walls.brick, BikerClubhouse2.Walls.Color.red)
BikerClubhouse2.LowerWalls.SetColor(BikerClubhouse2.Walls.Color.red)
BikerClubhouse2.Furnitures.Set(BikerClubhouse2.Furnitures.B, BikerClubhouse2.Furnitures.Color.black)
BikerClubhouse2.Decoration.Set(BikerClubhouse2.Decoration.B)
BikerClubhouse2.Mural.Set(BikerClubhouse2.Mural.death3)
BikerClubhouse2.ModBooth.Set(BikerClubhouse2.ModBooth.off)
BikerClubhouse2.GunLocker.Set(BikerClubhouse2.GunLocker.off)
BikerClubhouse2.Meth.Set(BikerClubhouse2.Meth.none)
BikerClubhouse2.Cash.Set(BikerClubhouse2.Cash.none)
BikerClubhouse2.Coke.Set(BikerClubhouse2.Coke.none)
BikerClubhouse2.Weed.Set(BikerClubhouse2.Weed.none)
BikerClubhouse2.Counterfeit.Set(BikerClubhouse2.Counterfeit.none)
BikerClubhouse2.Documents.Set(BikerClubhouse2.Documents.none)
RefreshInterior(BikerClubhouse2.interiorId)
end
}

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-- Cocaine lockup: 1093.6, -3196.6, -38.99841
exports('GetBikerCocaineObject', function()
return BikerCocaine
end)
BikerCocaine = {
interiorId = 247553,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_4_biker_dlc_int_ware03_milo",
Load = function()
EnableIpl(BikerCocaine.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerCocaine.Ipl.Interior.ipl, false)
end
}
},
Style = {
none = "",
basic = {
"set_up",
"equipment_basic",
"coke_press_basic",
"production_basic",
"table_equipment"
},
upgrade = {
"set_up",
"equipment_upgrade",
"coke_press_upgrade",
"production_upgrade",
"table_equipment_upgrade"
},
Set = function(style, refresh)
BikerCocaine.Style.Clear(false)
if style ~= "" then
SetIplPropState(BikerCocaine.interiorId, style, true, refresh)
else
if refresh then
RefreshInterior(BikerCocaine.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCocaine.interiorId, {
BikerCocaine.Style.basic,
BikerCocaine.Style.upgrade
}, false, refresh)
end
},
Security = {
none = "",
basic = "security_low",
upgrade = "security_high",
Set = function(security, refresh)
BikerCocaine.Security.Clear(false)
if security ~= "" then
SetIplPropState(BikerCocaine.interiorId, security, true, refresh)
else
if refresh then
RefreshInterior(BikerCocaine.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCocaine.interiorId, {
BikerCocaine.Security.basic,
BikerCocaine.Security.upgrade
}, false, refresh)
end
},
Details = {
cokeBasic1 = "coke_cut_01", -- On the basic tables
cokeBasic2 = "coke_cut_02", -- On the basic tables
cokeBasic3 = "coke_cut_03", -- On the basic tables
cokeUpgrade1 = "coke_cut_04", -- On the upgraded tables
cokeUpgrade2 = "coke_cut_05", -- On the upgraded tables
Enable = function(details, state, refresh)
SetIplPropState(BikerCocaine.interiorId, details, state, refresh)
end
},
LoadDefault = function()
BikerCocaine.Ipl.Interior.Load()
BikerCocaine.Style.Set(BikerCocaine.Style.basic)
BikerCocaine.Security.Set(BikerCocaine.Security.none)
RefreshInterior(BikerCocaine.interiorId)
end
}

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-- Counterfeit cash factory: 1121.897, -3195.338, -40.4025
exports('GetBikerCounterfeitObject', function()
return BikerCounterfeit
end)
BikerCounterfeit = {
interiorId = 247809,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_5_biker_dlc_int_ware04_milo",
Load = function()
EnableIpl(BikerCounterfeit.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerCounterfeit.Ipl.Interior.ipl, false)
end
}
},
Printer = {
none = "",
basic = "counterfeit_standard_equip_no_prod",
basicProd = "counterfeit_standard_equip",
upgrade = "counterfeit_upgrade_equip_no_prod",
upgradeProd = "counterfeit_upgrade_equip",
Set = function(printer, refresh)
BikerCounterfeit.Printer.Clear(false)
if printer ~= "" then
SetIplPropState(BikerCounterfeit.interiorId, printer, true, refresh)
else
if refresh then
RefreshInterior(BikerCounterfeit.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCounterfeit.interiorId, {
BikerCounterfeit.Printer.basic,
BikerCounterfeit.Printer.basicProd,
BikerCounterfeit.Printer.upgrade,
BikerCounterfeit.Printer.upgradeProd
}, false, refresh)
end
},
Security = {
basic = "counterfeit_low_security",
upgrade = "counterfeit_security",
Set = function(security, refresh)
BikerCounterfeit.Security.Clear(false)
SetIplPropState(BikerCounterfeit.interiorId, security, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerCounterfeit.interiorId, {
BikerCounterfeit.Security.basic,
BikerCounterfeit.Security.upgrade
}, false, refresh)
end
},
Dryer1 = {
none = "",
on = "dryera_on",
off = "dryera_off",
open = "dryera_open",
Set = function(dryer, refresh)
BikerCounterfeit.Dryer1.Clear(false)
if dryer ~= "" then
SetIplPropState(BikerCounterfeit.interiorId, dryer, true, refresh)
else
if refresh then
RefreshInterior(BikerCounterfeit.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCounterfeit.interiorId, {
BikerCounterfeit.Dryer1.on,
BikerCounterfeit.Dryer1.off,
BikerCounterfeit.Dryer1.open
}, false, refresh)
end
},
Dryer2 = {
none = "",
on = "dryerb_on",
off = "dryerb_off",
open = "dryerb_open",
Set = function(dryer, refresh)
BikerCounterfeit.Dryer2.Clear(false)
if dryer ~= "" then
SetIplPropState(BikerCounterfeit.interiorId, dryer, true, refresh)
else
if refresh then
RefreshInterior(BikerCounterfeit.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCounterfeit.interiorId, {
BikerCounterfeit.Dryer2.on,
BikerCounterfeit.Dryer2.off,
BikerCounterfeit.Dryer2.open
}, false, refresh)
end
},
Dryer3 = {
none = "",
on = "dryerc_on",
off = "dryerc_off",
open = "dryerc_open",
Set = function(dryer, refresh)
BikerCounterfeit.Dryer3.Clear(false)
if dryer ~= "" then
SetIplPropState(BikerCounterfeit.interiorId, dryer, true, refresh)
else
if refresh then
RefreshInterior(BikerCounterfeit.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCounterfeit.interiorId, {
BikerCounterfeit.Dryer3.on,
BikerCounterfeit.Dryer3.off,
BikerCounterfeit.Dryer3.open
}, false, refresh)
end
},
Dryer4 = {
none = "",
on = "dryerd_on",
off = "dryerd_off",
open = "dryerd_open",
Set = function(dryer, refresh)
BikerCounterfeit.Dryer4.Clear(false)
if dryer ~= "" then
SetIplPropState(BikerCounterfeit.interiorId, dryer, true, refresh)
else
if refresh then
RefreshInterior(BikerCounterfeit.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerCounterfeit.interiorId, {
BikerCounterfeit.Dryer4.on,
BikerCounterfeit.Dryer4.off,
BikerCounterfeit.Dryer4.open
}, false, refresh)
end
},
Details = {
Cash10 = {
A = "counterfeit_cashpile10a",
B = "counterfeit_cashpile10b",
C = "counterfeit_cashpile10c",
D = "counterfeit_cashpile10d",
},
Cash20 = {
A = "counterfeit_cashpile20a",
B = "counterfeit_cashpile20b",
C = "counterfeit_cashpile20c",
D = "counterfeit_cashpile20d",
},
Cash100 = {
A = "counterfeit_cashpile100a",
B = "counterfeit_cashpile100b",
C = "counterfeit_cashpile100c",
D = "counterfeit_cashpile100d",
},
chairs = "special_chairs", -- Brown chairs at the end of the room
cutter = "money_cutter", -- Money cutting machine
furnitures = "counterfeit_setup", -- Paper, counting machines, cups
Enable = function(details, state, refresh)
SetIplPropState(BikerCounterfeit.interiorId, details, state, refresh)
end
},
LoadDefault = function()
BikerCounterfeit.Ipl.Interior.Load()
BikerCounterfeit.Printer.Set(BikerCounterfeit.Printer.basicProd)
BikerCounterfeit.Security.Set(BikerCounterfeit.Security.upgrade)
BikerCounterfeit.Dryer1.Set(BikerCounterfeit.Dryer1.open)
BikerCounterfeit.Dryer2.Set(BikerCounterfeit.Dryer2.on)
BikerCounterfeit.Dryer3.Set(BikerCounterfeit.Dryer3.on)
BikerCounterfeit.Dryer4.Set(BikerCounterfeit.Dryer4.on)
BikerCounterfeit.Details.Enable(BikerCounterfeit.Details.cutter, true)
BikerCounterfeit.Details.Enable(BikerCounterfeit.Details.furnitures, true)
BikerCounterfeit.Details.Enable(BikerCounterfeit.Details.Cash100, true)
RefreshInterior(BikerCounterfeit.interiorId)
end
}

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-- Document forgery: 1165, -3196.6, -39.01306
exports('GetBikerDocumentForgeryObject', function()
return BikerDocumentForgery
end)
BikerDocumentForgery = {
interiorId = 246785,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_6_biker_dlc_int_ware05_milo",
Load = function()
EnableIpl(BikerDocumentForgery.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerDocumentForgery.Ipl.Interior.ipl, false)
end
}
},
Style = {
basic = "interior_basic",
upgrade = "interior_upgrade",
Set = function(style, refresh)
BikerDocumentForgery.Style.Clear(false)
SetIplPropState(BikerDocumentForgery.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerDocumentForgery.interiorId, {
BikerDocumentForgery.Style.basic,
BikerDocumentForgery.Style.upgrade
}, false, refresh)
end
},
Equipment = {
none = "",
basic = "equipment_basic",
upgrade = "equipment_upgrade",
Set = function(eqpt, refresh)
BikerDocumentForgery.Equipment.Clear(false)
if eqpt ~= "" then
SetIplPropState(BikerDocumentForgery.interiorId, eqpt, true, refresh)
else
if refresh then
RefreshInterior(BikerDocumentForgery.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerDocumentForgery.interiorId, {
BikerDocumentForgery.Equipment.basic,
BikerDocumentForgery.Equipment.upgrade
}, false, refresh)
end
},
Security = {
basic = "security_low",
upgrade = "security_high",
Set = function(security, refresh)
BikerDocumentForgery.Security.Clear(false)
SetIplPropState(BikerDocumentForgery.interiorId, security, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerDocumentForgery.interiorId, {
BikerDocumentForgery.Security.basic,
BikerDocumentForgery.Security.upgrade
}, false, refresh)
end
},
Details = {
Chairs = {
A = "chair01",
B = "chair02",
C = "chair03",
D = "chair04",
E = "chair05",
F = "chair06",
G = "chair07"
},
production = "production", -- Papers, pencils
furnitures = "set_up", -- Printers, shredders
clutter = "clutter", -- Pizza boxes, cups
Enable = function(details, state, refresh)
SetIplPropState(BikerDocumentForgery.interiorId, details, state, refresh)
end
},
LoadDefault = function()
BikerDocumentForgery.Ipl.Interior.Load()
BikerDocumentForgery.Style.Set(BikerDocumentForgery.Style.basic)
BikerDocumentForgery.Security.Set(BikerDocumentForgery.Security.basic)
BikerDocumentForgery.Equipment.Set(BikerDocumentForgery.Equipment.basic)
BikerDocumentForgery.Details.Enable(BikerDocumentForgery.Details.production, false)
BikerDocumentForgery.Details.Enable(BikerDocumentForgery.Details.setup, false)
BikerDocumentForgery.Details.Enable(BikerDocumentForgery.Details.clutter, false)
BikerDocumentForgery.Details.Enable(BikerDocumentForgery.Details.Chairs, true)
RefreshInterior(BikerDocumentForgery.interiorId)
end
}

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exports('GetBikerGangObject', function()
return BikerGang
end)
AddEventHandler('onClientResourceStop', function(res)
if GetCurrentResourceName() ~= res then
return
end
BikerGang.Clubhouse.ClearAll()
end)
BikerGang = {
Name = {
Colors = {
black = 0,
gray = 1,
white = 2,
orange = 3,
red = 4,
green = 5,
yellow = 6,
blue = 7
},
Fonts = {
font1 = 0,
font2 = 1,
font3 = 2,
font4 = 3,
font5 = 4,
font6 = 5,
font7 = 6,
font8 = 7,
font9 = 8,
font10 = 9,
font11 = 10,
font12 = 11,
font13 = 12
},
name = "",
color = 0,
font = 0,
Set = function(name, color, font)
BikerGang.Name.name = name
BikerGang.Name.color = color
BikerGang.Name.font = font
BikerGang.Clubhouse.ClubName.stage = 0
end
},
Emblem = {
Logo = {
eagle = "MPClubPreset1",
skull = "MPClubPreset2",
ace = "MPClubPreset3",
brassKnuckles = "MPClubPreset4",
UR = "MPClubPreset5",
fox = "MPClubPreset6",
city = "MPClubPreset7",
dices = "MPClubPreset8",
target = "MPClubPreset9"
},
emblem = "MPClubPreset1",
rot = 90.0, -- Rotation for 0.0 to 360.0
Set = function(logo, rotation)
BikerGang.Emblem.emblem = logo
BikerGang.Emblem.rot = rotation
BikerGang.Clubhouse.Emblem.stage = 0
end
},
Clubhouse = {
interiorId1 = 246273,
interiorId2 = 246529,
Members = {
President = {
needToLoad = false,
loaded = false,
renderId = -1,
textureDict = "",
pedheadshot = -1,
target = "memorial_wall_president",
prop = "bkr_prop_rt_memorial_president",
stage = 0,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.Members.President.target, BikerGang.Clubhouse.Members.President.prop)
end,
Enable = function(state)
BikerGang.Clubhouse.Members.President.needToLoad = state
end,
Set = function(ped)
BikerGang.Clubhouse.Members.Set(BikerGang.Clubhouse.Members.President, ped)
end,
Clear = function()
BikerGang.Clubhouse.Members.Clear(BikerGang.Clubhouse.Members.President)
end
},
VicePresident = {
needToLoad = false,
loaded = false,
renderId = -1,
textureDict = "",
pedheadshot = -1,
target = "memorial_wall_vice_president",
prop = "bkr_prop_rt_memorial_vice_pres",
stage = 0,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.Members.VicePresident.target, BikerGang.Clubhouse.Members.VicePresident.prop)
end,
Enable = function(state)
BikerGang.Clubhouse.Members.VicePresident.needToLoad = state
end,
Set = function(ped)
BikerGang.Clubhouse.Members.Set(BikerGang.Clubhouse.Members.VicePresident, ped)
end,
Clear = function()
BikerGang.Clubhouse.Members.Clear(BikerGang.Clubhouse.Members.VicePresident)
end
},
RoadCaptain = {
needToLoad = false,
loaded = false,
renderId = -1,
textureDict = "",
pedheadshot = -1,
target = "memorial_wall_active_01",
prop = "bkr_prop_rt_memorial_active_01",
stage = 0,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.Members.RoadCaptain.target, BikerGang.Clubhouse.Members.RoadCaptain.prop)
end,
Enable = function(state)
BikerGang.Clubhouse.Members.RoadCaptain.needToLoad = state
end,
Set = function(ped)
BikerGang.Clubhouse.Members.Set(BikerGang.Clubhouse.Members.RoadCaptain, ped)
end,
Clear = function()
BikerGang.Clubhouse.Members.Clear(BikerGang.Clubhouse.Members.RoadCaptain)
end
},
Enforcer = {
needToLoad = false,
loaded = false,
renderId = -1,
textureDict = "",
pedheadshot = -1,
target = "memorial_wall_active_02",
prop = "bkr_prop_rt_memorial_active_02",
stage = 0,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.Members.Enforcer.target, BikerGang.Clubhouse.Members.Enforcer.prop)
end,
Enable = function(state)
BikerGang.Clubhouse.Members.Enforcer.needToLoad = state
end,
Set = function(ped)
BikerGang.Clubhouse.Members.Set(BikerGang.Clubhouse.Members.Enforcer, ped)
end,
Clear = function()
BikerGang.Clubhouse.Members.Clear(BikerGang.Clubhouse.Members.Enforcer)
end
},
SergeantAtArms = {
needToLoad = false,
loaded = false,
renderId = -1,
textureDict = "",
pedheadshot = -1,
target = "memorial_wall_active_03",
prop = "bkr_prop_rt_memorial_active_03",
stage = 0,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.Members.SergeantAtArms.target, BikerGang.Clubhouse.Members.SergeantAtArms.prop)
end,
Enable = function(state)
BikerGang.Clubhouse.Members.SergeantAtArms.needToLoad = state
end,
Set = function(ped)
BikerGang.Clubhouse.Members.Set(BikerGang.Clubhouse.Members.SergeantAtArms, ped)
end,
Clear = function()
BikerGang.Clubhouse.Members.Clear(BikerGang.Clubhouse.Members.SergeantAtArms)
end
},
Set = function(member, ped)
member.Clear()
member.pedheadshot = GetPedheadshot(ped)
if member.pedheadshot ~= -1 then
member.textureDict = GetPedheadshotTxdString(member.pedheadshot)
local IsTextureDictLoaded = LoadStreamedTextureDict(member.textureDict)
if not IsTextureDictLoaded then
Citizen.Trace("ERROR: BikerClubhouseDrawMembers - Textures dictionnary \"" .. tostring(member.textureDict) .. "\" cannot be loaded.")
end
else
Citizen.Trace("ERROR: BikerClubhouseDrawMembers - PedHeadShot not ready.")
end
end,
Clear = function(member)
if IsNamedRendertargetRegistered(member.target) then
ReleaseNamedRendertarget(GetHashKey(member.target))
end
if member.pedheadshot ~= -1 then
UnregisterPedheadshot(member.pedheadshot)
end
if member.textureDict ~= "" then
SetStreamedTextureDictAsNoLongerNeeded(member.textureDict)
end
member.renderId = -1
member.textureDict = ""
member.pedheadshot = -1
member.stage = 0
end
},
ClubName = {
needToLoad = false,
loaded = false,
target = "clubname_blackboard_01a",
prop = "bkr_prop_clubhouse_blackboard_01a",
renderId = -1,
movieId = -1,
stage = 0,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.ClubName.target, BikerGang.Clubhouse.ClubName.prop)
end,
Enable = function(state)
BikerGang.Clubhouse.ClubName.needToLoad = state
end,
Clear = function()
if IsNamedRendertargetRegistered(BikerGang.Clubhouse.ClubName.target) then
ReleaseNamedRendertarget(GetHashKey(BikerGang.Clubhouse.ClubName.target))
end
if HasNamedScaleformMovieLoaded(BikerGang.Clubhouse.ClubName.movieId) then
SetScaleformMovieAsNoLongerNeeded(BikerGang.Clubhouse.ClubName.movieId)
end
BikerGang.Clubhouse.ClubName.renderId = -1
BikerGang.Clubhouse.ClubName.movieId = -1
BikerGang.Clubhouse.ClubName.stage = 0
end
},
Emblem = {
needToLoad = false,
loaded = false,
target = "clubhouse_table",
prop = "bkr_prop_rt_clubhouse_table",
renderId = -1,
movieId = -1,
stage = 0,
Enable = function(state)
BikerGang.Clubhouse.Emblem.needToLoad = state
end,
Init = function()
DrawEmptyRect(BikerGang.Clubhouse.Emblem.target, BikerGang.Clubhouse.Emblem.prop)
end,
Clear = function()
if IsNamedRendertargetRegistered(BikerGang.Clubhouse.Emblem.target) then
ReleaseNamedRendertarget(GetHashKey(BikerGang.Clubhouse.Emblem.target))
end
BikerGang.Clubhouse.Emblem.renderId = -1
BikerGang.Clubhouse.Emblem.stage = 0
end
},
MissionsWall = {
Missions = {
Titles = {
byThePoundUpper = "BDEAL_DEALN",
byThePound = "DEAL_DEALN",
prisonerOfWarUpper = "BIGM_RESCN",
prisonerOfWar = "CELL_BIKER_RESC",
gunsForHire = "LR_INTRO_ST",
weaponOfChoice = "CELL_BIKER_CK",
gunrunningUpper = "GB_BIGUNLOAD_U",
gunrunning = "GB_BIGUNLOAD_T",
nineTenthsOfTheLawUpper = "SB_INTRO_TITLE",
nineTenthsOfTheLaw = "SB_MENU_TITLE",
jailbreakUpper = "FP_INTRO_TITLE",
jailbreak = "FP_MENU_TITLE",
crackedUpper = "SC_INTRO_TITLE",
cracked = "SC_MENU_TITLE",
fragileGoodsUpper = "DV_SH_BIG",
fragileGoods = "DV_SH_TITLE",
torchedUpper = "BA_SH_BIG",
torched = "BA_SH_TITLE",
outriderUpper = "SHU_SH_BIG",
outrider = "SHU_SH_TITLE"
},
Descriptions = {
byThePound = "DEAL_DEALND",
prisonerOfWar = "CELL_BIKER_RESD",
gunsForHire = "GFH_MENU_DESC",
weaponOfChoice = "CELL_BIKER_CKD",
gunrunning = "GB_BIGUNLOAD_D",
nineTenthsOfTheLaw = "SB_MENU_DESC",
jailbreak = "FP_MENU_DESC",
cracked = "SC_MENU_DESC",
fragileGoods = "DV_MENU_DESC",
torched = "BA_MENU_DESC",
outrider = "SHU_MENU_DESC"
},
Pictures = {
byThePound = "CHM_IMG0", -- Pickup car parked
prisonerOfWar = "CHM_IMG8", -- Police with man down
gunsForHire = "CHM_IMG4", -- Limo
weaponOfChoice = "CHM_IMG10", -- Prisoner being beaten
gunrunning = "CHM_IMG3", -- Shipment
nineTenthsOfTheLaw = "CHM_IMG6", -- Wheeling
jailbreak = "CHM_IMG5", -- Prison bus
cracked = "CHM_IMG1", -- Safe
fragileGoods = "CHM_IMG2", -- Lost Van
torched = "CHM_IMG9", -- Explosive crate
outrider = "CHM_IMG7" -- Sport ride
},
},
needToLoad = false,
loaded = false,
target = "clubhouse_Plan_01a",
prop = "bkr_prop_rt_clubhouse_plan_01a",
renderId = -1,
movieId = -1,
stage = 0,
Position = {
none = -1,
left = 0,
middle = 1,
right = 2
},
Init = function()
if not DrawEmptyRect(BikerGang.Clubhouse.MissionsWall.target, BikerGang.Clubhouse.MissionsWall.prop) then
Citizen.Trace("ERROR: BikerGang.Clubhouse.MissionsWall.Init() - DrawEmptyRect - Timeout")
end
end,
Enable = function(state)
BikerGang.Clubhouse.MissionsWall.needToLoad = state
end,
SelectMission = function(position)
if BikerGang.Clubhouse.MissionsWall.movieId ~= -1 then
BeginScaleformMovieMethod(BikerGang.Clubhouse.MissionsWall.movieId, "SET_SELECTED_MISSION")
PushScaleformMovieMethodParameterInt(position) -- Mission index 0 to 2 (-1 = no mission)
EndScaleformMovieMethod()
end
end,
SetMission = function(position, title, desc, textDict, x, y)
if BikerGang.Clubhouse.MissionsWall.needToLoad then
if not HasNamedScaleformMovieLoaded(BikerGang.Clubhouse.MissionsWall.movieId) then
BikerGang.Clubhouse.MissionsWall.movieId = LoadScaleform("BIKER_MISSION_WALL")
end
if BikerGang.Clubhouse.MissionsWall.movieId ~= -1 then
if position > -1 then
BeginScaleformMovieMethod(BikerGang.Clubhouse.MissionsWall.movieId, "SET_MISSION")
PushScaleformMovieMethodParameterInt(position) -- Mission index 0 to 2 (-1 = no mission)
PushScaleformMovieMethodParameterString(title)
PushScaleformMovieMethodParameterString(desc)
PushScaleformMovieMethodParameterButtonName(textDict)
PushScaleformMovieMethodParameterFloat(x) -- Mission 0: world coordinates X
PushScaleformMovieMethodParameterFloat(y) -- Mission 0: world coordinates Y
EndScaleformMovieMethod()
else
-- Remove all missions
for key, value in pairs(BikerGang.Clubhouse.MissionsWall.Position) do
BikerGang.Clubhouse.MissionsWall.RemoveMission(value)
end
BikerGang.Clubhouse.MissionsWall.SelectMission(BikerGang.Clubhouse.MissionsWall.Position.none)
end
end
end
end,
RemoveMission = function(position)
BeginScaleformMovieMethod(BikerGang.Clubhouse.MissionsWall.movieId, "HIDE_MISSION")
PushScaleformMovieMethodParameterInt(position)
EndScaleformMovieMethod()
end,
Clear = function()
-- Removing missions
BikerGang.Clubhouse.MissionsWall.SelectMission(BikerGang.Clubhouse.MissionsWall.Position.none)
BikerGang.Clubhouse.MissionsWall.SetMission(BikerGang.Clubhouse.MissionsWall.Position.none)
-- Releasing handles
if IsNamedRendertargetRegistered(BikerGang.Clubhouse.MissionsWall.prop) then
ReleaseNamedRendertarget(GetHashKey(BikerGang.Clubhouse.MissionsWall.prop))
end
if HasNamedScaleformMovieLoaded(BikerGang.Clubhouse.MissionsWall.movieId) then
SetScaleformMovieAsNoLongerNeeded(BikerGang.Clubhouse.MissionsWall.movieId)
end
-- Resetting
BikerGang.Clubhouse.MissionsWall.renderId = -1
BikerGang.Clubhouse.MissionsWall.movieId = -1
BikerGang.Clubhouse.MissionsWall.stage = 0
end
},
ClearAll = function()
BikerGang.Clubhouse.ClubName.Clear()
BikerGang.Clubhouse.ClubName.loaded = false
BikerGang.Clubhouse.Emblem.Clear()
BikerGang.Clubhouse.Emblem.loaded = false
BikerGang.Clubhouse.MissionsWall.Clear()
BikerGang.Clubhouse.MissionsWall.loaded = false
for key, member in pairs(BikerGang.Clubhouse.Members) do
if type(member) == "table" then
member.Clear()
member.loaded = false
end
end
end
}
}
Citizen.CreateThread(function()
-- Removing the black texture
BikerGang.Clubhouse.Members.President.Init()
BikerGang.Clubhouse.Members.VicePresident.Init()
BikerGang.Clubhouse.Members.RoadCaptain.Init()
BikerGang.Clubhouse.Members.Enforcer.Init()
BikerGang.Clubhouse.Members.SergeantAtArms.Init()
BikerGang.Clubhouse.ClubName.Init()
BikerGang.Clubhouse.Emblem.Init()
BikerGang.Clubhouse.MissionsWall.Init()
while true do
if BikerGang.Clubhouse.ClubName.needToLoad or BikerGang.Clubhouse.Emblem.needToLoad or BikerGang.Clubhouse.MissionsWall.needToLoad or BikerGang.Clubhouse.Members.President.needToLoad or BikerGang.Clubhouse.Members.VicePresident.needToLoad or BikerGang.Clubhouse.Members.RoadCaptain.needToLoad or BikerGang.Clubhouse.Members.Enforcer.needToLoad or BikerGang.Clubhouse.Members.SergeantAtArms.needToLoad then
-- If we are inside a clubhouse, then we load
if Global.Biker.isInsideClubhouse1 or Global.Biker.isInsideClubhouse2 then
-- Club name
if BikerGang.Clubhouse.ClubName.needToLoad then
DrawClubName(BikerGang.Name.name, BikerGang.Name.color, BikerGang.Name.font)
BikerGang.Clubhouse.ClubName.loaded = true
elseif BikerGang.Clubhouse.ClubName.loaded then
BikerGang.Clubhouse.ClubName.Clear()
BikerGang.Clubhouse.ClubName.loaded = false
end
-- Emblem
if BikerGang.Clubhouse.Emblem.needToLoad then
DrawEmblem(BikerGang.Emblem.emblem, BikerGang.Emblem.rot)
BikerGang.Clubhouse.Emblem.loaded = true
elseif BikerGang.Clubhouse.Emblem.loaded then
BikerGang.Clubhouse.Emblem.Clear()
BikerGang.Clubhouse.Emblem.loaded = false
end
-- Missions wall
if BikerGang.Clubhouse.MissionsWall.needToLoad then
DrawMissions()
BikerGang.Clubhouse.MissionsWall.loaded = true
elseif BikerGang.Clubhouse.MissionsWall.loaded then
BikerGang.Clubhouse.MissionsWall.Clear()
BikerGang.Clubhouse.MissionsWall.loaded = false
end
-- Members: President
for key, member in pairs(BikerGang.Clubhouse.Members) do
if type(member) == "table" then
if member.needToLoad then
DrawMember(member)
member.loaded = true
elseif member.loaded then
member.Clear()
member.loaded = false
end
end
end
Citizen.Wait(0) -- We need to call all this every frame
else
-- Not in a clubhouse
Citizen.Wait(1000)
end
else
-- No load needed
Citizen.Wait(1000)
end
end
end)
function DrawClubName(name, color, font)
if BikerGang.Clubhouse.ClubName.stage == 0 then
if BikerGang.Clubhouse.ClubName.renderId == -1 then
BikerGang.Clubhouse.ClubName.renderId = CreateNamedRenderTargetForModel(BikerGang.Clubhouse.ClubName.target, BikerGang.Clubhouse.ClubName.prop)
end
if BikerGang.Clubhouse.ClubName.movieId == -1 then
BikerGang.Clubhouse.ClubName.movieId = RequestScaleformMovie("CLUBHOUSE_NAME")
end
BikerGang.Clubhouse.ClubName.stage = 1
elseif BikerGang.Clubhouse.ClubName.stage == 1 then
if HasScaleformMovieLoaded(BikerGang.Clubhouse.ClubName.movieId) then
local parameters = {
p0 = {type = "string", value = name},
p1 = {type = "int", value = color},
p2 = {type = "int", value = font}
}
SetupScaleform(BikerGang.Clubhouse.ClubName.movieId, "SET_CLUBHOUSE_NAME", parameters)
BikerGang.Clubhouse.ClubName.stage = 2
else
BikerGang.Clubhouse.ClubName.movieId = RequestScaleformMovie("CLUBHOUSE_NAME")
end
elseif BikerGang.Clubhouse.ClubName.stage == 2 then
SetTextRenderId(BikerGang.Clubhouse.ClubName.renderId)
SetScriptGfxDrawOrder(4)
SetScriptGfxDrawBehindPausemenu(true)
SetScriptGfxAlign(73, 73)
DrawScaleformMovie(BikerGang.Clubhouse.ClubName.movieId, 0.0975, 0.105, 0.235, 0.35, 255, 255, 255, 255, 0)
SetTextRenderId(GetDefaultScriptRendertargetRenderId())
ResetScriptGfxAlign()
end
end
function DrawEmblem(texturesDict, rotation)
if BikerGang.Clubhouse.Emblem.stage == 0 then
if BikerGang.Clubhouse.Emblem.renderId == -1 then
BikerGang.Clubhouse.Emblem.renderId = CreateNamedRenderTargetForModel(BikerGang.Clubhouse.Emblem.target, BikerGang.Clubhouse.Emblem.prop)
end
local IsTextureDictLoaded = LoadStreamedTextureDict(texturesDict)
if not IsTextureDictLoaded then
Citizen.Trace("ERROR: DrawEmblem - Textures dictionnary cannot be loaded.")
end
BikerGang.Clubhouse.Emblem.stage = 1
elseif BikerGang.Clubhouse.Emblem.stage == 1 then
BikerGang.Clubhouse.Emblem.renderId = CreateNamedRenderTargetForModel(BikerGang.Clubhouse.Emblem.target, BikerGang.Clubhouse.Emblem.prop)
BikerGang.Clubhouse.Emblem.stage = 2
elseif BikerGang.Clubhouse.Emblem.stage == 2 then
SetTextRenderId(BikerGang.Clubhouse.Emblem.renderId)
SetScriptGfxAlign(73, 73)
SetScriptGfxDrawOrder(4)
SetScriptGfxDrawBehindPausemenu(true)
DrawInteractiveSprite(texturesDict, texturesDict, 0.5, 0.5, 1.0, 1.0, rotation, 255, 255, 255, 255);
ResetScriptGfxAlign()
SetTextRenderId(GetDefaultScriptRendertargetRenderId())
end
end
function DrawMissions()
if BikerGang.Clubhouse.MissionsWall.stage == 0 then
if BikerGang.Clubhouse.MissionsWall.renderId == -1 then
BikerGang.Clubhouse.MissionsWall.renderId = CreateNamedRenderTargetForModel(BikerGang.Clubhouse.MissionsWall.target, BikerGang.Clubhouse.MissionsWall.prop)
end
BikerGang.Clubhouse.MissionsWall.stage = 1
elseif BikerGang.Clubhouse.MissionsWall.stage == 1 then
if HasScaleformMovieLoaded(BikerGang.Clubhouse.MissionsWall.movieId) then
BikerGang.Clubhouse.MissionsWall.stage = 2
else
BikerGang.Clubhouse.MissionsWall.movieId = RequestScaleformMovie("BIKER_MISSION_WALL")
end
elseif BikerGang.Clubhouse.MissionsWall.stage == 2 then
SetTextRenderId(BikerGang.Clubhouse.MissionsWall.renderId)
SetScriptGfxDrawOrder(4)
SetScriptGfxDrawBehindPausemenu(false)
DrawScaleformMovie(BikerGang.Clubhouse.MissionsWall.movieId, 0.5, 0.5, 1.0, 1.0, 255, 255, 255, 255, 0)
SetTextRenderId(GetDefaultScriptRendertargetRenderId())
SetScaleformFitRendertarget(BikerGang.Clubhouse.MissionsWall.movieId, true)
end
end
function DrawMember(member)
if member.stage == 0 then
member.stage = 1
elseif member.stage == 1 then
member.renderId = CreateNamedRenderTargetForModel(member.target, member.prop)
member.stage = 2
elseif member.stage == 2 then
if HasStreamedTextureDictLoaded(member.textureDict) then
SetTextRenderId(member.renderId)
SetScriptGfxAlign(73, 73)
DrawInteractiveSprite(member.textureDict, member.textureDict, 0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255)
ResetScriptGfxAlign()
SetTextRenderId(GetDefaultScriptRendertargetRenderId())
end
end
end

View File

@ -0,0 +1,87 @@
-- Meth lab: 1009.5, -3196.6, -38.99682
exports('GetBikerMethLabObject', function()
return BikerMethLab
end)
BikerMethLab = {
interiorId = 247041,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_2_biker_dlc_int_ware01_milo",
Load = function()
EnableIpl(BikerMethLab.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerMethLab.Ipl.Interior.ipl, false)
end
}
},
Style = {
none = "",
empty = "meth_lab_empty",
basic = {
"meth_lab_basic",
"meth_lab_setup"
},
upgrade = {
"meth_lab_upgrade",
"meth_lab_setup"
},
Set = function(style, refresh)
BikerMethLab.Style.Clear(false)
if style ~= "" then
SetIplPropState(BikerMethLab.interiorId, style, true, refresh)
else
if refresh then
RefreshInterior(BikerMethLab.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerMethLab.interiorId, {
BikerMethLab.Style.empty,
BikerMethLab.Style.basic,
BikerMethLab.Style.upgrade
}, false, refresh)
end
},
Security = {
none = "",
upgrade = "meth_lab_security_high",
Set = function(security, refresh)
BikerMethLab.Security.Clear(false)
if security ~= "" then
SetIplPropState(BikerMethLab.interiorId, security, true, refresh)
else
if refresh then
RefreshInterior(BikerMethLab.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(BikerMethLab.interiorId, BikerMethLab.Security.upgrade, false, refresh)
end
},
Details = {
production = "meth_lab_production", -- Products
Enable = function(details, state, refresh)
SetIplPropState(BikerMethLab.interiorId, details, state, refresh)
end
},
LoadDefault = function()
BikerMethLab.Ipl.Interior.Load()
BikerMethLab.Style.Set(BikerMethLab.Style.empty)
BikerMethLab.Security.Set(BikerMethLab.Security.none)
BikerMethLab.Details.Enable(BikerMethLab.Details.production, false)
RefreshInterior(BikerMethLab.interiorId)
end
}

View File

@ -0,0 +1,549 @@
-- Weed farm: 1051.491, -3196.536, -39.14842
exports('GetBikerWeedFarmObject', function()
return BikerWeedFarm
end)
BikerWeedFarm = {
interiorId = 247297,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_3_biker_dlc_int_ware02_milo",
Load = function()
EnableIpl(BikerWeedFarm.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(BikerWeedFarm.Ipl.Interior.ipl, false)
end
},
},
Style = {
basic = "weed_standard_equip",
upgrade = "weed_upgrade_equip",
Set = function(style, refresh)
BikerWeedFarm.Style.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Style.basic,
BikerWeedFarm.Style.upgrade
}, false, refresh)
end
},
Security = {
basic = "weed_low_security",
upgrade = "weed_security_upgrade",
Set = function(security, refresh)
BikerWeedFarm.Security.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, security, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Security.basic,
BikerWeedFarm.Security.upgrade
}, false, refresh)
end
},
Plant1 = {
Stage = {
small = "weed_growtha_stage1",
medium = "weed_growtha_stage2",
full = "weed_growtha_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant1.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant1.Stage.small,
BikerWeedFarm.Plant1.Stage.medium,
BikerWeedFarm.Plant1.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growtha_stage23_standard",
upgrade = "light_growtha_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant1.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant1.Light.basic,
BikerWeedFarm.Plant1.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosea", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant1.Stage.Set(stage, false)
BikerWeedFarm.Plant1.Light.Set(upgrade, false)
BikerWeedFarm.Plant1.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant1.Stage.Clear()
BikerWeedFarm.Plant1.Light.Clear()
BikerWeedFarm.Plant1.Hose.Enable(false, true)
end
},
Plant2 = {
Stage = {
small = "weed_growthb_stage1",
medium = "weed_growthb_stage2",
full = "weed_growthb_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant2.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant2.Stage.small,
BikerWeedFarm.Plant2.Stage.medium,
BikerWeedFarm.Plant2.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthb_stage23_standard",
upgrade = "light_growthb_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant2.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant2.Light.basic,
BikerWeedFarm.Plant2.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hoseb", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant2.Stage.Set(stage, false)
BikerWeedFarm.Plant2.Light.Set(upgrade, false)
BikerWeedFarm.Plant2.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant2.Stage.Clear()
BikerWeedFarm.Plant2.Light.Clear()
BikerWeedFarm.Plant2.Hose.Enable(false, true)
end
},
Plant3 = {
Stage = {
small = "weed_growthc_stage1",
medium = "weed_growthc_stage2",
full = "weed_growthc_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant3.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant3.Stage.small,
BikerWeedFarm.Plant3.Stage.medium,
BikerWeedFarm.Plant3.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthc_stage23_standard",
upgrade = "light_growthc_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant3.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant3.Light.basic,
BikerWeedFarm.Plant3.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosec", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant3.Stage.Set(stage, false)
BikerWeedFarm.Plant3.Light.Set(upgrade, false)
BikerWeedFarm.Plant3.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant3.Stage.Clear()
BikerWeedFarm.Plant3.Light.Clear()
BikerWeedFarm.Plant3.Hose.Enable(false, true)
end
},
Plant4 = {
Stage = {
small = "weed_growthd_stage1",
medium = "weed_growthd_stage2",
full = "weed_growthd_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant4.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant4.Stage.small,
BikerWeedFarm.Plant4.Stage.medium,
BikerWeedFarm.Plant4.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthd_stage23_standard",
upgrade = "light_growthd_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant4.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant4.Light.basic,
BikerWeedFarm.Plant4.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosed", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant4.Stage.Set(stage, false)
BikerWeedFarm.Plant4.Light.Set(upgrade, false)
BikerWeedFarm.Plant4.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant4.Stage.Clear()
BikerWeedFarm.Plant4.Light.Clear()
BikerWeedFarm.Plant4.Hose.Enable(false, true)
end
},
Plant5 = {
Stage = {
small = "weed_growthe_stage1",
medium = "weed_growthe_stage2",
full = "weed_growthe_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant5.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant5.Stage.small,
BikerWeedFarm.Plant5.Stage.medium,
BikerWeedFarm.Plant5.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthe_stage23_standard",
upgrade = "light_growthe_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant5.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant5.Light.basic,
BikerWeedFarm.Plant5.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosee", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant5.Stage.Set(stage, false)
BikerWeedFarm.Plant5.Light.Set(upgrade, false)
BikerWeedFarm.Plant5.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant5.Stage.Clear()
BikerWeedFarm.Plant5.Light.Clear()
BikerWeedFarm.Plant5.Hose.Enable(false, true)
end
},
Plant6 = {
Stage = {
small = "weed_growthf_stage1",
medium = "weed_growthf_stage2",
full = "weed_growthf_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant6.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant6.Stage.small,
BikerWeedFarm.Plant6.Stage.medium,
BikerWeedFarm.Plant6.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthf_stage23_standard",
upgrade = "light_growthf_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant6.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant6.Light.basic,
BikerWeedFarm.Plant6.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosef", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant6.Stage.Set(stage, false)
BikerWeedFarm.Plant6.Light.Set(upgrade, false)
BikerWeedFarm.Plant6.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant6.Stage.Clear()
BikerWeedFarm.Plant6.Light.Clear()
BikerWeedFarm.Plant6.Hose.Enable(false, true)
end
},
Plant7 = {
Stage = {
small = "weed_growthg_stage1",
medium = "weed_growthg_stage2",
full = "weed_growthg_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant7.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant7.Stage.small,
BikerWeedFarm.Plant7.Stage.medium,
BikerWeedFarm.Plant7.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthg_stage23_standard",
upgrade = "light_growthg_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant7.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant7.Light.basic,
BikerWeedFarm.Plant7.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hoseg", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant7.Stage.Set(stage, false)
BikerWeedFarm.Plant7.Light.Set(upgrade, false)
BikerWeedFarm.Plant7.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant7.Stage.Clear()
BikerWeedFarm.Plant7.Light.Clear()
BikerWeedFarm.Plant7.Hose.Enable(false, true)
end
},
Plant8 = {
Stage = {
small = "weed_growthh_stage1",
medium = "weed_growthh_stage2",
full = "weed_growthh_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant8.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant8.Stage.small,
BikerWeedFarm.Plant8.Stage.medium,
BikerWeedFarm.Plant8.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthh_stage23_standard",
upgrade = "light_growthh_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant8.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant8.Light.basic,
BikerWeedFarm.Plant8.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hoseh", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant8.Stage.Set(stage, false)
BikerWeedFarm.Plant8.Light.Set(upgrade, false)
BikerWeedFarm.Plant8.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant8.Stage.Clear()
BikerWeedFarm.Plant8.Light.Clear()
BikerWeedFarm.Plant8.Hose.Enable(false, true)
end
},
Plant9 = {
Stage = {
small = "weed_growthi_stage1",
medium = "weed_growthi_stage2",
full = "weed_growthi_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant9.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant9.Stage.small,
BikerWeedFarm.Plant9.Stage.medium,
BikerWeedFarm.Plant9.Stage.full
}, false, refresh)
end
},
Light = {
basic = "light_growthi_stage23_standard",
upgrade = "light_growthi_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant9.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {
BikerWeedFarm.Plant9.Light.basic,
BikerWeedFarm.Plant9.Light.upgrade
}, false, refresh)
end
},
Hose = {
Enable = function(state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosei", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant9.Stage.Set(stage, false)
BikerWeedFarm.Plant9.Light.Set(upgrade, false)
BikerWeedFarm.Plant9.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant9.Stage.Clear()
BikerWeedFarm.Plant9.Light.Clear()
BikerWeedFarm.Plant9.Hose.Enable(false, true)
end
},
Details = {
production = "weed_production", -- Weed on the tables
fans = "weed_set_up", -- Fans + mold buckets
drying = "weed_drying", -- Drying weed hooked to the ceiling
chairs = "weed_chairs", -- Chairs at the tables
Enable = function(details, state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, details, state, refresh)
end
},
LoadDefault = function()
BikerWeedFarm.Ipl.Interior.Load()
BikerWeedFarm.Style.Set(BikerWeedFarm.Style.upgrade)
BikerWeedFarm.Security.Set(BikerWeedFarm.Security.basic)
BikerWeedFarm.Details.Enable(BikerWeedFarm.Details.drying, false)
BikerWeedFarm.Details.Enable(BikerWeedFarm.Details.chairs, false)
BikerWeedFarm.Details.Enable(BikerWeedFarm.Details.production, false)
BikerWeedFarm.Details.Enable({
BikerWeedFarm.Details.production,
BikerWeedFarm.Details.chairs,
BikerWeedFarm.Details.drying
}, true)
BikerWeedFarm.Plant1.Set(BikerWeedFarm.Plant1.Stage.medium, BikerWeedFarm.Plant1.Light.basic)
BikerWeedFarm.Plant2.Set(BikerWeedFarm.Plant2.Stage.full, BikerWeedFarm.Plant2.Light.basic)
BikerWeedFarm.Plant3.Set(BikerWeedFarm.Plant3.Stage.medium, BikerWeedFarm.Plant3.Light.basic)
BikerWeedFarm.Plant4.Set(BikerWeedFarm.Plant4.Stage.full, BikerWeedFarm.Plant4.Light.basic)
BikerWeedFarm.Plant5.Set(BikerWeedFarm.Plant5.Stage.medium, BikerWeedFarm.Plant5.Light.basic)
BikerWeedFarm.Plant6.Set(BikerWeedFarm.Plant6.Stage.full, BikerWeedFarm.Plant6.Light.basic)
BikerWeedFarm.Plant7.Set(BikerWeedFarm.Plant7.Stage.medium, BikerWeedFarm.Plant7.Light.basic)
BikerWeedFarm.Plant8.Set(BikerWeedFarm.Plant8.Stage.full, BikerWeedFarm.Plant8.Light.basic)
BikerWeedFarm.Plant9.Set(BikerWeedFarm.Plant9.Stage.full, BikerWeedFarm.Plant9.Light.basic)
RefreshInterior(BikerWeedFarm.interiorId)
end
}

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exports('GetDiamondCasinoObject', function()
return DiamondCasino
end)
DiamondCasino = {
Ipl = {
Building = {
ipl = {
"hei_dlc_windows_casino",
"hei_dlc_casino_aircon",
"vw_dlc_casino_door",
"hei_dlc_casino_door"
},
Load = function()
EnableIpl(DiamondCasino.Ipl.Building.ipl, true)
end,
Remove = function()
EnableIpl(DiamondCasino.Ipl.Building.ipl, false)
end
},
Main = {
ipl = "vw_casino_main",
-- Normal Version: 1110.20, 216.60 -49.45
-- Heist Version: 2490.67, -280.40, -58.71
Load = function()
EnableIpl(DiamondCasino.Ipl.Main.ipl, true)
end,
Remove = function()
EnableIpl(DiamondCasino.Ipl.Main.ipl, false)
end
},
Garage = {
ipl = "vw_casino_garage",
-- Loading Bay Garage: 2536.276, -278.98, -64.722
-- Vault Lobby: 2483.151, -278.58, -70.694
-- Vault: 2516.765, -238.056, -70.737
Load = function()
EnableIpl(DiamondCasino.Ipl.Garage.ipl, true)
end,
Remove = function()
EnableIpl(DiamondCasino.Ipl.Garage.ipl, false)
end
},
Carpark = {
ipl = "vw_casino_carpark",
-- Carpark Garage: 1380.000 200.000 -50.000
-- VIP Carpark Garage: 1295.000 230.000 -50.000
Load = function()
EnableIpl(DiamondCasino.Ipl.Carpark.ipl, true)
end,
Remove = function()
EnableIpl(DiamondCasino.Ipl.Carpark.ipl, false)
end
}
},
LoadDefault = function()
DiamondCasino.Ipl.Building.Load()
DiamondCasino.Ipl.Main.Load()
DiamondCasino.Ipl.Carpark.Load()
DiamondCasino.Ipl.Garage.Load()
end
}

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exports('GetDiamondPenthouseObject', function()
return DiamondPenthouse
end)
-- Penthouse: 976.636 70.295 115.164
DiamondPenthouse = {
interiorId = 274689,
Ipl = {
Interior = {
ipl = "vw_casino_penthouse",
Load = function()
EnableIpl(DiamondPenthouse.Ipl.Interior.ipl, true)
SetIplPropState(DiamondPenthouse.interiorId, "Set_Pent_Tint_Shell", true, true)
end,
Remove = function()
EnableIpl(DiamondPenthouse.Ipl.Interior.ipl, false)
end
}
},
Colors = {
default = 0,
sharp = 1,
vibrant = 2,
timeless = 3
},
Interior = {
Walls = {
SetColor = function(color, refresh)
SetInteriorEntitySetColor(DiamondPenthouse.interiorId, "Set_Pent_Tint_Shell", color)
if refresh then
RefreshInterior(DiamondPenthouse.interiorId)
end
end
},
Pattern = {
pattern01 = "Set_Pent_Pattern_01",
pattern02 = "Set_Pent_Pattern_02",
pattern03 = "Set_Pent_Pattern_03",
pattern04 = "Set_Pent_Pattern_04",
pattern05 = "Set_Pent_Pattern_05",
pattern06 = "Set_Pent_Pattern_06",
pattern07 = "Set_Pent_Pattern_07",
pattern08 = "Set_Pent_Pattern_08",
pattern09 = "Set_Pent_Pattern_09",
Set = function(pattern, refresh)
DiamondPenthouse.Interior.Pattern.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, pattern, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Pattern) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end,
SetColor = function(pattern, color, refresh)
SetInteriorEntitySetColor(DiamondPenthouse.interiorId, pattern, color)
if refresh then
RefreshInterior(DiamondPenthouse.interiorId)
end
end
},
SpaBar = {
open = "Set_Pent_Spa_Bar_Open",
closed = "Set_Pent_Spa_Bar_Closed",
Set = function(state, refresh)
DiamondPenthouse.Interior.SpaBar.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, state, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.SpaBar) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
MediaBar = {
open = "Set_Pent_Media_Bar_Open",
closed = "Set_Pent_Media_Bar_Closed",
Set = function(state, refresh)
DiamondPenthouse.Interior.MediaBar.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, state, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.MediaBar) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Dealer = {
open = "Set_Pent_Dealer",
closed = "Set_Pent_NoDealer",
Set = function(state, refresh)
DiamondPenthouse.Interior.Dealer.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, state, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Dealer) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Arcade = {
none = "",
retro = "Set_Pent_Arcade_Retro",
modern = "Set_Pent_Arcade_Modern",
Set = function(arcade, refresh)
DiamondPenthouse.Interior.Arcade.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, arcade, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Arcade) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Clutter = {
bar = "Set_Pent_Bar_Clutter",
clutter01 = "Set_Pent_Clutter_01",
clutter02 = "Set_Pent_Clutter_02",
clutter03 = "Set_Pent_Clutter_03",
Set = function(clutter, refresh)
DiamondPenthouse.Interior.Clutter.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, clutter, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Clutter) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
BarLight = {
none = "",
light0 = "set_pent_bar_light_0",
light1 = "set_pent_bar_light_01",
light2 = "set_pent_bar_light_02",
Set = function(light, refresh)
DiamondPenthouse.Interior.BarLight.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, light, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.BarLight) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
BarParty = {
none = "",
party0 = "set_pent_bar_party_0",
party1 = "set_pent_bar_party_1",
party2 = "set_pent_bar_party_2",
partyafter = "set_pent_bar_party_after",
Set = function(party, refresh)
DiamondPenthouse.Interior.BarParty.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, party, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.BarParty) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Blockers = {
Guest = {
enabled = "Set_Pent_GUEST_BLOCKER",
disabled = "",
Set = function(blocker, refresh)
DiamondPenthouse.Interior.Blockers.Guest.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Guest) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Lounge = {
enabled = "Set_Pent_LOUNGE_BLOCKER",
disabled = "",
Set = function(blocker, refresh)
DiamondPenthouse.Interior.Blockers.Lounge.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Lounge) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Office = {
enabled = "Set_Pent_OFFICE_BLOCKER",
disabled = "",
Set = function(blocker, refresh)
DiamondPenthouse.Interior.Blockers.Office.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Office) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Cinema = {
enabled = "Set_Pent_CINE_BLOCKER",
disabled = "",
Set = function(blocker, refresh)
DiamondPenthouse.Interior.Blockers.Cinema.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Cinema) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Spa = {
enabled = "Set_Pent_SPA_BLOCKER",
disabled = "",
Set = function(blocker, refresh)
DiamondPenthouse.Interior.Blockers.Spa.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Spa) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
Bar = {
enabled = "Set_Pent_BAR_BLOCKER",
disabled = "",
Set = function(blocker, refresh)
DiamondPenthouse.Interior.Blockers.Bar.Clear(false)
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
end,
Clear = function(refresh)
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Bar) do
if type(value) == "string" then
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
end
end
end
},
EnableAllBlockers = function()
DiamondPenthouse.Interior.Blockers.Bar.Set(DiamondPenthouse.Interior.Blockers.Bar.enabled)
DiamondPenthouse.Interior.Blockers.Guest.Set(DiamondPenthouse.Interior.Blockers.Guest.enabled)
DiamondPenthouse.Interior.Blockers.Spa.Set(DiamondPenthouse.Interior.Blockers.Spa.enabled)
DiamondPenthouse.Interior.Blockers.Cinema.Set(DiamondPenthouse.Interior.Blockers.Cinema.enabled)
DiamondPenthouse.Interior.Blockers.Lounge.Set(DiamondPenthouse.Interior.Blockers.Lounge.enabled)
DiamondPenthouse.Interior.Blockers.Office.Set(DiamondPenthouse.Interior.Blockers.Office.enabled)
end,
DisableAllBlockers = function()
DiamondPenthouse.Interior.Blockers.Bar.Set(DiamondPenthouse.Interior.Blockers.Bar.disabled)
DiamondPenthouse.Interior.Blockers.Guest.Set(DiamondPenthouse.Interior.Blockers.Guest.disabled)
DiamondPenthouse.Interior.Blockers.Spa.Set(DiamondPenthouse.Interior.Blockers.Spa.disabled)
DiamondPenthouse.Interior.Blockers.Cinema.Set(DiamondPenthouse.Interior.Blockers.Cinema.disabled)
DiamondPenthouse.Interior.Blockers.Lounge.Set(DiamondPenthouse.Interior.Blockers.Lounge.disabled)
DiamondPenthouse.Interior.Blockers.Office.Set(DiamondPenthouse.Interior.Blockers.Office.disabled)
end
}
},
LoadDefault = function()
local styleColor = DiamondPenthouse.Colors.timless
local stylePattern = DiamondPenthouse.Interior.Pattern.pattern09
DiamondPenthouse.Ipl.Interior.Load()
DiamondPenthouse.Interior.Walls.SetColor(styleColor)
DiamondPenthouse.Interior.Pattern.Set(stylePattern)
DiamondPenthouse.Interior.Pattern.SetColor(stylePattern, styleColor)
DiamondPenthouse.Interior.SpaBar.Set(DiamondPenthouse.Interior.SpaBar.open)
DiamondPenthouse.Interior.MediaBar.Set(DiamondPenthouse.Interior.MediaBar.open)
DiamondPenthouse.Interior.Dealer.Set(DiamondPenthouse.Interior.Dealer.open)
RefreshInterior(DiamondPenthouse.interiorId)
end
}

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-- DoomsdayFacility: 345.00000000 4842.00000000 -60.00000000
exports('GetDoomsdayFacilityObject', function()
return DoomsdayFacility
end)
DoomsdayFacility = {
interiorId = 269313,
Ipl = {
Interior = {
ipl = "xm_x17dlc_int_placement_interior_33_x17dlc_int_02_milo_",
Load = function(color)
EnableIpl(DoomsdayFacility.Ipl.Interior.ipl, true)
SetIplPropState(DoomsdayFacility.interiorId, "set_int_02_shell", true, true)
end,
Remove = function()
EnableIpl(DoomsdayFacility.Ipl.Interior.ipl, false)
end
},
Exterior = {
ipl = {
"xm_hatch_01_cutscene", -- 1286.924 2846.06 49.39426
"xm_hatch_02_cutscene", -- 18.633 2610.834 86.0
"xm_hatch_03_cutscene", -- 2768.574 3919.924 45.82
"xm_hatch_04_cutscene", -- 3406.90 5504.77 26.28
"xm_hatch_06_cutscene", -- 1.90 6832.18 15.82
"xm_hatch_07_cutscene", -- -2231.53 2418.42 12.18
"xm_hatch_08_cutscene", -- -6.92 3327.0 41.63
"xm_hatch_09_cutscene", -- 2073.62 1748.77 104.51
"xm_hatch_10_cutscene", -- 1874.35 284.34 164.31
"xm_hatch_closed", -- Closed hatches (all)
"xm_siloentranceclosed_x17", -- Closed silo: 598.4869 5556.846 716.7615
"xm_bunkerentrance_door", -- Bunker entrance closed door: 2050.85 2950.0 47.75
"xm_hatches_terrain", -- Terrain adjustments for facilities (all) + silo
"xm_hatches_terrain_lod"
},
Load = function()
EnableIpl(DoomsdayFacility.Ipl.Exterior.ipl, true)
end,
Remove = function()
EnableIpl(DoomsdayFacility.Ipl.Exterior.ipl, false)
end
}
},
Colors = {
utility = 1,
expertise = 2,
altitude = 3,
power = 4,
authority = 5,
influence = 6,
order = 7,
empire = 8,
supremacy = 9
},
Walls = {
SetColor = function(color, refresh)
SetInteriorPropColor(DoomsdayFacility.interiorId, "set_int_02_shell", color)
if refresh then
RefreshInterior(DoomsdayFacility.interiorId)
end
end
},
Decals = {
none = "",
style01 = "set_int_02_decal_01",
style02 = "set_int_02_decal_02",
style03 = "set_int_02_decal_03",
style04 = "set_int_02_decal_04",
style05 = "set_int_02_decal_05",
style06 = "set_int_02_decal_06",
style07 = "set_int_02_decal_07",
style08 = "set_int_02_decal_08",
style09 = "set_int_02_decal_09",
Set = function(decal, refresh)
DoomsdayFacility.Decals.Clear(refresh)
if decal ~= "" then
SetIplPropState(DoomsdayFacility.interiorId, decal, true, refresh)
else
if refresh then
RefreshInterior(DoomsdayFacility.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(DoomsdayFacility.interiorId, {
DoomsdayFacility.Decals.style01, DoomsdayFacility.Decals.style02, DoomsdayFacility.Decals.style03,
DoomsdayFacility.Decals.style04, DoomsdayFacility.Decals.style05, DoomsdayFacility.Decals.style06,
DoomsdayFacility.Decals.style07, DoomsdayFacility.Decals.style08, DoomsdayFacility.Decals.style09
}, false, refresh)
end
},
Lounge = {
utility = "set_int_02_lounge1",
prestige = "set_int_02_lounge2",
premier = "set_int_02_lounge3",
Set = function(lounge, color, refresh)
DoomsdayFacility.Lounge.Clear(false)
SetIplPropState(DoomsdayFacility.interiorId, lounge, true, refresh)
SetInteriorPropColor(DoomsdayFacility.interiorId, lounge, color)
end,
Clear = function(refresh)
SetIplPropState(DoomsdayFacility.interiorId, {
DoomsdayFacility.Lounge.utility,
DoomsdayFacility.Lounge.prestige,
DoomsdayFacility.Lounge.premier
}, false, refresh)
end
},
Sleeping = {
none = "set_int_02_no_sleep",
utility = "set_int_02_sleep",
prestige = "set_int_02_sleep2",
premier = "set_int_02_sleep3",
Set = function(sleep, color, refresh)
DoomsdayFacility.Sleeping.Clear(false)
SetIplPropState(DoomsdayFacility.interiorId, sleep, true, refresh)
SetInteriorPropColor(DoomsdayFacility.interiorId, sleep, color)
end,
Clear = function(refresh)
SetIplPropState(DoomsdayFacility.interiorId, {
DoomsdayFacility.Sleeping.none,
DoomsdayFacility.Sleeping.utility,
DoomsdayFacility.Sleeping.prestige,
DoomsdayFacility.Sleeping.premier
}, false, refresh)
end
},
Security = {
off = "set_int_02_no_security",
on = "set_int_02_security",
Set = function(security, color, refresh)
DoomsdayFacility.Security.Clear(false)
SetIplPropState(DoomsdayFacility.interiorId, security, true, refresh)
SetInteriorPropColor(DoomsdayFacility.interiorId, security, color)
end,
Clear = function(refresh)
SetIplPropState(DoomsdayFacility.interiorId, {
DoomsdayFacility.Security.off,
DoomsdayFacility.Security.on
}, false, refresh)
end
},
Cannon = {
off = "set_int_02_no_cannon",
on = "set_int_02_cannon",
Set = function(cannon, color, refresh)
DoomsdayFacility.Cannon.Clear(false)
SetIplPropState(DoomsdayFacility.interiorId, cannon, true, refresh)
SetInteriorPropColor(DoomsdayFacility.interiorId, cannon, color)
end,
Clear = function(refresh)
SetIplPropState(DoomsdayFacility.interiorId, {
DoomsdayFacility.Cannon.off,
DoomsdayFacility.Cannon.on
}, false, refresh)
end
},
PrivacyGlass = {
controlModelHash = `xm_prop_x17_tem_control_01`,
Bedroom = {
Enable = function(state)
local handle = GetClosestObjectOfType(367.99, 4827.745, -59.0, 1.0, `xm_prop_x17_l_glass_03`, false, false, false)
if state then
if handle == 0 then
local model = `xm_prop_x17_l_glass_03`
RequestModel(model)
while not HasModelLoaded(model) do
Citizen.Wait(0)
end
local privacyGlass = CreateObject(model, 367.99, 4827.745, -59.0, false, false, false)
SetEntityAsMissionEntity(privacyGlass, true, 0)
SetEntityCollision_2(privacyGlass, false, 0)
SetEntityInvincible(privacyGlass, true)
SetEntityAlpha(privacyGlass, 254, false)
end
else
if handle ~= 0 then
SetEntityAsMissionEntity(handle, false, false)
DeleteEntity(handle)
end
end
end,
Control = {
position = vector3(372.115, 4827.504, -58.47),
rotation = vector3(0.0, 0.0, 0.0),
Enable = function(state)
local handle = GetClosestObjectOfType(DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.x, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.y, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.z, 1.0, DoomsdayFacility.PrivacyGlass.controlModelHash, false, false, false)
if state then
if handle == 0 then
RequestModel(DoomsdayFacility.PrivacyGlass.controlModelHash)
while not HasModelLoaded(DoomsdayFacility.PrivacyGlass.controlModelHash) do
Citizen.Wait(0)
end
local privacyGlass = CreateObjectNoOffset(DoomsdayFacility.PrivacyGlass.controlModelHash, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.x, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.y, DoomsdayFacility.PrivacyGlass.Bedroom.Control.position.z, true, true, false)
SetEntityRotation(privacyGlass, DoomsdayFacility.PrivacyGlass.Bedroom.Control.rotation.x, DoomsdayFacility.PrivacyGlass.Bedroom.Control.rotation.y, DoomsdayFacility.PrivacyGlass.Bedroom.Control.rotation.z, 2, true)
FreezeEntityPosition(privacyGlass, true)
SetEntityAsMissionEntity(privacyGlass, false, false)
end
else
if handle ~= 0 then
SetEntityAsMissionEntity(handle, false, false)
DeleteEntity(handle)
end
end
end,
}
},
Lounge = {
Glasses = {
{
modelHash = `xm_prop_x17_l_door_glass_01`,
entityHash = `xm_prop_x17_l_door_frame_01`,
entityPos = vector3(359.22, 4846.043, -58.85)
},
{
modelHash = `xm_prop_x17_l_door_glass_01`,
entityHash = `xm_prop_x17_l_door_frame_01`,
entityPos = vector3(369.066, 4846.273, -58.85)
},
{
modelHash = `xm_prop_x17_l_glass_01`,
entityHash = `xm_prop_x17_l_frame_01`,
entityPos = vector3(358.843, 4845.103, -60.0)
},
{
modelHash = `xm_prop_x17_l_glass_02`,
entityHash = `xm_prop_x17_l_frame_02`,
entityPos = vector3(366.309, 4847.281, -60.0)
},
{
modelHash = `xm_prop_x17_l_glass_03`,
entityHash = `xm_prop_x17_l_frame_03`,
entityPos = vector3(371.194, 4841.27, -60.0)
}
},
Enable = function(state)
for key, glass in pairs(DoomsdayFacility.PrivacyGlass.Lounge.Glasses) do
local handle = GetClosestObjectOfType(glass.entityPos.x, glass.entityPos.y, glass.entityPos.z, 1.0, glass.modelHash, false, false, false)
if state then
if handle == 0 then
local entityToAttach = GetClosestObjectOfType(glass.entityPos.x, glass.entityPos.y, glass.entityPos.z, 1.0, glass.entityHash, false, false, false)
if entityToAttach ~= 0 then
RequestModel(glass.modelHash)
while not HasModelLoaded(glass.modelHash) do
Citizen.Wait(0)
end
local privacyGlass = CreateObject(glass.modelHash, glass.entityPos.x, glass.entityPos.y, glass.entityPos.z, false, false, false)
SetEntityAsMissionEntity(privacyGlass, true, false)
SetEntityCollision_2(privacyGlass, false, 0)
SetEntityInvincible(privacyGlass, true)
SetEntityAlpha(privacyGlass, 254, false)
AttachEntityToEntity(privacyGlass, entityToAttach, -1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 2, 1)
end
end
else
if handle ~= 0 then
SetEntityAsMissionEntity(handle, false, false)
DeleteEntity(handle)
end
end
end
end,
Control = {
position = vector3(367.317, 4846.729, -58.448),
rotation = vector3(0.0, 0.0, -16.0),
Enable = function(state)
local handle = GetClosestObjectOfType(DoomsdayFacility.PrivacyGlass.Lounge.Control.position.x, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.y, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.z, 1.0, DoomsdayFacility.PrivacyGlass.controlModelHash, false, false, false)
if state then
if handle == 0 then
RequestModel(DoomsdayFacility.PrivacyGlass.controlModelHash)
while not HasModelLoaded(DoomsdayFacility.PrivacyGlass.controlModelHash) do
Citizen.Wait(0)
end
local privacyGlass = CreateObjectNoOffset(DoomsdayFacility.PrivacyGlass.controlModelHash, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.x, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.y, DoomsdayFacility.PrivacyGlass.Lounge.Control.position.z, true, true, false)
SetEntityRotation(privacyGlass, DoomsdayFacility.PrivacyGlass.Lounge.Control.rotation.x, DoomsdayFacility.PrivacyGlass.Lounge.Control.rotation.y, DoomsdayFacility.PrivacyGlass.Lounge.Control.rotation.z, 2, true)
FreezeEntityPosition(privacyGlass, true)
SetEntityAsMissionEntity(privacyGlass, false, false)
end
else
if handle ~= 0 then
SetEntityAsMissionEntity(handle, false, false)
DeleteEntity(handle)
end
end
end
}
}
},
Details = {
KhanjaliParts = {
A = "Set_Int_02_Parts_Panther1",
B = "Set_Int_02_Parts_Panther2",
C = "Set_Int_02_Parts_Panther3"
},
RiotParts = {
A = "Set_Int_02_Parts_Riot1",
B = "Set_Int_02_Parts_Riot2",
C = "Set_Int_02_Parts_Riot3"
},
ChenoParts = {
A = "Set_Int_02_Parts_Cheno1",
B = "Set_Int_02_Parts_Cheno2",
C = "Set_Int_02_Parts_Cheno3"
},
ThrusterParts = {
A = "Set_Int_02_Parts_Thruster1",
B = "Set_Int_02_Parts_Thruster2",
C = "Set_Int_02_Parts_Thruster3"
},
AvengerParts = {
A = "Set_Int_02_Parts_Avenger1",
B = "Set_Int_02_Parts_Avenger2",
C = "Set_Int_02_Parts_Avenger3"
},
Outfits = {
paramedic = "Set_Int_02_outfit_paramedic",
morgue = "Set_Int_02_outfit_morgue",
serverFarm = "Set_Int_02_outfit_serverfarm",
iaa = "Set_Int_02_outfit_iaa",
stealAvenger = "Set_Int_02_outfit_steal_avenger",
foundry = "Set_Int_02_outfit_foundry",
riot = "Set_Int_02_outfit_riot_van",
stromberg = "Set_Int_02_outfit_stromberg",
submarine = "Set_Int_02_outfit_sub_finale",
predator = "Set_Int_02_outfit_predator",
khanjali = "Set_Int_02_outfit_khanjali",
volatol = "Set_Int_02_outfit_volatol"
},
Trophies = {
eagle = "set_int_02_trophy1",
iaa = "set_int_02_trophy_iaa",
submarine = "set_int_02_trophy_sub",
SetColor = function(color, refresh)
SetInteriorPropColor(DoomsdayFacility.interiorId, "set_int_02_trophy_sub", color)
if refresh then
RefreshInterior(DoomsdayFacility.interiorId)
end
end
},
Clutter = {
A = "set_int_02_clutter1",
B = "set_int_02_clutter2",
C = "set_int_02_clutter3",
D = "set_int_02_clutter4",
E = "set_int_02_clutter5"
},
crewEmblem = "set_int_02_crewemblem",
Enable = function(details, state, refresh)
SetIplPropState(DoomsdayFacility.interiorId, details, state, refresh)
end
},
LoadDefault = function()
DoomsdayFacility.Ipl.Exterior.Load()
DoomsdayFacility.Ipl.Interior.Load()
DoomsdayFacility.Walls.SetColor(DoomsdayFacility.Colors.utility)
DoomsdayFacility.Decals.Set(DoomsdayFacility.Decals.style01)
DoomsdayFacility.Lounge.Set(DoomsdayFacility.Lounge.premier, DoomsdayFacility.Colors.utility)
DoomsdayFacility.Sleeping.Set(DoomsdayFacility.Sleeping.premier, DoomsdayFacility.Colors.utility)
DoomsdayFacility.Security.Set(DoomsdayFacility.Security.on, DoomsdayFacility.Colors.utility)
DoomsdayFacility.Cannon.Set(DoomsdayFacility.Cannon.on, DoomsdayFacility.Colors.utility)
-- Privacy glass remote
DoomsdayFacility.PrivacyGlass.Bedroom.Control.Enable(true)
DoomsdayFacility.PrivacyGlass.Lounge.Control.Enable(true)
DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.crewEmblem, false)
DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.AvengerParts, true)
DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.Outfits, true)
DoomsdayFacility.Details.Enable(DoomsdayFacility.Details.Trophies, true)
DoomsdayFacility.Details.Trophies.SetColor(DoomsdayFacility.Colors.utility)
DoomsdayFacility.Details.Enable({
DoomsdayFacility.Details.Clutter.A,
DoomsdayFacility.Details.Clutter.B
}, true)
RefreshInterior(DoomsdayFacility.interiorId)
end
}

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-- Apartment 1: -787.78050000 334.92320000 215.83840000
exports('GetExecApartment1Object', function()
return ExecApartment1
end)
ExecApartment1 = {
currentInteriorId = -1,
Style = {
Theme = {
modern = {
interiorId = 227329,
ipl = "apa_v_mp_h_01_a"
},
moody = {
interiorId = 228097,
ipl = "apa_v_mp_h_02_a"
},
vibrant = {
interiorId = 228865,
ipl = "apa_v_mp_h_03_a"
},
sharp = {
interiorId = 229633,
ipl = "apa_v_mp_h_04_a"
},
monochrome = {
interiorId = 230401,
ipl = "apa_v_mp_h_05_a"
},
seductive = {
interiorId = 231169,
ipl = "apa_v_mp_h_06_a"
},
regal = {
interiorId = 231937,
ipl = "apa_v_mp_h_07_a"
},
aqua = {
interiorId = 232705,
ipl = "apa_v_mp_h_08_a"
}
},
Set = function(style, refresh)
if type(style) == "table" then
ExecApartment1.Style.Clear()
ExecApartment1.currentInteriorId = style.interiorId
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for key, value in pairs(ExecApartment1.Style.Theme) do
SetIplPropState(value.interiorId, {
"Apart_Hi_Strip_A",
"Apart_Hi_Strip_B",
"Apart_Hi_Strip_C"
}, false)
SetIplPropState(value.interiorId, {
"Apart_Hi_Booze_A",
"Apart_Hi_Booze_B",
"Apart_Hi_Booze_C"
}, false)
SetIplPropState(value.interiorId, {
"Apart_Hi_Smokes_A",
"Apart_Hi_Smokes_B",
"Apart_Hi_Smokes_C"
}, false, true)
EnableIpl(value.ipl, false)
end
end
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(ExecApartment1.currentInteriorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(ExecApartment1.currentInteriorId, details, state, refresh)
end
},
Smoke = {
none = "",
stage1 = "Apart_Hi_Smokes_A",
stage2 = "Apart_Hi_Smokes_B",
stage3 = "Apart_Hi_Smokes_C",
Set = function(smoke, refresh)
ExecApartment1.Smoke.Clear(false)
if smoke ~= nil then
SetIplPropState(ExecApartment1.currentInteriorId, smoke, true, refresh)
else
if refresh then
RefreshInterior(ExecApartment1.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(ExecApartment1.currentInteriorId, {
ExecApartment1.Smoke.stage1,
ExecApartment1.Smoke.stage2,
ExecApartment1.Smoke.stage3
}, false, refresh)
end
},
LoadDefault = function()
ExecApartment1.Style.Set(ExecApartment1.Style.Theme.sharp, true)
ExecApartment1.Strip.Enable({
ExecApartment1.Strip.A,
ExecApartment1.Strip.B,
ExecApartment1.Strip.C
}, true)
ExecApartment1.Booze.Enable({
ExecApartment1.Booze.A,
ExecApartment1.Booze.B,
ExecApartment1.Booze.C
}, true)
ExecApartment1.Smoke.Set(ExecApartment1.Smoke.stage1, true)
end
}

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-- Apartment 2: -773.22580000 322.82520000 194.88620000
exports('GetExecApartment2Object', function()
return ExecApartment2
end)
ExecApartment2 = {
currentInteriorId = -1,
Style = {
Theme = {
modern = {
interiorId = 227585,
ipl = "apa_v_mp_h_01_b"
},
moody = {
interiorId = 228353,
ipl = "apa_v_mp_h_02_b"
},
vibrant = {
interiorId = 229121,
ipl = "apa_v_mp_h_03_b"
},
sharp = {
interiorId = 229889,
ipl = "apa_v_mp_h_04_b"
},
monochrome = {
interiorId = 230657,
ipl = "apa_v_mp_h_05_b"
},
seductive = {
interiorId = 231425,
ipl = "apa_v_mp_h_06_b"
},
regal = {
interiorId = 232193,
ipl = "apa_v_mp_h_07_b"
},
aqua = {
interiorId = 232961,
ipl = "apa_v_mp_h_08_b"
}
},
Set = function(style, refresh)
if type(style) == "table" then
ExecApartment2.Style.Clear()
ExecApartment2.currentInteriorId = style.interiorId
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for key, value in pairs(ExecApartment2.Style.Theme) do
SetIplPropState(value.interiorId, {
"Apart_Hi_Strip_A",
"Apart_Hi_Strip_B",
"Apart_Hi_Strip_C"}, false)
SetIplPropState(value.interiorId, {
"Apart_Hi_Booze_A",
"Apart_Hi_Booze_B",
"Apart_Hi_Booze_C"
}, false)
SetIplPropState(value.interiorId, {
"Apart_Hi_Smokes_A",
"Apart_Hi_Smokes_B",
"Apart_Hi_Smokes_C"
}, false, true)
EnableIpl(value.ipl, false)
end
end
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(ExecApartment2.currentInteriorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(ExecApartment2.currentInteriorId, details, state, refresh)
end
},
Smoke = {
none = "",
stage1 = "Apart_Hi_Smokes_A",
stage2 = "Apart_Hi_Smokes_B",
stage3 = "Apart_Hi_Smokes_C",
Set = function(smoke, refresh)
ExecApartment2.Smoke.Clear(false)
if smoke ~= nil then
SetIplPropState(ExecApartment2.currentInteriorId, smoke, true, refresh)
else
if refresh then
RefreshInterior(ExecApartment2.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(ExecApartment2.currentInteriorId, {
ExecApartment2.Smoke.stage1,
ExecApartment2.Smoke.stage2,
ExecApartment2.Smoke.stage3
}, false, refresh)
end
},
LoadDefault = function()
ExecApartment2.Style.Set(ExecApartment2.Style.Theme.seductive, true)
ExecApartment2.Strip.Enable({
ExecApartment2.Strip.A,
ExecApartment2.Strip.B,
ExecApartment2.Strip.C
}, true)
ExecApartment2.Booze.Enable({
ExecApartment2.Booze.A,
ExecApartment2.Booze.B,
ExecApartment2.Booze.C
}, true)
ExecApartment2.Smoke.Set(ExecApartment2.Smoke.stage1, true)
end
}

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-- Apartment 3: -787.78050000 334.92320000 186.11340000
exports('GetExecApartment3Object', function()
return ExecApartment3
end)
ExecApartment3 = {
currentInteriorId = -1,
Style = {
Theme = {
modern = {
interiorId = 227841,
ipl = "apa_v_mp_h_01_c"
},
moody = {
interiorId = 228609,
ipl = "apa_v_mp_h_02_c"
},
vibrant = {
interiorId = 229377,
ipl = "apa_v_mp_h_03_c"
},
sharp = {
interiorId = 230145,
ipl = "apa_v_mp_h_04_c"
},
monochrome = {
interiorId = 230913,
ipl = "apa_v_mp_h_05_c"
},
seductive = {
interiorId = 231681,
ipl = "apa_v_mp_h_06_c"
},
regal = {
interiorId = 232449,
ipl = "apa_v_mp_h_07_c"
},
aqua = {
interiorId = 233217,
ipl = "apa_v_mp_h_08_c"
}
},
Set = function(style, refresh)
if type(style) == "table" then
ExecApartment3.Style.Clear()
ExecApartment3.currentInteriorId = style.interiorId
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for key, value in pairs(ExecApartment3.Style.Theme) do
SetIplPropState(value.interiorId, {
"Apart_Hi_Strip_A",
"Apart_Hi_Strip_B",
"Apart_Hi_Strip_C"
}, false)
SetIplPropState(value.interiorId, {
"Apart_Hi_Booze_A",
"Apart_Hi_Booze_B",
"Apart_Hi_Booze_C"
}, false)
SetIplPropState(value.interiorId, {
"Apart_Hi_Smokes_A",
"Apart_Hi_Smokes_B",
"Apart_Hi_Smokes_C"
}, false, true)
EnableIpl(value.ipl, false)
end
end
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(ExecApartment3.currentInteriorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(ExecApartment3.currentInteriorId, details, state, refresh)
end
},
Smoke = {
none = "",
stage1 = "Apart_Hi_Smokes_A",
stage2 = "Apart_Hi_Smokes_B",
stage3 = "Apart_Hi_Smokes_C",
Set = function(smoke, refresh)
ExecApartment3.Smoke.Clear(false)
if smoke ~= nil then
SetIplPropState(ExecApartment3.currentInteriorId, smoke, true, refresh)
else
if refresh then
RefreshInterior(ExecApartment3.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(ExecApartment3.currentInteriorId, {
ExecApartment3.Smoke.stage1,
ExecApartment3.Smoke.stage2,
ExecApartment3.Smoke.stage3
}, false, refresh)
end
},
LoadDefault = function()
ExecApartment3.Style.Set(ExecApartment3.Style.Theme.sharp, true)
ExecApartment3.Strip.Enable({
ExecApartment3.Strip.A,
ExecApartment3.Strip.B,
ExecApartment3.Strip.C
}, true)
ExecApartment3.Booze.Enable({
ExecApartment3.Booze.A,
ExecApartment3.Booze.B,
ExecApartment3.Booze.C
}, true)
ExecApartment3.Smoke.Set(ExecApartment3.Smoke.none)
end
}

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-- Office 1: -141.1987, -620.913, 168.8205 (Arcadius Business Centre)
exports('GetFinanceOffice1Object', function()
return FinanceOffice1
end)
FinanceOffice1 = {
currentInteriorId = -1,
currentSafeDoors = {
hashL = "",
hashR = ""
},
Style = {
Theme = {
warm = {
interiorId = 236289,
ipl = "ex_dt1_02_office_01a",
safe = "ex_prop_safedoor_office1a"
},
classical = {
interiorId = 236545,
ipl = "ex_dt1_02_office_01b",
safe = "ex_prop_safedoor_office1b"
},
vintage = {
interiorId = 236801,
ipl = "ex_dt1_02_office_01c",
safe = "ex_prop_safedoor_office1c"
},
contrast = {
interiorId = 237057,
ipl = "ex_dt1_02_office_02a",
safe = "ex_prop_safedoor_office2a"
},
rich = {
interiorId = 237313,
ipl = "ex_dt1_02_office_02b",
safe = "ex_prop_safedoor_office2a"
},
cool = {
interiorId = 237569,
ipl = "ex_dt1_02_office_02c",
safe = "ex_prop_safedoor_office2a"
},
ice = {
interiorId = 237825,
ipl = "ex_dt1_02_office_03a",
safe = "ex_prop_safedoor_office3a"
},
conservative = {
interiorId = 238081,
ipl = "ex_dt1_02_office_03b",
safe = "ex_prop_safedoor_office3a"
},
polished = {
interiorId = 238337,
ipl = "ex_dt1_02_office_03c",
safe = "ex_prop_safedoor_office3c"
}
},
Set = function(style, refresh)
if refresh == nil then
refresh = false
end
if type(style) == "table" then
FinanceOffice1.Style.Clear()
FinanceOffice1.currentInteriorId = style.interiorId
FinanceOffice1.currentSafeDoors = {
hashL = GetHashKey(style.safe .. "_l"),
hashR = GetHashKey(style.safe .. "_r")
}
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for themeKey, themeValue in pairs(FinanceOffice1.Style.Theme) do
for swagKey, swagValue in pairs(FinanceOffice1.Swag) do
if type(swagValue) == "table" then
SetIplPropState(themeValue.interiorId, {
swagValue.A,
swagValue.B,
swagValue.C
}, false)
end
end
SetIplPropState(themeValue.interiorId, "office_chairs", false, false)
SetIplPropState(themeValue.interiorId, "office_booze", false, true)
FinanceOffice1.currentSafeDoors = {
hashL = 0,
hashR = 0
}
EnableIpl(themeValue.ipl, false)
end
end
},
Safe = {
doorHeadingL = 96.0, -- Only need the heading of the Left door to get the Right ones
Position = vector3(-124.25, -641.30, 168.870), -- Approximately between the two doors
-- These values are checked from "doorHandler.lua" and
isLeftDoorOpen = false,
isRightDoorOpen = false,
-- Safe door API
Open = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice1.Safe.isLeftDoorOpen = true
elseif doorSide:lower() == "right" then
FinanceOffice1.Safe.isRightDoorOpen = true
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
Close = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice1.Safe.isLeftDoorOpen = false
elseif doorSide:lower() == "right" then
FinanceOffice1.Safe.isRightDoorOpen = false
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
-- Internal use only
SetDoorState = function(doorSide, open)
local doorHandle = 0
local heading = FinanceOffice1.Safe.doorHeadingL
if doorSide:lower() == "left" then
doorHandle = FinanceOffice1.Safe.GetDoorHandle(FinanceOffice1.currentSafeDoors.hashL)
if open then
heading = heading - 90.0
end
elseif doorSide:lower() == "right" then
doorHandle = FinanceOffice1.Safe.GetDoorHandle(FinanceOffice1.currentSafeDoors.hashR)
heading = heading - 180
if open then
heading = heading + 90.0
end
end
if doorHandle == 0 then
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " safe door handle is 0")
return
end
SetEntityHeading(doorHandle, heading)
end,
-- /!\ handle changes whenever the interior is refreshed /!\
GetDoorHandle = function(doorHash)
local timeout = 4
local doorHandle = GetClosestObjectOfType(FinanceOffice1.Safe.Position.x, FinanceOffice1.Safe.Position.y, FinanceOffice1.Safe.Position.z, 5.0, doorHash, false, false, false)
while doorHandle == 0 do
Citizen.Wait(25)
doorHandle = GetClosestObjectOfType(FinanceOffice1.Safe.Position.x, FinanceOffice1.Safe.Position.y, FinanceOffice1.Safe.Position.z, 5.0, doorHash, false, false, false)
timeout = timeout - 1
if timeout <= 0 then
break
end
end
return doorHandle
end
},
Swag = {
Cash = {
A = "cash_set_01",
B = "cash_set_02",
C = "cash_set_03",
D = "cash_set_04",
E = "cash_set_05",
F = "cash_set_06",
G = "cash_set_07",
H = "cash_set_08",
I = "cash_set_09",
J = "cash_set_10",
K = "cash_set_11",
L = "cash_set_12",
M = "cash_set_13",
N = "cash_set_14",
O = "cash_set_15",
P = "cash_set_16",
Q = "cash_set_17",
R = "cash_set_18",
S = "cash_set_19",
T = "cash_set_20",
U = "cash_set_21",
V = "cash_set_22",
W = "cash_set_23",
X = "cash_set_24"
},
BoozeCigs = {
A = "swag_booze_cigs",
B = "swag_booze_cigs2",
C = "swag_booze_cigs3"
},
Counterfeit = {
A = "swag_counterfeit",
B = "swag_counterfeit2",
C = "swag_counterfeit3"
},
DrugBags = {
A = "swag_drugbags",
B = "swag_drugbags2",
C = "swag_drugbags3"
},
DrugStatue = {
A = "swag_drugstatue",
B = "swag_drugstatue2",
C = "swag_drugstatue3"
},
Electronic = {
A = "swag_electronic",
B = "swag_electronic2",
C = "swag_electronic3"
},
FurCoats = {
A = "swag_furcoats",
B = "swag_furcoats2",
C = "swag_furcoats3"
},
Gems = {
A = "swag_gems",
B = "swag_gems2",
C = "swag_gems3"
},
Guns = {
A = "swag_guns",
B = "swag_guns2",
C = "swag_guns3"
},
Ivory = {
A = "swag_ivory",
B = "swag_ivory2",
C = "swag_ivory3"
},
Jewel = {
A = "swag_jewelwatch",
B = "swag_jewelwatch2",
C = "swag_jewelwatch3"
},
Med = {
A = "swag_med",
B = "swag_med2",
C = "swag_med3"
},
Painting = {
A = "swag_art",
B = "swag_art2",
C = "swag_art3"
},
Pills = {
A = "swag_pills",
B = "swag_pills2",
C = "swag_pills3"
},
Silver = {
A = "swag_silver",
B = "swag_silver2",
C = "swag_silver3"
},
Enable = function(details, state, refresh)
SetIplPropState(FinanceOffice1.currentInteriorId, details, state, refresh)
end
},
Chairs = {
off = "",
on = "office_chairs",
Set = function(chairs, refresh)
FinanceOffice1.Chairs.Clear(false)
if chairs ~= nil then
SetIplPropState(FinanceOffice1.currentInteriorId, chairs, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice1.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice1.currentInteriorId, FinanceOffice1.Chairs.on, false, refresh)
end
},
Booze = {
off = "",
on = "office_booze",
Set = function(booze, refresh)
FinanceOffice1.Booze.Clear(false)
if booze ~= nil then
SetIplPropState(FinanceOffice1.currentInteriorId, booze, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice1.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice1.currentInteriorId, FinanceOffice1.Booze.on, false, refresh)
end
},
LoadDefault = function()
FinanceOffice3.Booze.Set(FinanceOffice3.Booze.on, true)
FinanceOffice1.Style.Set(FinanceOffice1.Style.Theme.warm, true)
FinanceOffice1.Chairs.Set(FinanceOffice1.Chairs.on, true)
end
}

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@ -0,0 +1,326 @@
-- Office 2: -75.8466, -826.9893, 243.3859 (Maze Bank Building)
exports('GetFinanceOffice2Object', function()
return FinanceOffice2
end)
FinanceOffice2 = {
currentInteriorId = -1,
currentSafeDoors = {
hashL = "",
hashR = ""
},
Style = {
Theme = {
warm = {
interiorId = 238593,
ipl = "ex_dt1_11_office_01a",
safe = "ex_prop_safedoor_office1a"
},
classical = {
interiorId = 238849,
ipl = "ex_dt1_11_office_01b",
safe = "ex_prop_safedoor_office1b"
},
vintage = {
interiorId = 239105,
ipl = "ex_dt1_11_office_01c",
safe = "ex_prop_safedoor_office1c"
},
contrast = {
interiorId = 239361,
ipl = "ex_dt1_11_office_02a",
safe = "ex_prop_safedoor_office2a"
},
rich = {
interiorId = 239617,
ipl = "ex_dt1_11_office_02b",
safe = "ex_prop_safedoor_office2a"
},
cool = {
interiorId = 239873,
ipl = "ex_dt1_11_office_02c",
safe = "ex_prop_safedoor_office2a"
},
ice = {
interiorId = 240129,
ipl = "ex_dt1_11_office_03a",
safe = "ex_prop_safedoor_office3a"
},
conservative = {
interiorId = 240385,
ipl = "ex_dt1_11_office_03b",
safe = "ex_prop_safedoor_office3a"
},
polished = {
interiorId = 240641,
ipl = "ex_dt1_11_office_03c",
safe = "ex_prop_safedoor_office3c"
}
},
Set = function(style, refresh)
if refresh == nil then
refresh = false
end
if type(style) == "table" then
FinanceOffice2.Style.Clear()
FinanceOffice2.currentInteriorId = style.interiorId
FinanceOffice2.currentSafeDoors = {
hashL = GetHashKey(style.safe .. "_l"),
hashR = GetHashKey(style.safe .. "_r")
}
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for themeKey, themeValue in pairs(FinanceOffice2.Style.Theme) do
for swagKey, swagValue in pairs(FinanceOffice2.Swag) do
if type(swagValue) == "table" then
SetIplPropState(themeValue.interiorId, {
swagValue.A,
swagValue.B,
swagValue.C
}, false)
end
end
SetIplPropState(themeValue.interiorId, "office_chairs", false, false)
SetIplPropState(themeValue.interiorId, "office_booze", false, true)
FinanceOffice2.currentSafeDoors = {
hashL = 0,
hashR = 0
}
EnableIpl(themeValue.ipl, false)
end
end
},
Safe = {
doorHeadingL = 250.0, -- Only need the heading of the Left door to get the Right ones
Position = vector3(-82.593, -801.0, 243.385), -- Approximately between the two doors
-- These values are checked from "doorHandler.lua" and
isLeftDoorOpen = false,
isRightDoorOpen = false,
-- Safe door API
Open = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice2.Safe.isLeftDoorOpen = true
elseif doorSide:lower() == "right" then
FinanceOffice2.Safe.isRightDoorOpen = true
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
Close = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice2.Safe.isLeftDoorOpen = false
elseif doorSide:lower() == "right" then
FinanceOffice2.Safe.isRightDoorOpen = false
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
-- Internal use only
SetDoorState = function(doorSide, open)
local doorHandle = 0
local heading = FinanceOffice2.Safe.doorHeadingL
if doorSide:lower() == "left" then
doorHandle = FinanceOffice2.Safe.GetDoorHandle(FinanceOffice2.currentSafeDoors.hashL)
if open then
heading = heading - 90.0
end
elseif doorSide:lower() == "right" then
doorHandle = FinanceOffice2.Safe.GetDoorHandle(FinanceOffice2.currentSafeDoors.hashR)
heading = heading - 180
if open then
heading = heading + 90.0
end
end
if doorHandle == 0 then
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " safe door handle is 0")
return
end
SetEntityHeading(doorHandle, heading)
end,
-- /!\ handle changes whenever the interior is refreshed /!\
GetDoorHandle = function(doorHash)
local timeout = 4
local doorHandle = GetClosestObjectOfType(FinanceOffice2.Safe.Position.x, FinanceOffice2.Safe.Position.y, FinanceOffice2.Safe.Position.z, 5.0, doorHash, false, false, false)
while doorHandle == 0 do
Citizen.Wait(25)
doorHandle = GetClosestObjectOfType(FinanceOffice2.Safe.Position.x, FinanceOffice2.Safe.Position.y, FinanceOffice2.Safe.Position.z, 5.0, doorHash, false, false, false)
timeout = timeout - 1
if timeout <= 0 then
break
end
end
return doorHandle
end
},
Swag = {
Cash = {
A = "cash_set_01",
B = "cash_set_02",
C = "cash_set_03",
D = "cash_set_04",
E = "cash_set_05",
F = "cash_set_06",
G = "cash_set_07",
H = "cash_set_08",
I = "cash_set_09",
J = "cash_set_10",
K = "cash_set_11",
L = "cash_set_12",
M = "cash_set_13",
N = "cash_set_14",
O = "cash_set_15",
P = "cash_set_16",
Q = "cash_set_17",
R = "cash_set_18",
S = "cash_set_19",
T = "cash_set_20",
U = "cash_set_21",
V = "cash_set_22",
W = "cash_set_23",
X = "cash_set_24"
},
BoozeCigs = {
A = "swag_booze_cigs",
B = "swag_booze_cigs2",
C = "swag_booze_cigs3"
},
Counterfeit = {
A = "swag_counterfeit",
B = "swag_counterfeit2",
C = "swag_counterfeit3"
},
DrugBags = {
A = "swag_drugbags",
B = "swag_drugbags2",
C = "swag_drugbags3"
},
DrugStatue = {
A = "swag_drugstatue",
B = "swag_drugstatue2",
C = "swag_drugstatue3"
},
Electronic = {
A = "swag_electronic",
B = "swag_electronic2",
C = "swag_electronic3"
},
FurCoats = {
A = "swag_furcoats",
B = "swag_furcoats2",
C = "swag_furcoats3"
},
Gems = {
A = "swag_gems",
B = "swag_gems2",
C = "swag_gems3"
},
Guns = {
A = "swag_guns",
B = "swag_guns2",
C = "swag_guns3"
},
Ivory = {
A = "swag_ivory",
B = "swag_ivory2",
C = "swag_ivory3"
},
Jewel = {
A = "swag_jewelwatch",
B = "swag_jewelwatch2",
C = "swag_jewelwatch3"
},
Med = {
A = "swag_med",
B = "swag_med2",
C = "swag_med3"
},
Painting = {
A = "swag_art",
B = "swag_art2",
C = "swag_art3"
},
Pills = {
A = "swag_pills",
B = "swag_pills2",
C = "swag_pills3"
},
Silver = {
A = "swag_silver",
B = "swag_silver2",
C = "swag_silver3"
},
Enable = function(details, state, refresh)
SetIplPropState(FinanceOffice2.currentInteriorId, details, state, refresh)
end
},
Chairs = {
off = "",
on = "office_chairs",
Set = function(chairs, refresh)
FinanceOffice2.Chairs.Clear(false)
if chairs ~= nil then
SetIplPropState(FinanceOffice2.currentInteriorId, chairs, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice2.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice2.currentInteriorId, FinanceOffice2.Chairs.on, false, refresh)
end
},
Booze = {
off = "",
on = "office_booze",
Set = function(booze, refresh)
FinanceOffice2.Booze.Clear(false)
if booze ~= nil then
SetIplPropState(FinanceOffice2.currentInteriorId, booze, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice2.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice2.currentInteriorId, FinanceOffice2.Booze.on, false, refresh)
end
},
LoadDefault = function()
FinanceOffice2.Style.Set(FinanceOffice2.Style.Theme.warm)
FinanceOffice2.Chairs.Set(FinanceOffice2.Chairs.on, true)
end
}

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-- Office 3: -1579.756, -565.0661, 108.523 (Lom Bank)
exports('GetFinanceOffice3Object', function()
return FinanceOffice3
end)
FinanceOffice3 = {
currentInteriorId = -1,
currentSafeDoors = {
hashL = "",
hashR = ""
},
Style = {
Theme = {
warm = {
interiorId = 240897,
ipl = "ex_sm_13_office_01a",
safe = "ex_prop_safedoor_office1a"
},
classical = {
interiorId = 241153,
ipl = "ex_sm_13_office_01b",
safe = "ex_prop_safedoor_office1b"
},
vintage = {
interiorId = 241409,
ipl = "ex_sm_13_office_01c",
safe = "ex_prop_safedoor_office1c"
},
contrast = {
interiorId = 241665,
ipl = "ex_sm_13_office_02a",
safe = "ex_prop_safedoor_office2a"
},
rich = {
interiorId = 241921,
ipl = "ex_sm_13_office_02b",
safe = "ex_prop_safedoor_office2a"
},
cool = {
interiorId = 242177,
ipl = "ex_sm_13_office_02c",
safe = "ex_prop_safedoor_office2a"
},
ice = {
interiorId = 242433,
ipl = "ex_sm_13_office_03a",
safe = "ex_prop_safedoor_office3a"
},
conservative = {
interiorId = 242689,
ipl = "ex_sm_13_office_03b",
safe = "ex_prop_safedoor_office3a"
},
polished = {
interiorId = 242945,
ipl = "ex_sm_13_office_03c",
safe = "ex_prop_safedoor_office3c"
}
},
Set = function(style, refresh)
if refresh == nil then
refresh = false
end
if type(style) == "table" then
FinanceOffice3.Style.Clear()
FinanceOffice3.currentInteriorId = style.interiorId
FinanceOffice3.currentSafeDoors = {
hashL = GetHashKey(style.safe .. "_l"),
hashR = GetHashKey(style.safe .. "_r")
}
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for themeKey, themeValue in pairs(FinanceOffice3.Style.Theme) do
for swagKey, swagValue in pairs(FinanceOffice3.Swag) do
if type(swagValue) == "table" then
SetIplPropState(themeValue.interiorId, {
swagValue.A,
swagValue.B,
swagValue.C
}, false)
end
end
SetIplPropState(themeValue.interiorId, "office_chairs", false, false)
SetIplPropState(themeValue.interiorId, "office_booze", false, true)
FinanceOffice3.currentSafeDoors = {
hashL = 0,
hashR = 0
}
EnableIpl(themeValue.ipl, false)
end
end
},
Safe = {
doorHeadingL = 126.0, -- Only need the heading of the Left door to get the Right ones
Position = vector3(-1554.08, -573.7122, 108.5272), -- Approximately between the two doors
-- These values are checked from "doorHandler.lua" and
isLeftDoorOpen = false,
isRightDoorOpen = false,
-- Safe door API
Open = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice3.Safe.isLeftDoorOpen = true
elseif doorSide:lower() == "right" then
FinanceOffice3.Safe.isRightDoorOpen = true
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
Close = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice3.Safe.isLeftDoorOpen = false
elseif doorSide:lower() == "right" then
FinanceOffice3.Safe.isRightDoorOpen = false
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
-- Internal use only
SetDoorState = function(doorSide, open)
local doorHandle = 0
local heading = FinanceOffice3.Safe.doorHeadingL
if doorSide:lower() == "left" then
doorHandle = FinanceOffice3.Safe.GetDoorHandle(FinanceOffice3.currentSafeDoors.hashL)
if open then
heading = heading - 90.0
end
elseif doorSide:lower() == "right" then
doorHandle = FinanceOffice3.Safe.GetDoorHandle(FinanceOffice3.currentSafeDoors.hashR)
heading = heading - 180
if open then
heading = heading + 90.0
end
end
if doorHandle == 0 then
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " safe door handle is 0")
return
end
SetEntityHeading(doorHandle, heading)
end,
-- /!\ handle changes whenever the interior is refreshed /!\
GetDoorHandle = function(doorHash)
local timeout = 4
local doorHandle = GetClosestObjectOfType(FinanceOffice3.Safe.Position.x, FinanceOffice3.Safe.Position.y, FinanceOffice3.Safe.Position.z, 5.0, doorHash, false, false, false)
while doorHandle == 0 do
Citizen.Wait(25)
doorHandle = GetClosestObjectOfType(FinanceOffice3.Safe.Position.x, FinanceOffice3.Safe.Position.y, FinanceOffice3.Safe.Position.z, 5.0, doorHash, false, false, false)
timeout = timeout - 1
if timeout <= 0 then
break
end
end
return doorHandle
end
},
Swag = {
Cash = {
A = "cash_set_01",
B = "cash_set_02",
C = "cash_set_03",
D = "cash_set_04",
E = "cash_set_05",
F = "cash_set_06",
G = "cash_set_07",
H = "cash_set_08",
I = "cash_set_09",
J = "cash_set_10",
K = "cash_set_11",
L = "cash_set_12",
M = "cash_set_13",
N = "cash_set_14",
O = "cash_set_15",
P = "cash_set_16",
Q = "cash_set_17",
R = "cash_set_18",
S = "cash_set_19",
T = "cash_set_20",
U = "cash_set_21",
V = "cash_set_22",
W = "cash_set_23",
X = "cash_set_24"
},
BoozeCigs = {
A = "swag_booze_cigs",
B = "swag_booze_cigs2",
C = "swag_booze_cigs3"
},
Counterfeit = {
A = "swag_counterfeit",
B = "swag_counterfeit2",
C = "swag_counterfeit3"
},
DrugBags = {
A = "swag_drugbags",
B = "swag_drugbags2",
C = "swag_drugbags3"
},
DrugStatue = {
A = "swag_drugstatue",
B = "swag_drugstatue2",
C = "swag_drugstatue3"
},
Electronic = {
A = "swag_electronic",
B = "swag_electronic2",
C = "swag_electronic3"
},
FurCoats = {
A = "swag_furcoats",
B = "swag_furcoats2",
C = "swag_furcoats3"
},
Gems = {
A = "swag_gems",
B = "swag_gems2",
C = "swag_gems3"
},
Guns = {
A = "swag_guns",
B = "swag_guns2",
C = "swag_guns3"
},
Ivory = {
A = "swag_ivory",
B = "swag_ivory2",
C = "swag_ivory3"
},
Jewel = {
A = "swag_jewelwatch",
B = "swag_jewelwatch2",
C = "swag_jewelwatch3"
},
Med = {
A = "swag_med",
B = "swag_med2",
C = "swag_med3"
},
Painting = {
A = "swag_art",
B = "swag_art2",
C = "swag_art3"
},
Pills = {
A = "swag_pills",
B = "swag_pills2",
C = "swag_pills3"
},
Silver = {
A = "swag_silver",
B = "swag_silver2",
C = "swag_silver3"
},
Enable = function(details, state, refresh)
SetIplPropState(FinanceOffice3.currentInteriorId, details, state, refresh)
end
},
Chairs = {
off = "",
on = "office_chairs",
Set = function(chairs, refresh)
FinanceOffice3.Chairs.Clear(false)
if chairs ~= nil then
SetIplPropState(FinanceOffice3.currentInteriorId, chairs, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice3.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice3.currentInteriorId, FinanceOffice3.Chairs.on, false, refresh)
end
},
Booze = {
off = "",
on = "office_booze",
Set = function(booze, refresh)
FinanceOffice3.Booze.Clear(false)
if booze ~= nil then
SetIplPropState(FinanceOffice3.currentInteriorId, booze, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice3.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice3.currentInteriorId, FinanceOffice3.Booze.on, false, refresh)
end
},
LoadDefault = function()
FinanceOffice3.Style.Set(FinanceOffice3.Style.Theme.conservative)
FinanceOffice3.Chairs.Set(FinanceOffice3.Chairs.on, true)
end
}

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-- Office 4: -1392.667, -480.4736, 72.04217 (Maze Bank West)
exports('GetFinanceOffice4Object', function()
return FinanceOffice4
end)
FinanceOffice4 = {
currentInteriorId = -1,
currentSafeDoors = {
hashL = "",
hashR = ""
},
Style = {
Theme = {
warm = {
interiorId = 243201,
ipl = "ex_sm_15_office_01a",
safe = "ex_prop_safedoor_office1a"
},
classical = {
interiorId = 243457,
ipl = "ex_sm_15_office_01b",
safe = "ex_prop_safedoor_office1b"
},
vintage = {
interiorId = 243713,
ipl = "ex_sm_15_office_01c",
safe = "ex_prop_safedoor_office1c"
},
contrast = {
interiorId = 243969,
ipl = "ex_sm_15_office_02a",
safe = "ex_prop_safedoor_office2a"
},
rich = {
interiorId = 244225,
ipl = "ex_sm_15_office_02b",
safe = "ex_prop_safedoor_office2a"
},
cool = {
interiorId = 244481,
ipl = "ex_sm_15_office_02c",
safe = "ex_prop_safedoor_office2a"
},
ice = {
interiorId = 244737,
ipl = "ex_sm_15_office_03a",
safe = "ex_prop_safedoor_office3a"
},
conservative = {
interiorId = 244993,
ipl = "ex_sm_15_office_03b",
safe = "ex_prop_safedoor_office3a"
},
polished = {
interiorId = 245249,
ipl = "ex_sm_15_office_03c",
safe = "ex_prop_safedoor_office3c"
}
},
Set = function(style, refresh)
if refresh == nil then
refresh = false
end
if type(style) == "table" then
FinanceOffice4.Style.Clear()
FinanceOffice4.currentInteriorId = style.interiorId
FinanceOffice4.currentSafeDoors = {
hashL = GetHashKey(style.safe .. "_l"),
hashR = GetHashKey(style.safe .. "_r")
}
EnableIpl(style.ipl, true)
if refresh then
RefreshInterior(style.interiorId)
end
end
end,
Clear = function()
for themeKey, themeValue in pairs(FinanceOffice4.Style.Theme) do
for swagKey, swagValue in pairs(FinanceOffice4.Swag) do
if type(swagValue) == "table" then
SetIplPropState(themeValue.interiorId, {
swagValue.A,
swagValue.B,
swagValue.C
}, false)
end
end
SetIplPropState(themeValue.interiorId, "office_chairs", false, false)
SetIplPropState(themeValue.interiorId, "office_booze", false, true)
FinanceOffice4.currentSafeDoors = {
hashL = 0,
hashR = 0
}
EnableIpl(themeValue.ipl, false)
end
end
},
Safe = {
doorHeadingL = 188.0, -- Only need the heading of the Left door to get the Right ones
Position = vector3(-1372.905, -462.08, 72.05), -- Approximately between the two doors
-- These values are checked from "doorHandler.lua" and
isLeftDoorOpen = false,
isRightDoorOpen = false,
-- Safe door API
Open = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice4.Safe.isLeftDoorOpen = true
elseif doorSide:lower() == "right" then
FinanceOffice4.Safe.isRightDoorOpen = true
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
Close = function(doorSide)
if doorSide:lower() == "left" then
FinanceOffice4.Safe.isLeftDoorOpen = false
elseif doorSide:lower() == "right" then
FinanceOffice4.Safe.isRightDoorOpen = false
else
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " is not a correct value. Valid values are:")
Citizen.Trace("left right")
end
end,
-- Internal use only
SetDoorState = function(doorSide, open)
local doorHandle = 0
local heading = FinanceOffice4.Safe.doorHeadingL
if doorSide:lower() == "left" then
doorHandle = FinanceOffice4.Safe.GetDoorHandle(FinanceOffice4.currentSafeDoors.hashL)
if open then
heading = heading - 90.0
end
elseif doorSide:lower() == "right" then
doorHandle = FinanceOffice4.Safe.GetDoorHandle(FinanceOffice4.currentSafeDoors.hashR)
heading = heading - 180
if open then
heading = heading + 90.0
end
end
if doorHandle == 0 then
Citizen.Trace("[bob74_ipl] Warning: " .. doorSide .. " safe door handle is 0")
return
end
SetEntityHeading(doorHandle, heading)
end,
-- /!\ handle changes whenever the interior is refreshed /!\
GetDoorHandle = function(doorHash)
local timeout = 4
local doorHandle = GetClosestObjectOfType(FinanceOffice4.Safe.Position.x, FinanceOffice4.Safe.Position.y, FinanceOffice4.Safe.Position.z, 5.0, doorHash, false, false, false)
while doorHandle == 0 do
Citizen.Wait(25)
doorHandle = GetClosestObjectOfType(FinanceOffice4.Safe.Position.x, FinanceOffice4.Safe.Position.y, FinanceOffice4.Safe.Position.z, 5.0, doorHash, false, false, false)
timeout = timeout - 1
if timeout <= 0 then
break
end
end
return doorHandle
end
},
Swag = {
Cash = {
A = "cash_set_01",
B = "cash_set_02",
C = "cash_set_03",
D = "cash_set_04",
E = "cash_set_05",
F = "cash_set_06",
G = "cash_set_07",
H = "cash_set_08",
I = "cash_set_09",
J = "cash_set_10",
K = "cash_set_11",
L = "cash_set_12",
M = "cash_set_13",
N = "cash_set_14",
O = "cash_set_15",
P = "cash_set_16",
Q = "cash_set_17",
R = "cash_set_18",
S = "cash_set_19",
T = "cash_set_20",
U = "cash_set_21",
V = "cash_set_22",
W = "cash_set_23",
X = "cash_set_24"
},
BoozeCigs = {
A = "swag_booze_cigs",
B = "swag_booze_cigs2",
C = "swag_booze_cigs3"
},
Counterfeit = {
A = "swag_counterfeit",
B = "swag_counterfeit2",
C = "swag_counterfeit3"
},
DrugBags = {
A = "swag_drugbags",
B = "swag_drugbags2",
C = "swag_drugbags3"
},
DrugStatue = {
A = "swag_drugstatue",
B = "swag_drugstatue2",
C = "swag_drugstatue3"
},
Electronic = {
A = "swag_electronic",
B = "swag_electronic2",
C = "swag_electronic3"
},
FurCoats = {
A = "swag_furcoats",
B = "swag_furcoats2",
C = "swag_furcoats3"
},
Gems = {
A = "swag_gems",
B = "swag_gems2",
C = "swag_gems3"
},
Guns = {
A = "swag_guns",
B = "swag_guns2",
C = "swag_guns3"
},
Ivory = {
A = "swag_ivory",
B = "swag_ivory2",
C = "swag_ivory3"
},
Jewel = {
A = "swag_jewelwatch",
B = "swag_jewelwatch2",
C = "swag_jewelwatch3"
},
Med = {
A = "swag_med",
B = "swag_med2",
C = "swag_med3"
},
Painting = {
A = "swag_art",
B = "swag_art2",
C = "swag_art3"
},
Pills = {
A = "swag_pills",
B = "swag_pills2",
C = "swag_pills3"
},
Silver = {
A = "swag_silver",
B = "swag_silver2",
C = "swag_silver3"
},
Enable = function(details, state, refresh)
SetIplPropState(FinanceOffice4.currentInteriorId, details, state, refresh)
end
},
Chairs = {
off = "",
on = "office_chairs",
Set = function(chairs, refresh)
FinanceOffice4.Chairs.Clear(false)
if chairs ~= nil then
SetIplPropState(FinanceOffice4.currentInteriorId, chairs, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice4.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice4.currentInteriorId, FinanceOffice4.Chairs.on, false, refresh)
end
},
Booze = {
off = "",
on = "office_booze",
Set = function(booze, refresh)
FinanceOffice4.Booze.Clear(false)
if booze ~= nil then
SetIplPropState(FinanceOffice4.currentInteriorId, booze, true, refresh)
else
if refresh then
RefreshInterior(FinanceOffice4.currentInteriorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FinanceOffice4.currentInteriorId, FinanceOffice4.Booze.on, false, refresh)
end
},
LoadDefault = function()
FinanceOffice4.Style.Set(FinanceOffice4.Style.Theme.cool)
FinanceOffice4.Chairs.Set(FinanceOffice4.Chairs.on, true)
end
}

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exports('GetFinanceOrganizationObject', function()
return FinanceOrganization
end)
AddEventHandler('onClientResourceStop', function(res)
if GetCurrentResourceName() ~= res then
return
end
FinanceOrganization.Office.Clear()
end)
FinanceOrganization = {
Name = {
Colors = {
black = 0,
gray = 1,
yellow = 2,
blue = 3,
orange = 5,
red = 6,
green = 7
},
Fonts = {
font1 = 0,
font2 = 1,
font3 = 2,
font4 = 3,
font5 = 4,
font6 = 5,
font7 = 6,
font8 = 7,
font9 = 8,
font10 = 9,
font11 = 10,
font12 = 11,
font13 = 12
},
Style = {
normal = 3,
light = 1
},
name = "",
style = 0,
color = 0,
font = 0,
Set = function(name, style, color, font)
FinanceOrganization.Name.name = name
FinanceOrganization.Name.style = style
FinanceOrganization.Name.color = color
FinanceOrganization.Name.font = font
FinanceOrganization.Office.stage = 0
end
},
Office = {
needToLoad = false,
loaded = false,
target = "prop_ex_office_text",
prop = "ex_prop_ex_office_text",
renderId = -1,
movieId = -1,
stage = 0,
Init = function()
DrawEmptyRect(FinanceOrganization.Office.target, FinanceOrganization.Office.prop)
end,
Enable = function(state)
FinanceOrganization.Office.needToLoad = state
end,
Clear = function()
if IsNamedRendertargetRegistered(FinanceOrganization.Office.target) then
ReleaseNamedRendertarget(GetHashKey(FinanceOrganization.Office.target))
end
if HasNamedScaleformMovieLoaded(FinanceOrganization.Office.movieId) then
SetScaleformMovieAsNoLongerNeeded(FinanceOrganization.Office.movieId)
end
FinanceOrganization.Office.renderId = -1
FinanceOrganization.Office.movieId = -1
FinanceOrganization.Office.stage = 0
end
}
}
Citizen.CreateThread(function()
FinanceOrganization.Office.Init()
while true do
if FinanceOrganization.Office.needToLoad then
-- Need to load
if Global.FinanceOffices.isInsideOffice1 or Global.FinanceOffices.isInsideOffice2 or Global.FinanceOffices.isInsideOffice3 or Global.FinanceOffices.isInsideOffice4 then
DrawOrganizationName(FinanceOrganization.Name.name, FinanceOrganization.Name.style, FinanceOrganization.Name.color, FinanceOrganization.Name.font)
FinanceOrganization.Office.loaded = true
Citizen.Wait(0) -- We need to call all this every frame
else
Citizen.Wait(1000) -- We are not inside an office
end
elseif FinanceOrganization.Office.loaded then
-- Loaded and need to unload
FinanceOrganization.Office.Clear()
FinanceOrganization.Office.loaded = false
Citizen.Wait(1000) -- We can wait longer when we don't need to display text
else
-- Not needed to load
Citizen.Wait(1000) -- We can wait longer when we don't need to display text
end
end
end)
function DrawOrganizationName(name, style, color, font)
if FinanceOrganization.Office.stage == 0 then
if FinanceOrganization.Office.renderId == -1 then
FinanceOrganization.Office.renderId = CreateNamedRenderTargetForModel(FinanceOrganization.Office.target, FinanceOrganization.Office.prop)
end
if FinanceOrganization.Office.movieId == -1 then
FinanceOrganization.Office.movieId = RequestScaleformMovie("ORGANISATION_NAME")
end
FinanceOrganization.Office.stage = 1
elseif FinanceOrganization.Office.stage == 1 then
if HasScaleformMovieLoaded(FinanceOrganization.Office.movieId) then
local parameters = {
p0 = {
type = "string",
value = name
},
p1 = {
type = "int",
value = style
},
p2 = {
type = "int",
value = color
},
p3 = {
type = "int",
value = font
}
}
SetupScaleform(FinanceOrganization.Office.movieId, "SET_ORGANISATION_NAME", parameters)
FinanceOrganization.Office.stage = 2
else
FinanceOrganization.Office.movieId = RequestScaleformMovie("ORGANISATION_NAME")
end
elseif FinanceOrganization.Office.stage == 2 then
SetTextRenderId(FinanceOrganization.Office.renderId)
SetScriptGfxDrawOrder(4)
SetScriptGfxDrawBehindPausemenu(true)
SetScriptGfxAlign(73, 73)
DrawScaleformMovie(FinanceOrganization.Office.movieId, 0.196, 0.245, 0.46, 0.66, 255, 255, 255, 255, 0)
SetTextRenderId(GetDefaultScriptRendertargetRenderId())
ResetScriptGfxAlign()
end
end

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exports('GetGunrunningBunkerObject', function()
return GunrunningBunker
end)
GunrunningBunker = {
interiorId = 258561,
Ipl = {
Interior = {
ipl = "gr_grdlc_interior_placement_interior_1_grdlc_int_02_milo_",
-- Load interiors IPLs.
Load = function()
EnableIpl(GunrunningBunker.Ipl.Interior.ipl, true)
end,
-- Remove interiors IPLs.
Remove = function()
EnableIpl(GunrunningBunker.Ipl.Interior.ipl, false)
end
},
Exterior = {
ipl = {
"gr_case0_bunkerclosed", -- Desert: 848.6175, 2996.567, 45.81612
"gr_case1_bunkerclosed",-- SmokeTree: 2126.785, 3335.04, 48.21422
"gr_case2_bunkerclosed", -- Scrapyard: 2493.654, 3140.399, 51.28789
"gr_case3_bunkerclosed", -- Oilfields: 481.0465, 2995.135, 43.96672
"gr_case4_bunkerclosed", -- RatonCanyon: -391.3216, 4363.728, 58.65862
"gr_case5_bunkerclosed", -- Grapeseed: 1823.961, 4708.14, 42.4991
"gr_case6_bunkerclosed", -- Farmhouse: 1570.372, 2254.549, 78.89397
"gr_case7_bunkerclosed", -- Paletto: -783.0755, 5934.686, 24.31475
"gr_case9_bunkerclosed", -- Route68: 24.43542, 2959.705, 58.35517
"gr_case10_bunkerclosed", -- Zancudo: -3058.714, 3329.19, 12.5844
"gr_case11_bunkerclosed" -- Great Ocean Highway: -3180.466, 1374.192, 19.9597
},
-- Load exteriors IPLs.
Load = function()
EnableIpl(GunrunningBunker.Ipl.Exterior.ipl, true)
end,
-- Remove exteriors IPLs.
Remove = function()
EnableIpl(GunrunningBunker.Ipl.Exterior.ipl, false)
end
}
},
Style = {
default = "Bunker_Style_A",
blue = "Bunker_Style_B",
yellow = "Bunker_Style_C",
-- Set the style (color) of the bunker.
-- style: Wall color (values: GunrunningBunker.Style.default / GunrunningBunker.Style.blue / GunrunningBunker.Style.yellow)
-- refresh: Reload the whole interior (values: true / false)
Set = function(style, refresh)
GunrunningBunker.Style.Clear(false)
SetIplPropState(GunrunningBunker.interiorId, style, true, refresh)
end,
-- Removes the style.
-- refresh: Reload the whole interior (values: true / false)
Clear = function(refresh)
SetIplPropState(GunrunningBunker.interiorId, {
GunrunningBunker.Style.default,
GunrunningBunker.Style.blue,
GunrunningBunker.Style.yellow
}, false, refresh)
end
},
Tier = {
default = "standard_bunker_set",
upgrade = "upgrade_bunker_set",
-- Set the tier (quality) of the bunker.
-- tier: Upgrade state (values: GunrunningBunker.Tier.default / GunrunningBunker.Tier.upgrade)
-- refresh: Reload the whole interior (values: true / false)
Set = function(tier, refresh)
GunrunningBunker.Tier.Clear(false)
SetIplPropState(GunrunningBunker.interiorId, tier, true, refresh)
end,
-- Removes the tier.
-- refresh: Reload the whole interior (values: true / false)
Clear = function(refresh)
SetIplPropState(GunrunningBunker.interiorId, {
GunrunningBunker.Tier.default,
GunrunningBunker.Tier.upgrade
}, false, refresh)
end
},
Security = {
noEntryGate = "",
default = "standard_security_set",
upgrade = "security_upgrade",
-- Set the security stage of the bunker.
-- security: Upgrade state (values: GunrunningBunker.Security.default / GunrunningBunker.Security.upgrade)
-- refresh: Reload the whole interior (values: true / false)
Set = function(security, refresh)
GunrunningBunker.Security.Clear(false)
if security ~= "" then
SetIplPropState(GunrunningBunker.interiorId, security, true, refresh)
else
if refresh then
RefreshInterior(GunrunningBunker.interiorId)
end
end
end,
-- Removes the security.
-- refresh: Reload the whole interior (values: true / false)
Clear = function(refresh)
SetIplPropState(GunrunningBunker.interiorId, {
GunrunningBunker.Security.default,
GunrunningBunker.Security.upgrade
}, false, refresh)
end
},
Details = {
office = "Office_Upgrade_set", -- Office interior
officeLocked = "Office_blocker_set", -- Metal door blocking access to the office
locker = "gun_locker_upgrade", -- Locker next to the office door
rangeLights = "gun_range_lights", -- Lights next to the shooting range
rangeWall = "gun_wall_blocker", -- Wall blocking access to the shooting range
rangeLocked = "gun_range_blocker_set", -- Metal door blocking access to the shooting range
schematics = "Gun_schematic_set", -- Gun schematic on the table and whiteboard
-- Enable or disable a detail.
-- details: Prop to enable or disable (values: GunrunningBunker.Details.office / GunrunningBunker.Details.officeLocked / GunrunningBunker.Details.locker...)
-- state: Enable or Disable (values: true / false)
-- refresh: Reload the whole interior (values: true / false)
Enable = function(details, state, refresh)
SetIplPropState(GunrunningBunker.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GunrunningBunker.Ipl.Interior.Load()
GunrunningBunker.Ipl.Exterior.Load()
GunrunningBunker.Style.Set(GunrunningBunker.Style.default)
GunrunningBunker.Tier.Set(GunrunningBunker.Tier.default)
GunrunningBunker.Security.Set(GunrunningBunker.Security.default)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.office, true)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.officeLocked, false)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.locker, true)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeLights, true)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeWall, false)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeLocked, false)
GunrunningBunker.Details.Enable(GunrunningBunker.Details.schematics, false)
-- Must be called in order to spawn or remove the props
RefreshInterior(GunrunningBunker.interiorId)
end
}

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-- Gunrunning Yacht: -1363.724, 6734.108, 2.44598
exports('GetGunrunningYachtObject', function()
return GunrunningYacht
end)
GunrunningYacht = {
ipl = {
"gr_heist_yacht2",
"gr_heist_yacht2_bar",
"gr_heist_yacht2_bar_lod",
"gr_heist_yacht2_bedrm",
"gr_heist_yacht2_bedrm_lod",
"gr_heist_yacht2_bridge",
"gr_heist_yacht2_bridge_lod",
"gr_heist_yacht2_enginrm",
"gr_heist_yacht2_enginrm_lod",
"gr_heist_yacht2_lod",
"gr_heist_yacht2_lounge",
"gr_heist_yacht2_lounge_lod",
"gr_heist_yacht2_slod",
},
Enable = function(state)
EnableIpl(GunrunningYacht.ipl, state)
end,
Water = {
modelHash = `apa_mp_apa_yacht_jacuzzi_ripple1`,
Enable = function(state)
local handle = GetClosestObjectOfType(-1369.0, 6736.0, 5.40, 5.0, GunrunningYacht.Water.modelHash, false, false, false)
if state then
-- Enable
if handle == 0 then
RequestModel(GunrunningYacht.Water.modelHash)
while not HasModelLoaded(GunrunningYacht.Water.modelHash) do
Citizen.Wait(0)
end
local water = CreateObjectNoOffset(GunrunningYacht.Water.modelHash, -1369.0, 6736.0, 5.40, false, false, false)
SetEntityAsMissionEntity(water, false, false)
end
else
-- Disable
if handle ~= 0 then
SetEntityAsMissionEntity(handle, false, false)
DeleteEntity(handle)
end
end
end
},
LoadDefault = function()
GunrunningYacht.Enable(true)
end
}

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-- Heist Carrier: 3082.3117 -4717.1191 15.2622
exports('GetHeistCarrierObject', function()
return HeistCarrier
end)
HeistCarrier = {
ipl = {
"hei_carrier",
"hei_carrier_int1",
"hei_carrier_int1_lod",
"hei_carrier_int2",
"hei_carrier_int2_lod",
"hei_carrier_int3",
"hei_carrier_int3_lod",
"hei_carrier_int4",
"hei_carrier_int4_lod",
"hei_carrier_int5",
"hei_carrier_int5_lod",
"hei_carrier_int6",
"hei_carrier_int6_lod",
"hei_carrier_lod",
"hei_carrier_slod"
},
Enable = function(state)
EnableIpl(HeistCarrier.ipl, state)
end
}

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-- Heist Yatch: -2043.974,-1031.582, 11.981
exports('GetHeistYachtObject', function()
return HeistYacht
end)
HeistYacht = {
ipl = {
"hei_yacht_heist",
"hei_yacht_heist_bar",
"hei_yacht_heist_bar_lod",
"hei_yacht_heist_bedrm",
"hei_yacht_heist_bedrm_lod",
"hei_yacht_heist_bridge",
"hei_yacht_heist_bridge_lod",
"hei_yacht_heist_enginrm",
"hei_yacht_heist_enginrm_lod",
"hei_yacht_heist_lod",
"hei_yacht_heist_lounge",
"hei_yacht_heist_lounge_lod",
"hei_yacht_heist_slod"
},
Enable = function(state)
EnableIpl(HeistYacht.ipl, state)
end,
Water = {
modelHash = `apa_mp_apa_yacht_jacuzzi_ripple1`,
Enable = function(state)
local handle = GetClosestObjectOfType(-2023.773, -1038.0, 5.40, 5.0, HeistYacht.Water.modelHash, false, false, false)
if state then
-- Enable
if handle == 0 then
RequestModel(HeistYacht.Water.modelHash)
while not HasModelLoaded(HeistYacht.Water.modelHash) do
Citizen.Wait(0)
end
local water = CreateObjectNoOffset(HeistYacht.Water.modelHash, -2023.773, -1038.0, 5.40, false, false, false)
SetEntityAsMissionEntity(water, false, false)
end
else
-- Disable
if handle ~= 0 then
SetEntityAsMissionEntity(handle, false, false)
DeleteEntity(handle)
end
end
end
},
LoadDefault = function()
HeistYacht.Enable(true)
end
}

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-- Apartment 1: -1462.28100000, -539.62760000, 72.44434000
exports('GetHLApartment1Object', function()
return HLApartment1
end)
HLApartment1 = {
interiorId = 145921,
Ipl = {
Interior = {
ipl = "mpbusiness_int_placement_interior_v_mp_apt_h_01_milo_",
Load = function()
EnableIpl(HLApartment1.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(HLApartment1.Ipl.Interior.ipl, false)
end
}
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment1.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment1.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment1.interiorId, details, state, refresh)
end
},
LoadDefault = function()
HLApartment1.Ipl.Interior.Load()
HLApartment1.Strip.Enable({
HLApartment1.Strip.A,
HLApartment1.Strip.B,
HLApartment1.Strip.C
}, false)
HLApartment1.Booze.Enable({
HLApartment1.Booze.A,
HLApartment1.Booze.B,
HLApartment1.Booze.C
}, false)
HLApartment1.Smoke.Enable({
HLApartment1.Smoke.A,
HLApartment1.Smoke.B,
HLApartment1.Smoke.C
}, false)
RefreshInterior(HLApartment1.interiorId)
end
}

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-- Apartment 2: -914.90260000, -374.87310000, 112.6748
exports('GetHLApartment2Object', function()
return HLApartment2
end)
HLApartment2 = {
interiorId = 146177,
Ipl = {
Interior = {
ipl = "mpbusiness_int_placement_interior_v_mp_apt_h_01_milo__1",
Load = function()
EnableIpl(HLApartment2.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(HLApartment2.Ipl.Interior.ipl, false)
end
},
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment2.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment2.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment2.interiorId, details, state, refresh)
end
},
LoadDefault = function()
HLApartment2.Ipl.Interior.Load()
HLApartment2.Strip.Enable({
HLApartment2.Strip.A,
HLApartment2.Strip.B,
HLApartment2.Strip.C
}, false)
HLApartment2.Booze.Enable({
HLApartment2.Booze.A,
HLApartment2.Booze.B,
HLApartment2.Booze.C
}, false)
HLApartment2.Smoke.Enable({
HLApartment2.Smoke.A,
HLApartment2.Smoke.B,
HLApartment2.Smoke.C
}, false)
RefreshInterior(HLApartment2.interiorId)
end
}

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-- Apartment 3: -609.56690000, 51.28212000, 96.60023000
exports('GetHLApartment3Object', function()
return HLApartment3
end)
HLApartment3 = {
interiorId = 146689,
Ipl = {
Interior = {
ipl = "mpbusiness_int_placement_interior_v_mp_apt_h_01_milo__2",
Load = function()
EnableIpl(HLApartment3.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(HLApartment3.Ipl.Interior.ipl, false)
end
}
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment3.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment3.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment3.interiorId, details, state, refresh)
end
},
LoadDefault = function()
HLApartment3.Ipl.Interior.Load()
HLApartment3.Strip.Enable({
HLApartment3.Strip.A,
HLApartment3.Strip.B,
HLApartment3.Strip.C
}, false)
HLApartment3.Booze.Enable({
HLApartment3.Booze.A,
HLApartment3.Booze.B,
HLApartment3.Booze.C
}, false)
HLApartment3.Smoke.Enable({
HLApartment3.Smoke.A,
HLApartment3.Smoke.B,
HLApartment3.Smoke.C
}, false)
RefreshInterior(HLApartment3.interiorId)
end
}

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-- Apartment 4: -778.50610000, 331.31600000, 210.39720
exports('GetHLApartment4Object', function()
return HLApartment4
end)
HLApartment4 = {
interiorId = 146945,
Ipl = {
Interior = {
ipl = "mpbusiness_int_placement_interior_v_mp_apt_h_01_milo__3",
Load = function()
EnableIpl(HLApartment4.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(HLApartment4.Ipl.Interior.ipl, false)
end
},
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment4.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment4.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment4.interiorId, details, state, refresh)
end
},
LoadDefault = function()
HLApartment4.Ipl.Interior.Load()
HLApartment4.Strip.Enable({
HLApartment4.Strip.A,
HLApartment4.Strip.B,
HLApartment4.Strip.C
}, false)
HLApartment4.Booze.Enable({
HLApartment4.Booze.A,
HLApartment4.Booze.B,
HLApartment4.Booze.C
}, false)
HLApartment4.Smoke.Enable({
HLApartment4.Smoke.A,
HLApartment4.Smoke.B,
HLApartment4.Smoke.C
}, false)
RefreshInterior(HLApartment4.interiorId)
end
}

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-- Apartment 5: -22.61353000, -590.14320000, 78.430910
exports('GetHLApartment5Object', function()
return HLApartment5
end)
HLApartment5 = {
interiorId = 147201,
Ipl = {
Interior = {
ipl = "mpbusiness_int_placement_interior_v_mp_apt_h_01_milo__4",
Load = function()
EnableIpl(HLApartment5.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(HLApartment5.Ipl.Interior.ipl, false)
end
},
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment5.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment5.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment5.interiorId, details, state, refresh)
end
},
LoadDefault = function()
HLApartment5.Ipl.Interior.Load()
HLApartment5.Strip.Enable({
HLApartment5.Strip.A,
HLApartment5.Strip.B,
HLApartment5.Strip.C
}, false)
HLApartment5.Booze.Enable({
HLApartment5.Booze.A,
HLApartment5.Booze.B,
HLApartment5.Booze.C
}, false)
HLApartment5.Smoke.Enable({
HLApartment5.Smoke.A,
HLApartment5.Smoke.B,
HLApartment5.Smoke.C
}, false)
RefreshInterior(HLApartment5.interiorId)
end
}

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-- Apartment 6: -609.56690000, 51.28212000, -183.98080
exports('GetHLApartment6Object', function()
return HLApartment6
end)
HLApartment6 = {
interiorId = 147457,
Ipl = {
Interior = {
ipl = "mpbusiness_int_placement_interior_v_mp_apt_h_01_milo__5",
Load = function()
EnableIpl(HLApartment6.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(HLApartment6.Ipl.Interior.ipl, false)
end
}
},
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment6.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment6.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(HLApartment6.interiorId, details, state, refresh)
end
},
LoadDefault = function()
HLApartment6.Ipl.Interior.Load()
HLApartment6.Strip.Enable({
HLApartment6.Strip.A,
HLApartment6.Strip.B,
HLApartment6.Strip.C
}, false)
HLApartment6.Booze.Enable({
HLApartment6.Booze.A,
HLApartment6.Booze.B,
HLApartment6.Booze.C
}, false)
HLApartment6.Smoke.Enable({
HLApartment6.Smoke.A,
HLApartment6.Smoke.B,
HLApartment6.Smoke.C
}, false)
RefreshInterior(HLApartment6.interiorId)
end
}

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-- Garage 1: Arcadius Business Centre
exports('GetImportCEOGarage1Object', function()
return ImportCEOGarage1
end)
ImportCEOGarage1 = {
Part = {
Garage1 = { -- -191.0133, -579.1428, 135.0000
interiorId = 253441,
ipl = "imp_dt1_02_cargarage_a"
},
Garage2 = { -- -117.4989, -568.1132, 135.0000
interiorId = 253697,
ipl = "imp_dt1_02_cargarage_b"
},
Garage3 = { -- -136.0780, -630.1852, 135.0000
interiorId = 253953,
ipl = "imp_dt1_02_cargarage_c"
},
ModShop = { -- -146.6166, -596.6301, 166.0000
interiorId = 254209,
ipl = "imp_dt1_02_modgarage"
},
Load = function(part)
EnableIpl(part.ipl, true)
end,
Remove = function(part)
EnableIpl(part.ipl, false)
end,
Clear = function()
EnableIpl({
ImportCEOGarage1.Part.Garage1.ipl,
ImportCEOGarage1.Part.Garage2.ipl,
ImportCEOGarage1.Part.Garage3.ipl
}, false)
end,
},
Style = {
concrete = "garage_decor_01",
plain = "garage_decor_02",
marble = "garage_decor_03",
wooden = "garage_decor_04",
Set = function(part, style, refresh)
ImportCEOGarage1.Style.Clear(part)
SetIplPropState(part.interiorId, style, true, refresh)
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage1.Style.concrete,
ImportCEOGarage1.Style.plain,
ImportCEOGarage1.Style.marble,
ImportCEOGarage1.Style.wooden
}, false, true)
end
},
Numbering = {
none = "",
Level1 = {
style1 = "numbering_style01_n1",
style2 = "numbering_style02_n1",
style3 = "numbering_style03_n1",
style4 = "numbering_style04_n1",
style5 = "numbering_style05_n1",
style6 = "numbering_style06_n1",
style7 = "numbering_style07_n1",
style8 = "numbering_style08_n1",
style9 = "numbering_style09_n1"
},
Level2 = {
style1 = "numbering_style01_n2",
style2 = "numbering_style02_n2",
style3 = "numbering_style03_n2",
style4 = "numbering_style04_n2",
style5 = "numbering_style05_n2",
style6 = "numbering_style06_n2",
style7 = "numbering_style07_n2",
style8 = "numbering_style08_n2",
style9 = "numbering_style09_n2"
},
Level3 = {
style1 = "numbering_style01_n3",
style2 = "numbering_style02_n3",
style3 = "numbering_style03_n3",
style4 = "numbering_style04_n3",
style5 = "numbering_style05_n3",
style6 = "numbering_style06_n3",
style7 = "numbering_style07_n3",
style8 = "numbering_style08_n3",
style9 = "numbering_style09_n3"
},
Set = function(part, num, refresh)
ImportCEOGarage1.Numbering.Clear(part)
if num ~= nil then
SetIplPropState(part.interiorId, num, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage1.Numbering.Level1,
ImportCEOGarage1.Numbering.Level2,
ImportCEOGarage1.Numbering.Level3
}, false, true)
end
},
Lighting = {
none = "",
style1 = "lighting_option01",
style2 = "lighting_option02",
style3 = "lighting_option03",
style4 = "lighting_option04",
style5 = "lighting_option05",
style6 = "lighting_option06",
style7 = "lighting_option07",
style8 = "lighting_option08",
style9 = "lighting_option09",
Set = function(part, light, refresh)
ImportCEOGarage1.Lighting.Clear(part)
if light ~= nil then
SetIplPropState(part.interiorId, light, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage1.Lighting.style1, ImportCEOGarage1.Lighting.style2, ImportCEOGarage1.Lighting.style3,
ImportCEOGarage1.Lighting.style4, ImportCEOGarage1.Lighting.style5, ImportCEOGarage1.Lighting.style6,
ImportCEOGarage1.Lighting.style7, ImportCEOGarage1.Lighting.style8, ImportCEOGarage1.Lighting.style9
}, false, true)
end
},
ModShop = {
Floor = {
default = "",
city = "floor_vinyl_01",
seabed = "floor_vinyl_02",
aliens = "floor_vinyl_03",
clouds = "floor_vinyl_04",
money = "floor_vinyl_05",
zebra = "floor_vinyl_06",
blackWhite = "floor_vinyl_07",
barcode = "floor_vinyl_08",
paintbrushBW = "floor_vinyl_09",
grid = "floor_vinyl_10",
splashes = "floor_vinyl_11",
squares = "floor_vinyl_12",
mosaic = "floor_vinyl_13",
paintbrushColor = "floor_vinyl_14",
curvesColor = "floor_vinyl_15",
marbleBrown = "floor_vinyl_16",
marbleBlue = "floor_vinyl_17",
marbleBW = "floor_vinyl_18",
maze = "floor_vinyl_19",
Set = function(floor, refresh)
ImportCEOGarage1.ModShop.Floor.Clear()
if floor ~= nil then
SetIplPropState(ImportCEOGarage1.Part.ModShop.interiorId, floor, true, refresh)
else
if refresh then
RefreshInterior(ImportCEOGarage1.Part.ModShop.interiorId)
end
end
end,
Clear = function()
SetIplPropState(ImportCEOGarage1.Part.ModShop.interiorId, {
ImportCEOGarage1.ModShop.Floor.city, ImportCEOGarage1.ModShop.Floor.seabed, ImportCEOGarage1.ModShop.Floor.aliens,
ImportCEOGarage1.ModShop.Floor.clouds, ImportCEOGarage1.ModShop.Floor.money, ImportCEOGarage1.ModShop.Floor.zebra,
ImportCEOGarage1.ModShop.Floor.blackWhite, ImportCEOGarage1.ModShop.Floor.barcode, ImportCEOGarage1.ModShop.Floor.paintbrushBW,
ImportCEOGarage1.ModShop.Floor.grid, ImportCEOGarage1.ModShop.Floor.splashes, ImportCEOGarage1.ModShop.Floor.squares,
ImportCEOGarage1.ModShop.Floor.mosaic, ImportCEOGarage1.ModShop.Floor.paintbrushColor, ImportCEOGarage1.ModShop.Floor.curvesColor,
ImportCEOGarage1.ModShop.Floor.marbleBrown, ImportCEOGarage1.ModShop.Floor.marbleBlue, ImportCEOGarage1.ModShop.Floor.marbleBW,
ImportCEOGarage1.ModShop.Floor.maze
}, false, true)
end
}
},
LoadDefault = function()
ImportCEOGarage1.Part.Load(ImportCEOGarage1.Part.Garage1)
ImportCEOGarage1.Style.Set(ImportCEOGarage1.Part.Garage1, ImportCEOGarage1.Style.concrete)
ImportCEOGarage1.Numbering.Set(ImportCEOGarage1.Part.Garage1, ImportCEOGarage1.Numbering.Level1.style1)
ImportCEOGarage1.Lighting.Set(ImportCEOGarage1.Part.Garage1, ImportCEOGarage1.Lighting.style1, true)
ImportCEOGarage1.Part.Load(ImportCEOGarage1.Part.ModShop)
ImportCEOGarage1.ModShop.Floor.Set(ImportCEOGarage1.ModShop.Floor.default, true)
end
}

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-- Garage 2: Maze Bank Building
exports('GetImportCEOGarage2Object', function()
return ImportCEOGarage2
end)
ImportCEOGarage2 = {
Part = {
Garage1 = { -- -84.2193, -823.0851, 221.0000
interiorId = 254465,
ipl = "imp_dt1_11_cargarage_a"
},
Garage2 = { -- -69.8627, -824.7498, 221.0000
interiorId = 254721,
ipl = "imp_dt1_11_cargarage_b"
},
Garage3 = { -- -80.4318, -813.2536, 221.0000
interiorId = 254977,
ipl = "imp_dt1_11_cargarage_c"
},
ModShop = { -- -73.9039, -821.6204, 284.0000
interiorId = 255233,
ipl = "imp_dt1_11_modgarage"
},
Load = function(part)
EnableIpl(part.ipl, true)
end,
Remove = function(part)
EnableIpl(part.ipl, false)
end,
Clear = function()
EnableIpl({
ImportCEOGarage2.Part.Garage1.ipl,
ImportCEOGarage2.Part.Garage2.ipl,
ImportCEOGarage2.Part.Garage3.ipl
}, false)
end,
},
Style = {
concrete = "garage_decor_01",
plain = "garage_decor_02",
marble = "garage_decor_03",
wooden = "garage_decor_04",
Set = function(part, style, refresh)
ImportCEOGarage2.Style.Clear(part)
SetIplPropState(part.interiorId, style, true, refresh)
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage2.Style.concrete,
ImportCEOGarage2.Style.plain,
ImportCEOGarage2.Style.marble,
ImportCEOGarage2.Style.wooden
}, false, true)
end
},
Numbering = {
none = "",
Level1 = {
style1 = "numbering_style01_n1",
style2 = "numbering_style02_n1",
style3 = "numbering_style03_n1",
style4 = "numbering_style04_n1",
style5 = "numbering_style05_n1",
style6 = "numbering_style06_n1",
style7 = "numbering_style07_n1",
style8 = "numbering_style08_n1",
style9 = "numbering_style09_n1"
},
Level2 = {
style1 = "numbering_style01_n2",
style2 = "numbering_style02_n2",
style3 = "numbering_style03_n2",
style4 = "numbering_style04_n2",
style5 = "numbering_style05_n2",
style6 = "numbering_style06_n2",
style7 = "numbering_style07_n2",
style8 = "numbering_style08_n2",
style9 = "numbering_style09_n2"
},
Level3 = {
style1 = "numbering_style01_n3",
style2 = "numbering_style02_n3",
style3 = "numbering_style03_n3",
style4 = "numbering_style04_n3",
style5 = "numbering_style05_n3",
style6 = "numbering_style06_n3",
style7 = "numbering_style07_n3",
style8 = "numbering_style08_n3",
style9 = "numbering_style09_n3"
},
Set = function(part, num, refresh)
ImportCEOGarage2.Numbering.Clear(part)
if num ~= nil then
SetIplPropState(part.interiorId, num, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage2.Numbering.Level1,
ImportCEOGarage2.Numbering.Level2,
ImportCEOGarage2.Numbering.Level3
}, false, true)
end
},
Lighting = {
none = "",
style1 = "lighting_option01",
style2 = "lighting_option02",
style3 = "lighting_option03",
style4 = "lighting_option04",
style5 = "lighting_option05",
style6 = "lighting_option06",
style7 = "lighting_option07",
style8 = "lighting_option08",
style9 = "lighting_option09",
Set = function(part, light, refresh)
ImportCEOGarage2.Lighting.Clear(part)
if light ~= nil then
SetIplPropState(part.interiorId, light, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage2.Lighting.style1, ImportCEOGarage2.Lighting.style2, ImportCEOGarage2.Lighting.style3,
ImportCEOGarage2.Lighting.style4, ImportCEOGarage2.Lighting.style5, ImportCEOGarage2.Lighting.style6,
ImportCEOGarage2.Lighting.style7, ImportCEOGarage2.Lighting.style8, ImportCEOGarage2.Lighting.style9
}, false, true)
end
},
ModShop = {
Floor = {
default = "",
city = "floor_vinyl_01",
seabed = "floor_vinyl_02",
aliens = "floor_vinyl_03",
clouds = "floor_vinyl_04",
money = "floor_vinyl_05",
zebra = "floor_vinyl_06",
blackWhite = "floor_vinyl_07",
barcode = "floor_vinyl_08",
paintbrushBW = "floor_vinyl_09",
grid = "floor_vinyl_10",
splashes = "floor_vinyl_11",
squares = "floor_vinyl_12",
mosaic = "floor_vinyl_13",
paintbrushColor = "floor_vinyl_14",
curvesColor = "floor_vinyl_15",
marbleBrown = "floor_vinyl_16",
marbleBlue = "floor_vinyl_17",
marbleBW = "floor_vinyl_18",
maze = "floor_vinyl_19",
Set = function(floor, refresh)
ImportCEOGarage2.ModShop.Floor.Clear()
if floor ~= nil then
SetIplPropState(ImportCEOGarage2.Part.ModShop.interiorId, floor, true, refresh)
else
if refresh then
RefreshInterior(ImportCEOGarage2.Part.ModShop.interiorId)
end
end
end,
Clear = function()
SetIplPropState(ImportCEOGarage2.Part.ModShop.interiorId, {
ImportCEOGarage2.ModShop.Floor.city, ImportCEOGarage2.ModShop.Floor.seabed, ImportCEOGarage2.ModShop.Floor.aliens,
ImportCEOGarage2.ModShop.Floor.clouds, ImportCEOGarage2.ModShop.Floor.money, ImportCEOGarage2.ModShop.Floor.zebra,
ImportCEOGarage2.ModShop.Floor.blackWhite, ImportCEOGarage2.ModShop.Floor.barcode, ImportCEOGarage2.ModShop.Floor.paintbrushBW,
ImportCEOGarage2.ModShop.Floor.grid, ImportCEOGarage2.ModShop.Floor.splashes, ImportCEOGarage2.ModShop.Floor.squares,
ImportCEOGarage2.ModShop.Floor.mosaic, ImportCEOGarage2.ModShop.Floor.paintbrushColor, ImportCEOGarage2.ModShop.Floor.curvesColor,
ImportCEOGarage2.ModShop.Floor.marbleBrown, ImportCEOGarage2.ModShop.Floor.marbleBlue, ImportCEOGarage2.ModShop.Floor.marbleBW,
ImportCEOGarage2.ModShop.Floor.maze
}, false, true)
end
}
},
LoadDefault = function()
ImportCEOGarage2.Part.Load(ImportCEOGarage2.Part.Garage1)
ImportCEOGarage2.Style.Set(ImportCEOGarage2.Part.Garage1, ImportCEOGarage2.Style.concrete, false)
ImportCEOGarage2.Numbering.Set(ImportCEOGarage2.Part.Garage1, ImportCEOGarage2.Numbering.Level1.style1, false)
ImportCEOGarage2.Lighting.Set(ImportCEOGarage2.Part.Garage1, ImportCEOGarage2.Lighting.style1, true)
ImportCEOGarage2.Part.Load(ImportCEOGarage2.Part.ModShop)
ImportCEOGarage2.ModShop.Floor.Set(ImportCEOGarage2.ModShop.Floor.default, true)
end
}

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-- Garage 3: Lom Bank
exports('GetImportCEOGarage3Object', function()
return ImportCEOGarage3
end)
ImportCEOGarage3 = {
Part = {
Garage1 = { -- -1581.1120, -567.2450, 85.5000
interiorId = 255489,
ipl = "imp_sm_13_cargarage_a"
},
Garage2 = { -- -1568.7390, -562.0455, 85.5000
interiorId = 255745,
ipl = "imp_sm_13_cargarage_b"
},
Garage3 = { -- -1563.5570, -574.4314, 85.5000
interiorId = 256001,
ipl = "imp_sm_13_cargarage_c"
},
ModShop = { -- -1578.0230, -576.4251, 104.2000
interiorId = 256257,
ipl = "imp_sm_13_modgarage"
},
Load = function(part)
EnableIpl(part.ipl, true)
end,
Remove = function(part)
EnableIpl(part.ipl, false)
end,
Clear = function()
EnableIpl({
ImportCEOGarage3.Part.Garage1.ipl,
ImportCEOGarage3.Part.Garage2.ipl,
ImportCEOGarage3.Part.Garage3.ipl
}, false)
end,
},
Style = {
concrete = "garage_decor_01",
plain = "garage_decor_02",
marble = "garage_decor_03",
wooden = "garage_decor_04",
Set = function(part, style, refresh)
ImportCEOGarage3.Style.Clear(part)
SetIplPropState(part.interiorId, style, true, refresh)
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage3.Style.concrete,
ImportCEOGarage3.Style.plain,
ImportCEOGarage3.Style.marble,
ImportCEOGarage3.Style.wooden
}, false, true)
end
},
Numbering = {
none = "",
Level1 = {
style1 = "numbering_style01_n1",
style2 = "numbering_style02_n1",
style3 = "numbering_style03_n1",
style4 = "numbering_style04_n1",
style5 = "numbering_style05_n1",
style6 = "numbering_style06_n1",
style7 = "numbering_style07_n1",
style8 = "numbering_style08_n1",
style9 = "numbering_style09_n1"
},
Level2 = {
style1 = "numbering_style01_n2",
style2 = "numbering_style02_n2",
style3 = "numbering_style03_n2",
style4 = "numbering_style04_n2",
style5 = "numbering_style05_n2",
style6 = "numbering_style06_n2",
style7 = "numbering_style07_n2",
style8 = "numbering_style08_n2",
style9 = "numbering_style09_n2"
},
Level3 = {
style1 = "numbering_style01_n3",
style2 = "numbering_style02_n3",
style3 = "numbering_style03_n3",
style4 = "numbering_style04_n3",
style5 = "numbering_style05_n3",
style6 = "numbering_style06_n3",
style7 = "numbering_style07_n3",
style8 = "numbering_style08_n3",
style9 = "numbering_style09_n3"
},
Set = function(part, num, refresh)
ImportCEOGarage3.Numbering.Clear(part)
if num ~= nil then
SetIplPropState(part.interiorId, num, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage3.Numbering.Level1,
ImportCEOGarage3.Numbering.Level2,
ImportCEOGarage3.Numbering.Level3
}, false, true)
end
},
Lighting = {
none = "",
style1 = "lighting_option01",
style2 = "lighting_option02",
style3 = "lighting_option03",
style4 = "lighting_option04",
style5 = "lighting_option05",
style6 = "lighting_option06",
style7 = "lighting_option07",
style8 = "lighting_option08",
style9 = "lighting_option09",
Set = function(part, light, refresh)
ImportCEOGarage3.Lighting.Clear(part)
if light ~= nil then
SetIplPropState(part.interiorId, light, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage3.Lighting.style1, ImportCEOGarage3.Lighting.style2, ImportCEOGarage3.Lighting.style3,
ImportCEOGarage3.Lighting.style4, ImportCEOGarage3.Lighting.style5, ImportCEOGarage3.Lighting.style6,
ImportCEOGarage3.Lighting.style7, ImportCEOGarage3.Lighting.style8, ImportCEOGarage3.Lighting.style9
}, false, true)
end
},
ModShop = {
Floor = {
default = "",
city = "floor_vinyl_01",
seabed = "floor_vinyl_02",
aliens = "floor_vinyl_03",
clouds = "floor_vinyl_04",
money = "floor_vinyl_05",
zebra = "floor_vinyl_06",
blackWhite = "floor_vinyl_07",
barcode = "floor_vinyl_08",
paintbrushBW = "floor_vinyl_09",
grid = "floor_vinyl_10",
splashes = "floor_vinyl_11",
squares = "floor_vinyl_12",
mosaic = "floor_vinyl_13",
paintbrushColor = "floor_vinyl_14",
curvesColor = "floor_vinyl_15",
marbleBrown = "floor_vinyl_16",
marbleBlue = "floor_vinyl_17",
marbleBW = "floor_vinyl_18",
maze = "floor_vinyl_19",
Set = function(floor, refresh)
ImportCEOGarage3.ModShop.Floor.Clear()
if floor ~= nil then
SetIplPropState(ImportCEOGarage3.Part.ModShop.interiorId, floor, true, refresh)
else
if refresh then
RefreshInterior(ImportCEOGarage3.Part.ModShop.interiorId)
end
end
end,
Clear = function()
SetIplPropState(ImportCEOGarage3.Part.ModShop.interiorId, {
ImportCEOGarage3.ModShop.Floor.city, ImportCEOGarage3.ModShop.Floor.seabed, ImportCEOGarage3.ModShop.Floor.aliens,
ImportCEOGarage3.ModShop.Floor.clouds, ImportCEOGarage3.ModShop.Floor.money, ImportCEOGarage3.ModShop.Floor.zebra,
ImportCEOGarage3.ModShop.Floor.blackWhite, ImportCEOGarage3.ModShop.Floor.barcode, ImportCEOGarage3.ModShop.Floor.paintbrushBW,
ImportCEOGarage3.ModShop.Floor.grid, ImportCEOGarage3.ModShop.Floor.splashes, ImportCEOGarage3.ModShop.Floor.squares,
ImportCEOGarage3.ModShop.Floor.mosaic, ImportCEOGarage3.ModShop.Floor.paintbrushColor, ImportCEOGarage3.ModShop.Floor.curvesColor,
ImportCEOGarage3.ModShop.Floor.marbleBrown, ImportCEOGarage3.ModShop.Floor.marbleBlue, ImportCEOGarage3.ModShop.Floor.marbleBW,
ImportCEOGarage3.ModShop.Floor.maze
}, false, true)
end
}
},
LoadDefault = function()
ImportCEOGarage3.Part.Load(ImportCEOGarage3.Part.Garage1)
ImportCEOGarage3.Style.Set(ImportCEOGarage3.Part.Garage1, ImportCEOGarage3.Style.concrete, false)
ImportCEOGarage3.Numbering.Set(ImportCEOGarage3.Part.Garage1, ImportCEOGarage3.Numbering.Level1.style1, false)
ImportCEOGarage3.Lighting.Set(ImportCEOGarage3.Part.Garage1, ImportCEOGarage3.Lighting.style1, true)
-- No mod shop since it overlapses CEO office
ImportCEOGarage3.Part.Remove(ImportCEOGarage3.Part.ModShop)
end
}

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-- Garage 4: Maze Bank West
-- Be careful, ImportCEOGarage4.Part.Garage1 and ImportCEOGarage4.Part.Garage3 overlaps with FinanceOffice4
exports('GetImportCEOGarage4Object', function()
return ImportCEOGarage4
end)
ImportCEOGarage4 = {
Part = {
Garage1 = { -- -1388.8400, -478.7402, 56.1000
interiorId = 256513,
ipl = "imp_sm_15_cargarage_a"
},
Garage2 = { -- -1388.8600, -478.7574, 48.1000
interiorId = 256769,
ipl = "imp_sm_15_cargarage_b"
},
Garage3 = { -- -1374.6820, -474.3586, 56.1000
interiorId = 257025,
ipl = "imp_sm_15_cargarage_c"
},
ModShop = { -- -1391.2450, -473.9638, 77.2000
interiorId = 257281,
ipl = "imp_sm_15_modgarage"
},
Load = function(part)
EnableIpl(part.ipl, true)
end,
Remove = function(part)
EnableIpl(part.ipl, false)
end,
Clear = function()
EnableIpl({
ImportCEOGarage4.Part.Garage1.ipl,
ImportCEOGarage4.Part.Garage2.ipl,
ImportCEOGarage4.Part.Garage3.ipl
}, false)
end
},
Style = {
concrete = "garage_decor_01",
plain = "garage_decor_02",
marble = "garage_decor_03",
wooden = "garage_decor_04",
Set = function(part, style, refresh)
ImportCEOGarage4.Style.Clear(part)
SetIplPropState(part.interiorId, style, true, refresh)
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage4.Style.concrete,
ImportCEOGarage4.Style.plain,
ImportCEOGarage4.Style.marble,
ImportCEOGarage4.Style.wooden
}, false, true)
end
},
Numbering = {
none = "",
Level1 = {
style1 = "numbering_style01_n1",
style2 = "numbering_style02_n1",
style3 = "numbering_style03_n1",
style4 = "numbering_style04_n1",
style5 = "numbering_style05_n1",
style6 = "numbering_style06_n1",
style7 = "numbering_style07_n1",
style8 = "numbering_style08_n1",
style9 = "numbering_style09_n1"
},
Level2 = {
style1 = "numbering_style01_n2",
style2 = "numbering_style02_n2",
style3 = "numbering_style03_n2",
style4 = "numbering_style04_n2",
style5 = "numbering_style05_n2",
style6 = "numbering_style06_n2",
style7 = "numbering_style07_n2",
style8 = "numbering_style08_n2",
style9 = "numbering_style09_n2"
},
Level3 = {
style1 = "numbering_style01_n3",
style2 = "numbering_style02_n3",
style3 = "numbering_style03_n3",
style4 = "numbering_style04_n3",
style5 = "numbering_style05_n3",
style6 = "numbering_style06_n3",
style7 = "numbering_style07_n3",
style8 = "numbering_style08_n3",
style9 = "numbering_style09_n3"
},
Set = function(part, num, refresh)
ImportCEOGarage4.Numbering.Clear(part)
if num ~= nil then
SetIplPropState(part.interiorId, num, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage4.Numbering.Level1,
ImportCEOGarage4.Numbering.Level2,
ImportCEOGarage4.Numbering.Level3
}, false, true)
end
},
Lighting = {
none = "",
style1 = "lighting_option01",
style2 = "lighting_option02",
style3 = "lighting_option03",
style4 = "lighting_option04",
style5 = "lighting_option05",
style6 = "lighting_option06",
style7 = "lighting_option07",
style8 = "lighting_option08",
style9 = "lighting_option09",
Set = function(part, light, refresh)
ImportCEOGarage4.Lighting.Clear(part)
if light ~= nil then
SetIplPropState(part.interiorId, light, true, refresh)
else
if refresh then
RefreshInterior(part.interiorId)
end
end
end,
Clear = function(part)
SetIplPropState(part.interiorId, {
ImportCEOGarage4.Lighting.style1, ImportCEOGarage4.Lighting.style2, ImportCEOGarage4.Lighting.style3,
ImportCEOGarage4.Lighting.style4, ImportCEOGarage4.Lighting.style5, ImportCEOGarage4.Lighting.style6,
ImportCEOGarage4.Lighting.style7, ImportCEOGarage4.Lighting.style8, ImportCEOGarage4.Lighting.style9
}, false, true)
end
},
ModShop = {
Floor = {
default = "",
city = "floor_vinyl_01",
seabed = "floor_vinyl_02",
aliens = "floor_vinyl_03",
clouds = "floor_vinyl_04",
money = "floor_vinyl_05",
zebra = "floor_vinyl_06",
blackWhite = "floor_vinyl_07",
barcode = "floor_vinyl_08",
paintbrushBW = "floor_vinyl_09",
grid = "floor_vinyl_10",
splashes = "floor_vinyl_11",
squares = "floor_vinyl_12",
mosaic = "floor_vinyl_13",
paintbrushColor = "floor_vinyl_14",
curvesColor = "floor_vinyl_15",
marbleBrown = "floor_vinyl_16",
marbleBlue = "floor_vinyl_17",
marbleBW = "floor_vinyl_18",
maze = "floor_vinyl_19",
Set = function(floor, refresh)
ImportCEOGarage4.ModShop.Floor.Clear()
if floor ~= nil then
SetIplPropState(ImportCEOGarage4.Part.ModShop.interiorId, floor, true, refresh)
else
if refresh then
RefreshInterior(ImportCEOGarage4.Part.ModShop.interiorId)
end
end
end,
Clear = function()
SetIplPropState(ImportCEOGarage4.Part.ModShop.interiorId, {
ImportCEOGarage4.ModShop.Floor.city, ImportCEOGarage4.ModShop.Floor.seabed, ImportCEOGarage4.ModShop.Floor.aliens,
ImportCEOGarage4.ModShop.Floor.clouds, ImportCEOGarage4.ModShop.Floor.money, ImportCEOGarage4.ModShop.Floor.zebra,
ImportCEOGarage4.ModShop.Floor.blackWhite, ImportCEOGarage4.ModShop.Floor.barcode, ImportCEOGarage4.ModShop.Floor.paintbrushBW,
ImportCEOGarage4.ModShop.Floor.grid, ImportCEOGarage4.ModShop.Floor.splashes, ImportCEOGarage4.ModShop.Floor.squares,
ImportCEOGarage4.ModShop.Floor.mosaic, ImportCEOGarage4.ModShop.Floor.paintbrushColor, ImportCEOGarage4.ModShop.Floor.curvesColor,
ImportCEOGarage4.ModShop.Floor.marbleBrown, ImportCEOGarage4.ModShop.Floor.marbleBlue, ImportCEOGarage4.ModShop.Floor.marbleBW,
ImportCEOGarage4.ModShop.Floor.maze
}, false, true)
end
}
},
LoadDefault = function()
ImportCEOGarage4.Part.Load(ImportCEOGarage4.Part.Garage2)
ImportCEOGarage4.Style.Set(ImportCEOGarage4.Part.Garage2, ImportCEOGarage4.Style.concrete, false)
ImportCEOGarage4.Numbering.Set(ImportCEOGarage4.Part.Garage2, ImportCEOGarage4.Numbering.Level1.style1, false)
ImportCEOGarage4.Lighting.Set(ImportCEOGarage4.Part.Garage2, ImportCEOGarage4.Lighting.style1, true)
ImportCEOGarage4.Part.Load(ImportCEOGarage4.Part.ModShop)
ImportCEOGarage4.ModShop.Floor.Set(ImportCEOGarage4.ModShop.Floor.default, true)
end
}

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-- Vehicle warehouse
-- Upper: 994.5925, -3002.594, -39.64699
-- Lower: 969.5376, -3000.411, -48.64689
exports('GetImportVehicleWarehouseObject', function()
return ImportVehicleWarehouse
end)
ImportVehicleWarehouse = {
Upper = {
interiorId = 252673,
Ipl = {
Interior = {
ipl = "imp_impexp_interior_placement_interior_1_impexp_intwaremed_milo_",
Load = function()
EnableIpl(ImportVehicleWarehouse.Upper.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(ImportVehicleWarehouse.Upper.Ipl.Interior.ipl, false)
end
}
},
Style = {
basic = "basic_style_set",
branded = "branded_style_set",
urban = "urban_style_set",
Set = function(style, refresh)
ImportVehicleWarehouse.Upper.Style.Clear(false)
SetIplPropState(ImportVehicleWarehouse.Upper.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(ImportVehicleWarehouse.Upper.interiorId, {
ImportVehicleWarehouse.Upper.Style.basic,
ImportVehicleWarehouse.Upper.Style.branded,
ImportVehicleWarehouse.Upper.Style.urban
}, false, refresh)
end
},
Details = {
floorHatch = "car_floor_hatch",
doorBlocker = "door_blocker", -- Invisible wall
Enable = function(details, state, refresh)
SetIplPropState(ImportVehicleWarehouse.Upper.interiorId, details, state, refresh)
end
}
},
Lower = {
interiorId = 253185,
Ipl = {
Interior = {
ipl = "imp_impexp_interior_placement_interior_3_impexp_int_02_milo_",
Load = function()
EnableIpl(ImportVehicleWarehouse.Lower.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(ImportVehicleWarehouse.Lower.Ipl.Interior.ipl, false)
end
}
},
Details = {
Pumps = {
pump1 = "pump_01",
pump2 = "pump_02",
pump3 = "pump_03",
pump4 = "pump_04",
pump5 = "pump_05",
pump6 = "pump_06",
pump7 = "pump_07",
pump8 = "pump_08"
},
Enable = function(details, state, refresh)
SetIplPropState(ImportVehicleWarehouse.Lower.interiorId, details, state, refresh)
end
}
},
LoadDefault = function()
ImportVehicleWarehouse.Upper.Ipl.Interior.Load()
ImportVehicleWarehouse.Upper.Style.Set(ImportVehicleWarehouse.Upper.Style.branded)
ImportVehicleWarehouse.Upper.Details.Enable(ImportVehicleWarehouse.Upper.Details.floorHatch, true)
ImportVehicleWarehouse.Upper.Details.Enable(ImportVehicleWarehouse.Upper.Details.doorBlocker, false)
RefreshInterior(ImportVehicleWarehouse.Upper.interiorId)
ImportVehicleWarehouse.Lower.Ipl.Interior.Load()
ImportVehicleWarehouse.Lower.Details.Enable(ImportVehicleWarehouse.Lower.Details.Pumps, true)
RefreshInterior(ImportVehicleWarehouse.Lower.interiorId)
end
}

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exports('GetMpSecurityBillboardsObject', function()
return MpSecurityBillboards
end)
MpSecurityBillboards = {
Ipl = {
Interior = {
ipl = {
'sf_billboards',
}
},
Load = function()
EnableIpl(MpSecurityBillboards.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityBillboards.Ipl.Interior.ipl, false)
end,
},
LoadDefault = function()
MpSecurityBillboards.Ipl.Load()
end
}

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exports('GetMpSecurityGarageObject', function()
return MpSecurityGarage
end)
MpSecurityGarage = {
InteriorId = 286721,
Ipl = {
Interior = {
ipl = {
'sf_int_placement_sec_interior_2_dlc_garage_sec_milo_'
}
},
Load = function()
EnableIpl(MpSecurityGarage.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityGarage.Ipl.Interior.ipl, false)
end
},
Entities = {
Entity_Set_Workshop_Wall = false,
Entity_Set_Wallpaper_01 = false,
Entity_Set_Wallpaper_02 = false,
Entity_Set_Wallpaper_03 = false,
Entity_Set_Wallpaper_04 = false,
Entity_Set_Wallpaper_05 = false,
Entity_Set_Wallpaper_06 = false,
Entity_Set_Wallpaper_07 = true,
Entity_Set_Wallpaper_08 = false,
Entity_Set_Wallpaper_09 = false,
Entity_Set_Art_1 = false,
Entity_Set_Art_2 = false,
Entity_Set_Art_3 = false,
Entity_Set_Art_1_NoMod = false,
Entity_Set_Art_2_NoMod = false,
Entity_Set_Art_3_NoMod = false,
entity_set_tints = true,
Entity_Set_Workshop_Lights = true,
Set = function(name, state)
for entity, _ in pairs(MpSecurityGarage.Entities) do
if entity == name then
MpSecurityGarage.Entities[entity] = state
MpSecurityGarage.Entities.Clear()
MpSecurityGarage.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(MpSecurityGarage.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(MpSecurityGarage.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(MpSecurityGarage.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(MpSecurityGarage.InteriorId, entity)
end
end
end
},
LoadDefault = function()
MpSecurityGarage.Ipl.Load()
MpSecurityGarage.Entities.Load()
RefreshInterior(MpSecurityGarage.interiorId)
end
}

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exports('GetMpSecurityMusicRoofTopObject', function()
return MpSecurityMusicRoofTop
end)
MpSecurityMusicRoofTop = {
Ipl = {
Interior = {
ipl = {
'sf_musicrooftop'
}
},
Load = function()
EnableIpl(MpSecurityMusicRoofTop.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityMusicRoofTop.Ipl.Interior.ipl, false)
end
},
LoadDefault = function()
MpSecurityMusicRoofTop.Ipl.Load()
end
}

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exports('GetMpSecurityOffice1Object', function()
return MpSecurityOffice1
end)
MpSecurityOffice1 = {
InteriorId = 287489,
Ipl = {
Interior = {
ipl = {
'sf_fixeroffice_bh1_05'
}
},
Load = function()
EnableIpl(MpSecurityOffice1.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityOffice1.Ipl.Interior.ipl, false)
end
},
Entities = {
Entity_Set_Armoury = false,
Entity_Set_Standard_Office = true,
Entity_Set_Blocker = false,
Entity_Set_Wpaper_1 = false,
Entity_Set_Wpaper_3 = false,
Entity_Set_Wpaper_2 = false,
Entity_Set_Wpaper_4 = false,
Entity_Set_Wpaper_5 = false,
Entity_Set_Wpaper_6 = false,
Entity_Set_Wpaper_7 = false,
Entity_Set_Wpaper_8 = true,
Entity_Set_Wpaper_9 = false,
Entity_Set_Moving = true,
Entity_Set_Tint_AG = true,
Entity_Set_Spare_Seats = true,
Entity_Set_Player_Seats = true,
Entity_Set_Player_Desk = true,
Entity_Set_M_Golf_Intro = true,
Entity_Set_M_Setup = true,
Entity_Set_M_Nightclub = true,
Entity_Set_M_Yacht = true,
Entity_Set_M_Promoter = true,
Entity_Set_M_Limo_Photo = true,
Entity_Set_M_Limo_Wallet = true,
Entity_Set_M_The_Way = true,
Entity_Set_M_Billionaire = true,
Entity_Set_M_Families = true,
Entity_Set_M_Ballas = true,
Entity_Set_M_Hood = true,
Entity_Set_M_Fire_Booth = true,
Entity_Set_M_50 = true,
Entity_Set_M_Taxi = true,
Entity_Set_M_Gone_Golfing = true,
Entity_Set_M_Motel = true,
Entity_Set_M_Construction = true,
Entity_Set_M_Hit_List = true,
Entity_Set_M_Tuner = true,
Entity_Set_M_Attack = true,
Entity_Set_M_Vehicles = true,
Entity_Set_M_Trip_01 = true,
Entity_Set_M_Trip_02 = true,
Entity_Set_M_Trip_03 = true,
Entity_set_disc_01 = true,
Entity_set_disc_02 = false,
Entity_set_disc_03 = false,
Entity_set_disc_04 = false,
Entity_set_disc_05 = false,
Entity_set_disc_06 = false,
Entity_Set_Art_1 = true,
Entity_Set_Art_2 = false,
Entity_Set_Art_3 = false,
Set = function(name, state)
for entity, _ in pairs(MpSecurityOffice1.Entities) do
if entity == name then
MpSecurityOffice1.Entities[entity] = state
MpSecurityOffice1.Entities.Clear()
MpSecurityOffice1.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(MpSecurityOffice1.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(MpSecurityOffice1.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(MpSecurityOffice1.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(MpSecurityOffice1.InteriorId, entity)
end
end
end
},
LoadDefault = function()
MpSecurityOffice1.Ipl.Load()
MpSecurityOffice1.Entities.Load()
RefreshInterior(MpSecurityOffice1.interiorId)
end
}

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exports('GetMpSecurityOffice2Object', function()
return MpSecurityOffice2
end)
MpSecurityOffice2 = {
InteriorId = 288257,
Ipl = {
Interior = {
ipl = {
'sf_fixeroffice_hw1_08'
}
},
Load = function()
EnableIpl(MpSecurityOffice2.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityOffice2.Ipl.Interior.ipl, false)
end
},
Entities = {
Entity_Set_Armoury = true,
Entity_Set_Standard_Office = false,
Entity_Set_Blocker = false,
Entity_Set_Wpaper_1 = false,
Entity_Set_Wpaper_3 = false,
Entity_Set_Wpaper_2 = false,
Entity_Set_Wpaper_4 = false,
Entity_Set_Wpaper_5 = false,
Entity_Set_Wpaper_6 = false,
Entity_Set_Wpaper_7 = false,
Entity_Set_Wpaper_8 = false,
Entity_Set_Wpaper_9 = true,
Entity_Set_Moving = true,
Entity_Set_Tint_AG = true,
Entity_Set_Spare_Seats = true,
Entity_Set_Player_Seats = true,
Entity_Set_Player_Desk = true,
Entity_Set_M_Golf_Intro = true,
Entity_Set_M_Setup = true,
Entity_Set_M_Nightclub = true,
Entity_Set_M_Yacht = true,
Entity_Set_M_Promoter = true,
Entity_Set_M_Limo_Photo = true,
Entity_Set_M_Limo_Wallet = true,
Entity_Set_M_The_Way = true,
Entity_Set_M_Billionaire = true,
Entity_Set_M_Families = true,
Entity_Set_M_Ballas = true,
Entity_Set_M_Hood = true,
Entity_Set_M_Fire_Booth = true,
Entity_Set_M_50 = true,
Entity_Set_M_Taxi = true,
Entity_Set_M_Gone_Golfing = true,
Entity_Set_M_Motel = true,
Entity_Set_M_Construction = true,
Entity_Set_M_Hit_List = true,
Entity_Set_M_Tuner = true,
Entity_Set_M_Attack = true,
Entity_Set_M_Vehicles = true,
Entity_Set_M_Trip_01 = true,
Entity_Set_M_Trip_02 = true,
Entity_Set_M_Trip_03 = true,
Entity_set_disc_01 = false,
Entity_set_disc_02 = true,
Entity_set_disc_03 = false,
Entity_set_disc_04 = false,
Entity_set_disc_05 = false,
Entity_set_disc_06 = false,
Entity_Set_Art_1 = false,
Entity_Set_Art_2 = true,
Entity_Set_Art_3 = false,
Set = function(name, state)
for entity, _ in pairs(MpSecurityOffice2.Entities) do
if entity == name then
MpSecurityOffice2.Entities[entity] = state
MpSecurityOffice2.Entities.Clear()
MpSecurityOffice2.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(MpSecurityOffice2.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(MpSecurityOffice2.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(MpSecurityOffice2.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(MpSecurityOffice2.InteriorId, entity)
end
end
end
},
LoadDefault = function()
MpSecurityOffice2.Ipl.Load()
MpSecurityOffice2.Entities.Load()
RefreshInterior(MpSecurityOffice2.interiorId)
end
}

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exports('GetMpSecurityOffice3Object', function()
return MpSecurityOffice3
end)
MpSecurityOffice3 = {
InteriorId = 288001,
Ipl = {
Interior = {
ipl = {
'sf_fixeroffice_kt1_05'
}
},
Load = function()
EnableIpl(MpSecurityOffice3.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityOffice3.Ipl.Interior.ipl, false)
end
},
Entities = {
Entity_Set_Armoury = false,
Entity_Set_Standard_Office = true,
Entity_Set_Blocker = false,
Entity_Set_Wpaper_1 = false,
Entity_Set_Wpaper_3 = false,
Entity_Set_Wpaper_2 = true,
Entity_Set_Wpaper_4 = false,
Entity_Set_Wpaper_5 = false,
Entity_Set_Wpaper_6 = false,
Entity_Set_Wpaper_7 = false,
Entity_Set_Wpaper_8 = false,
Entity_Set_Wpaper_9 = false,
Entity_Set_Moving = true,
Entity_Set_Tint_AG = true,
Entity_Set_Spare_Seats = true,
Entity_Set_Player_Seats = true,
Entity_Set_Player_Desk = true,
Entity_Set_M_Golf_Intro = true,
Entity_Set_M_Setup = true,
Entity_Set_M_Nightclub = true,
Entity_Set_M_Yacht = true,
Entity_Set_M_Promoter = true,
Entity_Set_M_Limo_Photo = true,
Entity_Set_M_Limo_Wallet = true,
Entity_Set_M_The_Way = true,
Entity_Set_M_Billionaire = true,
Entity_Set_M_Families = true,
Entity_Set_M_Ballas = true,
Entity_Set_M_Hood = true,
Entity_Set_M_Fire_Booth = true,
Entity_Set_M_50 = true,
Entity_Set_M_Taxi = true,
Entity_Set_M_Gone_Golfing = true,
Entity_Set_M_Motel = true,
Entity_Set_M_Construction = true,
Entity_Set_M_Hit_List = true,
Entity_Set_M_Tuner = true,
Entity_Set_M_Attack = true,
Entity_Set_M_Vehicles = true,
Entity_Set_M_Trip_01 = true,
Entity_Set_M_Trip_02 = true,
Entity_Set_M_Trip_03 = true,
Entity_set_disc_01 = false,
Entity_set_disc_02 = true,
Entity_set_disc_03 = false,
Entity_set_disc_04 = false,
Entity_set_disc_05 = false,
Entity_set_disc_06 = false,
Entity_Set_Art_1 = false,
Entity_Set_Art_2 = false,
Entity_Set_Art_3 = true,
Set = function(name, state)
for entity, _ in pairs(MpSecurityOffice3.Entities) do
if entity == name then
MpSecurityOffice3.Entities[entity] = state
MpSecurityOffice3.Entities.Clear()
MpSecurityOffice3.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(MpSecurityOffice3.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(MpSecurityOffice3.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(MpSecurityOffice3.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(MpSecurityOffice3.InteriorId, entity)
end
end
end
},
LoadDefault = function()
MpSecurityOffice3.Ipl.Load()
MpSecurityOffice3.Entities.Load()
RefreshInterior(MpSecurityOffice3.interiorId)
end
}

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exports('GetMpSecurityOffice4Object', function()
return MpSecurityOffice4
end)
MpSecurityOffice4 = {
InteriorId = 287745,
Ipl = {
Interior = {
ipl = {
'sf_fixeroffice_kt1_08'
}
},
Load = function()
EnableIpl(MpSecurityOffice4.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityOffice4.Ipl.Interior.ipl, false)
end,
},
Entities = {
Entity_Set_Armoury = true,
Entity_Set_Standard_Office = false,
Entity_Set_Blocker = false,
Entity_Set_Wpaper_1 = false,
Entity_Set_Wpaper_3 = true,
Entity_Set_Wpaper_2 = false,
Entity_Set_Wpaper_4 = false,
Entity_Set_Wpaper_5 = false,
Entity_Set_Wpaper_6 = false,
Entity_Set_Wpaper_7 = false,
Entity_Set_Wpaper_8 = false,
Entity_Set_Wpaper_9 = false,
Entity_Set_Moving = true,
Entity_Set_Tint_AG = true,
Entity_Set_Spare_Seats = true,
Entity_Set_Player_Seats = true,
Entity_Set_Player_Desk = true,
Entity_Set_M_Golf_Intro = true,
Entity_Set_M_Setup = true,
Entity_Set_M_Nightclub = true,
Entity_Set_M_Yacht = true,
Entity_Set_M_Promoter = true,
Entity_Set_M_Limo_Photo = true,
Entity_Set_M_Limo_Wallet = true,
Entity_Set_M_The_Way = true,
Entity_Set_M_Billionaire = true,
Entity_Set_M_Families = true,
Entity_Set_M_Ballas = true,
Entity_Set_M_Hood = true,
Entity_Set_M_Fire_Booth = true,
Entity_Set_M_50 = true,
Entity_Set_M_Taxi = true,
Entity_Set_M_Gone_Golfing = true,
Entity_Set_M_Motel = true,
Entity_Set_M_Construction = true,
Entity_Set_M_Hit_List = true,
Entity_Set_M_Tuner = true,
Entity_Set_M_Attack = true,
Entity_Set_M_Vehicles = true,
Entity_Set_M_Trip_01 = true,
Entity_Set_M_Trip_02 = true,
Entity_Set_M_Trip_03 = true,
Entity_set_disc_01 = false,
Entity_set_disc_02 = false,
Entity_set_disc_03 = false,
Entity_set_disc_04 = false,
Entity_set_disc_05 = true,
Entity_set_disc_06 = false,
Entity_Set_Art_1 = true,
Entity_Set_Art_2 = false,
Entity_Set_Art_3 = false,
Set = function(name, state)
for entity, _ in pairs(MpSecurityOffice4.Entities) do
if entity == name then
MpSecurityOffice4.Entities[entity] = state
MpSecurityOffice4.Entities.Clear()
MpSecurityOffice4.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(MpSecurityOffice4.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(MpSecurityOffice4.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(MpSecurityOffice4.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(MpSecurityOffice4.InteriorId, entity)
end
end
end,
},
LoadDefault = function()
MpSecurityOffice4.Ipl.Load()
MpSecurityOffice4.Entities.Load()
RefreshInterior(MpSecurityOffice4.interiorId)
end
}

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exports('GetMpSecurityStudioObject', function()
return MpSecurityStudio
end)
MpSecurityStudio = {
InteriorId = 286977,
Ipl = {
Interior = {
ipl = {
'sf_int_placement_sec_interior_1_dlc_studio_sec_milo_ '
}
},
Load = function()
EnableIpl(MpSecurityStudio.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(MpSecurityStudio.Ipl.Interior.ipl, false)
end,
},
Entities = {
Entity_Set_FIX_STU_EXT_P3A1 = false,
Entity_Set_FIX_TRIP1_INT_P2 = false,
Entity_Set_FIX_STU_EXT_P1 = false,
Entity_Set_Fire = true,
entity_set_default = true,
Set = function(name, state)
for entity, _ in pairs(MpSecurityStudio.Entities) do
if entity == name then
MpSecurityStudio.Entities[entity] = state
MpSecurityStudio.Entities.Clear()
MpSecurityStudio.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(MpSecurityStudio.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(MpSecurityStudio.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(MpSecurityStudio.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(MpSecurityStudio.InteriorId, entity)
end
end
end
},
LoadDefault = function()
MpSecurityStudio.Ipl.Load()
MpSecurityStudio.Entities.Load()
RefreshInterior(MpSecurityStudio.interiorId)
end
}

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-- SmugglerHangar: -1267.0 -3013.135 -49.5
exports('GetSmugglerHangarObject', function()
return SmugglerHangar
end)
SmugglerHangar = {
interiorId = 260353,
Ipl = {
Interior = {
ipl = "sm_smugdlc_interior_placement_interior_0_smugdlc_int_01_milo_",
Load = function()
EnableIpl(SmugglerHangar.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(SmugglerHangar.Ipl.Interior.ipl, false)
end
}
},
Colors = {
colorSet1 = 1, -- sable, red, gray
colorSet2 = 2, -- white, blue, gray
colorSet3 = 3, -- gray, orange, blue
colorSet4 = 4, -- gray, blue, orange
colorSet5 = 5, -- gray, light gray, red
colorSet6 = 6, -- yellow, gray, light gray
colorSet7 = 7, -- light Black and white
colorSet8 = 8, -- dark Black and white
colorSet9 = 9 -- sable and gray
},
Walls = {
default = "set_tint_shell",
SetColor = function(color, refresh)
SetIplPropState(SmugglerHangar.interiorId, SmugglerHangar.Walls.default, true, refresh)
SetInteriorPropColor(SmugglerHangar.interiorId, SmugglerHangar.Walls.default, color)
end,
},
Floor = {
Style = {
raw = "set_floor_1",
plain = "set_floor_2",
Set = function(floor, refresh)
SmugglerHangar.Floor.Style.Clear(false)
SetIplPropState(SmugglerHangar.interiorId, floor, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Floor.Style.raw,
SmugglerHangar.Floor.Style.plain
}, false, refresh)
end
},
Decals = {
decal1 = "set_floor_decal_1",
decal2 = "set_floor_decal_2",
decal4 = "set_floor_decal_3",
decal3 = "set_floor_decal_4",
decal5 = "set_floor_decal_5",
decal6 = "set_floor_decal_6",
decal7 = "set_floor_decal_7",
decal8 = "set_floor_decal_8",
decal9 = "set_floor_decal_9",
Set = function(decal, color, refresh)
if color == nil then
color = 1
end
SmugglerHangar.Floor.Decals.Clear(false)
SetIplPropState(SmugglerHangar.interiorId, decal, true, refresh)
SetInteriorPropColor(SmugglerHangar.interiorId, decal, color)
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Floor.Decals.decal1,
SmugglerHangar.Floor.Decals.decal2,
SmugglerHangar.Floor.Decals.decal3,
SmugglerHangar.Floor.Decals.decal4,
SmugglerHangar.Floor.Decals.decal5,
SmugglerHangar.Floor.Decals.decal6,
SmugglerHangar.Floor.Decals.decal7,
SmugglerHangar.Floor.Decals.decal8,
SmugglerHangar.Floor.Decals.decal9
}, false, refresh)
end
}
},
Cranes = {
on = "set_crane_tint",
off = "",
Set = function(crane, color, refresh)
SmugglerHangar.Cranes.Clear()
if crane ~= "" then
SetIplPropState(SmugglerHangar.interiorId, crane, true, refresh)
SetInteriorPropColor(SmugglerHangar.interiorId, crane, color)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, SmugglerHangar.Cranes.default, false, refresh)
end
},
ModArea = {
on = "set_modarea",
off = "",
Set = function(mod, color, refresh)
if color == nil then
color = 1
end
SmugglerHangar.ModArea.Clear(false)
if mod ~= "" then
SetIplPropState(SmugglerHangar.interiorId, mod, true, refresh)
SetInteriorPropColor(SmugglerHangar.interiorId, mod, color)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, SmugglerHangar.ModArea.mod, false, refresh)
end
},
Office = {
basic = "set_office_basic",
modern = "set_office_modern",
traditional = "set_office_traditional",
Set = function(office, refresh)
SmugglerHangar.Office.Clear(false)
SetIplPropState(SmugglerHangar.interiorId, office, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Office.basic,
SmugglerHangar.Office.modern,
SmugglerHangar.Office.traditional
}, false, refresh)
end
},
Bedroom = {
Style = {
none = "",
modern = {
"set_bedroom_modern",
"set_bedroom_tint"
},
traditional = {
"set_bedroom_traditional",
"set_bedroom_tint"
},
Set = function(bed, color, refresh)
if color == nil then
color = 1
end
SmugglerHangar.Bedroom.Style.Clear(false)
if bed ~= "" then
SetIplPropState(SmugglerHangar.interiorId, bed, true, refresh)
SetInteriorPropColor(SmugglerHangar.interiorId, "set_bedroom_tint", color)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Bedroom.Style.modern,
SmugglerHangar.Bedroom.Style.traditional
}, false, refresh)
end
},
Blinds = {
none = "",
opened = "set_bedroom_blinds_open",
closed = "set_bedroom_blinds_closed",
Set = function(blinds, refresh)
SmugglerHangar.Bedroom.Blinds.Clear(false)
if blinds ~= "" then
SetIplPropState(SmugglerHangar.interiorId, blinds, true, refresh)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Bedroom.Blinds.opened,
SmugglerHangar.Bedroom.Blinds.closed
}, false, refresh)
end
}
},
Lighting = {
FakeLights = {
none = "",
yellow = 2,
blue = 1,
white = 0,
Set = function(light, refresh)
SmugglerHangar.Lighting.FakeLights.Clear(false)
if light ~= "" then
SetIplPropState(SmugglerHangar.interiorId, "set_lighting_tint_props", true, refresh)
SetInteriorPropColor(SmugglerHangar.interiorId, "set_lighting_tint_props", light)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, "set_lighting_tint_props", false, refresh)
end
},
Ceiling = {
none = "",
yellow = "set_lighting_hangar_a",
blue = "set_lighting_hangar_b",
white = "set_lighting_hangar_c",
Set = function(light, refresh)
SmugglerHangar.Lighting.Ceiling.Clear(false)
if light ~= "" then
SetIplPropState(SmugglerHangar.interiorId, light, true, refresh)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Lighting.Ceiling.yellow,
SmugglerHangar.Lighting.Ceiling.blue,
SmugglerHangar.Lighting.Ceiling.white
}, false, refresh)
end
},
Walls = {
none = "",
neutral = "set_lighting_wall_neutral",
blue = "set_lighting_wall_tint01",
orange = "set_lighting_wall_tint02",
lightYellow = "set_lighting_wall_tint03",
lightYellow2 = "set_lighting_wall_tint04",
dimmed = "set_lighting_wall_tint05",
strongYellow = "set_lighting_wall_tint06",
white = "set_lighting_wall_tint07",
lightGreen = "set_lighting_wall_tint08",
yellow = "set_lighting_wall_tint09",
Set = function(light, refresh)
SmugglerHangar.Lighting.Walls.Clear(false)
if light ~= "" then
SetIplPropState(SmugglerHangar.interiorId, light, true, refresh)
else
if refresh then
RefreshInterior(SmugglerHangar.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(SmugglerHangar.interiorId, {
SmugglerHangar.Lighting.Walls.neutral,
SmugglerHangar.Lighting.Walls.blue,
SmugglerHangar.Lighting.Walls.orange,
SmugglerHangar.Lighting.Walls.lightYellow,
SmugglerHangar.Lighting.Walls.lightYellow2,
SmugglerHangar.Lighting.Walls.dimmed,
SmugglerHangar.Lighting.Walls.strongYellow,
SmugglerHangar.Lighting.Walls.white,
SmugglerHangar.Lighting.Walls.lightGreen,
SmugglerHangar.Lighting.Walls.yellow
}, false, refresh)
end
}
},
Details = {
bedroomClutter = "set_bedroom_clutter",
Enable = function(details, state, refresh)
SetIplPropState(SmugglerHangar.interiorId, details, state, refresh)
end
},
LoadDefault = function()
SmugglerHangar.Ipl.Interior.Load()
SmugglerHangar.Walls.SetColor(SmugglerHangar.Colors.colorSet1)
SmugglerHangar.Cranes.Set(SmugglerHangar.Cranes.on, SmugglerHangar.Colors.colorSet1)
SmugglerHangar.Floor.Style.Set(SmugglerHangar.Floor.Style.plain)
SmugglerHangar.Floor.Decals.Set(SmugglerHangar.Floor.Decals.decal1, SmugglerHangar.Colors.colorSet1)
SmugglerHangar.Lighting.Ceiling.Set(SmugglerHangar.Lighting.Ceiling.yellow)
SmugglerHangar.Lighting.Walls.Set(SmugglerHangar.Lighting.Walls.neutral)
SmugglerHangar.Lighting.FakeLights.Set(SmugglerHangar.Lighting.FakeLights.yellow)
SmugglerHangar.ModArea.Set(SmugglerHangar.ModArea.on, SmugglerHangar.Colors.colorSet1)
SmugglerHangar.Office.Set(SmugglerHangar.Office.basic)
SmugglerHangar.Bedroom.Style.Set(SmugglerHangar.Bedroom.Style.modern, SmugglerHangar.Colors.colorSet1)
SmugglerHangar.Bedroom.Blinds.Set(SmugglerHangar.Bedroom.Blinds.opened)
SmugglerHangar.Details.Enable(SmugglerHangar.Details.bedroomClutter, false)
RefreshInterior(SmugglerHangar.interiorId)
end
}

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exports('GetTunerGarageObject', function()
return TunerGarage
end)
TunerGarage = {
InteriorId = 285953,
Ipl = {
Interior = {
ipl = {
'tr_tuner_shop_burton',
'tr_tuner_shop_mesa',
'tr_tuner_shop_mission',
'tr_tuner_shop_rancho',
'tr_tuner_shop_strawberry'
}
},
Load = function()
EnableIpl(TunerGarage.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(TunerGarage.Ipl.Interior.ipl, false)
end,
},
Entities = {
entity_set_bedroom = true,
entity_set_bedroom_empty = false,
entity_set_bombs = true,
entity_set_box_clutter = false,
entity_set_cabinets = false,
entity_set_car_lift_cutscene = true,
entity_set_car_lift_default = true,
entity_set_car_lift_purchase = true,
entity_set_chalkboard = false,
entity_set_container = false,
entity_set_cut_seats = false,
entity_set_def_table = false,
entity_set_drive = true,
entity_set_ecu = true,
entity_set_IAA = true,
entity_set_jammers = true,
entity_set_laptop = true,
entity_set_lightbox = true,
entity_set_methLab = false,
entity_set_plate = true,
entity_set_scope = true,
entity_set_style_1 = false,
entity_set_style_2 = false,
entity_set_style_3 = false,
entity_set_style_4 = false,
entity_set_style_5 = false,
entity_set_style_6 = false,
entity_set_style_7 = false,
entity_set_style_8 = false,
entity_set_style_9 = true,
entity_set_table = false,
entity_set_thermal = true,
entity_set_tints = true,
entity_set_train = true,
entity_set_virus = true,
Set = function(name, state)
for entity, _ in pairs(TunerGarage.Entities) do
if entity == name then
TunerGarage.Entities[entity] = state
TunerGarage.Entities.Clear()
TunerGarage.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(TunerGarage.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(TunerGarage.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(TunerGarage.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(TunerGarage.InteriorId, entity)
end
end
end
},
LoadDefault = function()
TunerGarage.Ipl.Load()
TunerGarage.Entities.Load()
RefreshInterior(TunerGarage.interiorId)
end
}

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exports('GetTunerMeetupObject', function()
return TunerMeetup
end)
TunerMeetup = {
InteriorId = 285697,
Ipl = {
Interior = {
ipl = {
'tr_tuner_meetup',
'tr_tuner_race_line'
}
},
Load = function()
EnableIpl(TunerMeetup.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(TunerMeetup.Ipl.Interior.ipl, false)
end
},
Entities = {
entity_set_meet_crew = true,
entity_set_meet_lights = true,
entity_set_meet_lights_cheap = true,
entity_set_player = true,
entity_set_test_crew = false,
entity_set_test_lights = true,
entity_set_test_lights_cheap = true,
entity_set_time_trial = true,
Set = function(name, state)
for entity, _ in pairs(TunerMeetup.Entities) do
if entity == name then
TunerMeetup.Entities[entity] = state
TunerMeetup.Entities.Clear()
TunerMeetup.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(TunerMeetup.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(TunerMeetup.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(TunerMeetup.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(TunerMeetup.InteriorId, entity)
end
end
end
},
LoadDefault = function()
TunerMeetup.Ipl.Load()
TunerMeetup.Entities.Load()
RefreshInterior(TunerMeetup.interiorId)
end
}

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exports('GetTunerMethLabObject', function()
return TunerMethLab
end)
TunerMethLab = {
InteriorId = 284673,
Entities = {
tintable_walls = true,
Set = function(name, state)
for entity, _ in pairs(TunerMethLab.Entities) do
if entity == name then
TunerMethLab.Entities[entity] = state
TunerMethLab.Entities.Clear()
TunerMethLab.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(TunerMethLab.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(TunerMethLab.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(TunerMethLab.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(TunerMethLab.InteriorId, entity)
end
end
end
},
LoadDefault = function()
TunerMethLab.Entities.Load()
SetInteriorEntitySetColor(TunerMethLab.interiorId, TunerMethLab.Entities.tintable_walls, 3)
RefreshInterior(TunerMethLab.interiorId)
end
}

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-- Resources:
-- **********
-- IPL list: https://wiki.rage.mp/index.php?title=Interiors_and_Locations
fx_version 'cerulean'
game 'gta5'
author 'Bob_74'
description 'Load and customize your map'
version '2.0.15'
lua54 "yes"
client_scripts {
"lib/common.lua"
, "lib/observers/interiorIdObserver.lua"
, "lib/observers/officeSafeDoorHandler.lua"
, "client.lua"
-- GTA V
, "gtav/base.lua" -- Base IPLs to fix holes
, "gtav/ammunations.lua"
, "gtav/bahama.lua"
, "gtav/floyd.lua"
, "gtav/franklin.lua"
, "gtav/franklin_aunt.lua"
, "gtav/graffitis.lua"
-- , "gtav/pillbox_hospital.lua"
, "gtav/lester_factory.lua"
, "gtav/michael.lua"
, "gtav/north_yankton.lua"
, "gtav/red_carpet.lua"
, "gtav/simeon.lua"
, "gtav/stripclub.lua"
, "gtav/trevors_trailer.lua"
, "gtav/ufo.lua"
, "gtav/zancudo_gates.lua"
-- GTA Online
, "gta_online/apartment_hi_1.lua"
, "gta_online/apartment_hi_2.lua"
, "gta_online/house_hi_1.lua"
, "gta_online/house_hi_2.lua"
, "gta_online/house_hi_3.lua"
, "gta_online/house_hi_4.lua"
, "gta_online/house_hi_5.lua"
, "gta_online/house_hi_6.lua"
, "gta_online/house_hi_7.lua"
, "gta_online/house_hi_8.lua"
, "gta_online/house_mid_1.lua"
, "gta_online/house_low_1.lua"
-- DLC High Life
, "dlc_high_life/apartment1.lua"
, "dlc_high_life/apartment2.lua"
, "dlc_high_life/apartment3.lua"
, "dlc_high_life/apartment4.lua"
, "dlc_high_life/apartment5.lua"
, "dlc_high_life/apartment6.lua"
-- DLC Heists
, "dlc_heists/carrier.lua"
, "dlc_heists/yacht.lua"
-- DLC Executives & Other Criminals
, "dlc_executive/apartment1.lua"
, "dlc_executive/apartment2.lua"
, "dlc_executive/apartment3.lua"
-- DLC Finance & Felony
, "dlc_finance/office1.lua"
, "dlc_finance/office2.lua"
, "dlc_finance/office3.lua"
, "dlc_finance/office4.lua"
, "dlc_finance/organization.lua"
-- DLC Bikers
, "dlc_bikers/cocaine.lua"
, "dlc_bikers/counterfeit_cash.lua"
, "dlc_bikers/document_forgery.lua"
, "dlc_bikers/meth.lua"
, "dlc_bikers/weed.lua"
, "dlc_bikers/clubhouse1.lua"
, "dlc_bikers/clubhouse2.lua"
, "dlc_bikers/gang.lua"
-- DLC Import/Export
, "dlc_import/garage1.lua"
, "dlc_import/garage2.lua"
, "dlc_import/garage3.lua"
, "dlc_import/garage4.lua"
, "dlc_import/vehicle_warehouse.lua"
-- DLC Gunrunning
, "dlc_gunrunning/bunkers.lua"
, "dlc_gunrunning/yacht.lua"
-- DLC Smuggler's Run
, "dlc_smuggler/hangar.lua"
-- DLC Doomsday Heist
, "dlc_doomsday/facility.lua"
-- DLC After Hours
, "dlc_afterhours/nightclubs.lua"
-- DLC Diamond Casino (Requires forced build 2060 or higher)
, "dlc_casino/casino.lua"
, "dlc_casino/penthouse.lua"
-- DLC Tuners (Requires forced build 2372 or higher)
, "dlc_tuner/garage.lua"
, "dlc_tuner/meetup.lua"
, "dlc_tuner/methlab.lua"
-- DLC The Contract (Requires forced build 2545 or higher)
, "dlc_security/studio.lua"
, "dlc_security/billboards.lua"
, "dlc_security/musicrooftop.lua"
, "dlc_security/garage.lua"
, "dlc_security/office1.lua"
, "dlc_security/office2.lua"
, "dlc_security/office3.lua"
, "dlc_security/office4.lua"
-- DLC The Criminal Enterprises (Requires forced build 2699 or higher)
, "gta_mpsum2/simeonfix.lua"
, "gta_mpsum2/vehicle_warehouse.lua"
, "gta_mpsum2/warehouse.lua"
}

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exports('GetCriminalEnterpriseSmeonFixObject', function()
return CriminalEnterpriseSmeonFix
end)
CriminalEnterpriseSmeonFix = {
InteriorId = 7170,
Ipl = {
Interior = {
ipl = {
'reh_simeonfix',
}
},
Load = function()
EnableIpl(CriminalEnterpriseSmeonFix.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(CriminalEnterpriseSmeonFix.Ipl.Interior.ipl, false)
end
},
Entities = {
Set = function(name, state)
for entity, _ in pairs(CriminalEnterpriseSmeonFix.Entities) do
if entity == name then
CriminalEnterpriseSmeonFix.Entities[entity] = state
CriminalEnterpriseSmeonFix.Entities.Clear()
CriminalEnterpriseSmeonFix.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(CriminalEnterpriseSmeonFix.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(CriminalEnterpriseSmeonFix.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(CriminalEnterpriseSmeonFix.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(CriminalEnterpriseSmeonFix.InteriorId, entity)
end
end
end
},
LoadDefault = function()
CriminalEnterpriseSmeonFix.Ipl.Load()
CriminalEnterpriseSmeonFix.Entities.Load()
RefreshInterior(CriminalEnterpriseSmeonFix.interiorId)
end
}

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exports('GetCriminalEnterpriseVehicleWarehouseObject', function()
return CriminalEnterpriseVehicleWarehouse
end)
CriminalEnterpriseVehicleWarehouse = {
InteriorId = 289537,
Ipl = {
Interior = {
ipl = {
'reh_int_placement_sum2_interior_0_dlc_int_03_sum2_milo_',
}
},
Load = function()
EnableIpl(CriminalEnterpriseVehicleWarehouse.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(CriminalEnterpriseVehicleWarehouse.Ipl.Interior.ipl, false)
end
},
Entities = {
entity_set_office = true,
entity_set_light_option_1 = true,
entity_set_light_option_2 = true,
entity_set_light_option_3 = true,
entity_set_tint_options = true,
Set = function(name, state)
for entity, _ in pairs(CriminalEnterpriseVehicleWarehouse.Entities) do
if entity == name then
CriminalEnterpriseVehicleWarehouse.Entities[entity] = state
CriminalEnterpriseVehicleWarehouse.Entities.Clear()
CriminalEnterpriseVehicleWarehouse.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(CriminalEnterpriseVehicleWarehouse.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(CriminalEnterpriseVehicleWarehouse.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(CriminalEnterpriseVehicleWarehouse.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(CriminalEnterpriseVehicleWarehouse.InteriorId, entity)
end
end
end
},
LoadDefault = function()
CriminalEnterpriseVehicleWarehouse.Ipl.Load()
CriminalEnterpriseVehicleWarehouse.Entities.Load()
RefreshInterior(CriminalEnterpriseVehicleWarehouse.interiorId)
end
}

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exports('GetCriminalEnterpriseWarehouseObject', function()
return CriminalEnterpriseWarehouse
end)
CriminalEnterpriseWarehouse = {
InteriorId = 289793,
Ipl = {
Interior = {
ipl = {
'reh_int_placement_sum2_interior_1_dlc_int_04_sum2_milo_',
}
},
Load = function()
EnableIpl(CriminalEnterpriseWarehouse.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(CriminalEnterpriseWarehouse.Ipl.Interior.ipl, false)
end
},
Entities = {
entity_set_style_1 = false,
entity_set_style_2 = false,
entity_set_style_3 = false,
entity_set_style_4 = false,
entity_set_style_5 = true,
Set = function(name, state)
for entity, _ in pairs(CriminalEnterpriseWarehouse.Entities) do
if entity == name then
CriminalEnterpriseWarehouse.Entities[entity] = state
CriminalEnterpriseWarehouse.Entities.Clear()
CriminalEnterpriseWarehouse.Entities.Load()
end
end
end,
Load = function()
for entity, state in pairs(CriminalEnterpriseWarehouse.Entities) do
if type(entity) == 'string' and state then
ActivateInteriorEntitySet(CriminalEnterpriseWarehouse.InteriorId, entity)
end
end
end,
Clear = function()
for entity, _ in pairs(CriminalEnterpriseWarehouse.Entities) do
if type(entity) == 'string' then
DeactivateInteriorEntitySet(CriminalEnterpriseWarehouse.InteriorId, entity)
end
end
end
},
LoadDefault = function()
CriminalEnterpriseWarehouse.Ipl.Load()
CriminalEnterpriseWarehouse.Entities.Load()
RefreshInterior(CriminalEnterpriseWarehouse.interiorId)
end
}

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-- 4 Integrity Way, Apt 30
-- High end apartment 1: -35.31277 -580.4199 88.71221
exports('GetGTAOApartmentHi1Object', function()
return GTAOApartmentHi1
end)
GTAOApartmentHi1 = {
interiorId = 141313,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOApartmentHi1.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOApartmentHi1.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOApartmentHi1.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOApartmentHi1.Strip.Enable({
GTAOApartmentHi1.Strip.A,
GTAOApartmentHi1.Strip.B,
GTAOApartmentHi1.Strip.C
}, false)
GTAOApartmentHi1.Booze.Enable({
GTAOApartmentHi1.Booze.A,
GTAOApartmentHi1.Booze.B,
GTAOApartmentHi1.Booze.C
}, false)
GTAOApartmentHi1.Smoke.Enable({
GTAOApartmentHi1.Smoke.A,
GTAOApartmentHi1.Smoke.B,
GTAOApartmentHi1.Smoke.C
}, false)
RefreshInterior(GTAOApartmentHi1.interiorId)
end
}

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-- Dell Perro Heights, Apt 7
-- High end apartment 2: -1477.14 -538.7499 55.5264
exports('GetGTAOApartmentHi2Object', function()
return GTAOApartmentHi2
end)
GTAOApartmentHi2 = {
interiorId = 145665,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOApartmentHi2.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOApartmentHi2.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOApartmentHi2.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOApartmentHi2.Strip.Enable({
GTAOApartmentHi2.Strip.A,
GTAOApartmentHi2.Strip.B,
GTAOApartmentHi2.Strip.C
}, false)
GTAOApartmentHi2.Booze.Enable({
GTAOApartmentHi2.Booze.A,
GTAOApartmentHi2.Booze.B,
GTAOApartmentHi2.Booze.C
}, false)
GTAOApartmentHi2.Smoke.Enable({
GTAOApartmentHi2.Smoke.A,
GTAOApartmentHi2.Smoke.B,
GTAOApartmentHi2.Smoke.C
}, false)
RefreshInterior(GTAOApartmentHi2.interiorId)
end
}

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-- 3655 Wild Oats Drive
-- High end house 1: -169.286 486.4938 137.4436
exports('GetGTAOHouseHi1Object', function()
return GTAOHouseHi1
end)
GTAOHouseHi1 = {
interiorId = 207105,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi1.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi1.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi1.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi1.Strip.Enable({
GTAOHouseHi1.Strip.A,
GTAOHouseHi1.Strip.B,
GTAOHouseHi1.Strip.C
}, false)
GTAOHouseHi1.Booze.Enable({
GTAOHouseHi1.Booze.A,
GTAOHouseHi1.Booze.B,
GTAOHouseHi1.Booze.C
}, false)
GTAOHouseHi1.Smoke.Enable({
GTAOHouseHi1.Smoke.A,
GTAOHouseHi1.Smoke.B,
GTAOHouseHi1.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi1.interiorId)
end
}

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-- 2044 North Conker Avenue
-- High end house 2: 340.9412 437.1798 149.3925
exports('GetGTAOHouseHi2Object', function()
return GTAOHouseHi2
end)
GTAOHouseHi2 = {
interiorId = 206081,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi2.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi2.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi2.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi2.Strip.Enable({
GTAOHouseHi2.Strip.A,
GTAOHouseHi2.Strip.B,
GTAOHouseHi2.Strip.C
}, false)
GTAOHouseHi2.Booze.Enable({
GTAOHouseHi2.Booze.A,
GTAOHouseHi2.Booze.B,
GTAOHouseHi2.Booze.C
}, false)
GTAOHouseHi2.Smoke.Enable({
GTAOHouseHi2.Smoke.A,
GTAOHouseHi2.Smoke.B,
GTAOHouseHi2.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi2.interiorId)
end
}

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-- 2045 North Conker Avenue
-- High end house 3: 373.023 416.105 145.7006
exports('GetGTAOHouseHi3Object', function()
return GTAOHouseHi3
end)
GTAOHouseHi3 = {
interiorId = 206337,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi3.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi3.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi3.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi3.Strip.Enable({
GTAOHouseHi3.Strip.A,
GTAOHouseHi3.Strip.B,
GTAOHouseHi3.Strip.C
}, false)
GTAOHouseHi3.Booze.Enable({
GTAOHouseHi3.Booze.A,
GTAOHouseHi3.Booze.B,
GTAOHouseHi3.Booze.C
}, false)
GTAOHouseHi3.Smoke.Enable({
GTAOHouseHi3.Smoke.A,
GTAOHouseHi3.Smoke.B,
GTAOHouseHi3.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi3.interiorId)
end
}

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-- 2862 Hillcrest Avenue
-- High end house 4: -676.127 588.612 145.1698
exports('GetGTAOHouseHi4Object', function()
return GTAOHouseHi4
end)
GTAOHouseHi4 = {
interiorId = 208129,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi4.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi4.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi4.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi4.Strip.Enable({
GTAOHouseHi4.Strip.A,
GTAOHouseHi4.Strip.B,
GTAOHouseHi4.Strip.C
}, false)
GTAOHouseHi4.Booze.Enable({
GTAOHouseHi4.Booze.A,
GTAOHouseHi4.Booze.B,
GTAOHouseHi4.Booze.C
}, false)
GTAOHouseHi4.Smoke.Enable({
GTAOHouseHi4.Smoke.A,
GTAOHouseHi4.Smoke.B,
GTAOHouseHi4.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi4.interiorId)
end
}

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-- 2868 Hillcrest Avenue
-- High end house 5: -763.107 615.906 144.1401
exports('GetGTAOHouseHi5Object', function()
return GTAOHouseHi5
end)
GTAOHouseHi5 = {
interiorId = 207617,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi5.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi5.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi5.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi5.Strip.Enable({
GTAOHouseHi5.Strip.A,
GTAOHouseHi5.Strip.B,
GTAOHouseHi5.Strip.C
}, false)
GTAOHouseHi5.Booze.Enable({
GTAOHouseHi5.Booze.A,
GTAOHouseHi5.Booze.B,
GTAOHouseHi5.Booze.C
}, false)
GTAOHouseHi5.Smoke.Enable({
GTAOHouseHi5.Smoke.A,
GTAOHouseHi5.Smoke.B,
GTAOHouseHi5.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi5.interiorId)
end
}

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-- 2874 Hillcrest Avenue
-- High end house 6: -857.798 682.563 152.6529
exports('GetGTAOHouseHi6Object', function()
return GTAOHouseHi6
end)
GTAOHouseHi6 = {
interiorId = 207361,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi6.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi6.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi6.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi6.Strip.Enable({
GTAOHouseHi6.Strip.A,
GTAOHouseHi6.Strip.B,
GTAOHouseHi6.Strip.C
}, false)
GTAOHouseHi6.Booze.Enable({
GTAOHouseHi6.Booze.A,
GTAOHouseHi6.Booze.B,
GTAOHouseHi6.Booze.C
}, false)
GTAOHouseHi6.Smoke.Enable({
GTAOHouseHi6.Smoke.A,
GTAOHouseHi6.Smoke.B,
GTAOHouseHi6.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi6.interiorId)
end
}

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-- 2677 Whispymound Drive
-- High end house 7: 120.5 549.952 184.097
exports('GetGTAOHouseHi7Object', function()
return GTAOHouseHi7
end)
GTAOHouseHi7 = {
interiorId = 206593,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi7.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi7.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi7.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi7.Strip.Enable({
GTAOHouseHi7.Strip.A,
GTAOHouseHi7.Strip.B,
GTAOHouseHi7.Strip.C
}, false)
GTAOHouseHi7.Booze.Enable({
GTAOHouseHi7.Booze.A,
GTAOHouseHi7.Booze.B,
GTAOHouseHi7.Booze.C
}, false)
GTAOHouseHi7.Smoke.Enable({
GTAOHouseHi7.Smoke.A,
GTAOHouseHi7.Smoke.B,
GTAOHouseHi7.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi7.interiorId)
end
}

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-- 2133 Mad Wayne Thunder
-- High end house 8: -1288 440.748 97.69459
exports('GetGTAOHouseHi8Object', function()
return GTAOHouseHi8
end)
GTAOHouseHi8 = {
interiorId = 208385,
Strip = {
A = "Apart_Hi_Strip_A",
B = "Apart_Hi_Strip_B",
C = "Apart_Hi_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi8.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A",
B = "Apart_Hi_Booze_B",
C = "Apart_Hi_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi8.interiorId, details, state, refresh)
end
},
Smoke = {
A = "Apart_Hi_Smokes_A",
B = "Apart_Hi_Smokes_B",
C = "Apart_Hi_Smokes_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseHi8.interiorId, details, state, refresh)
end
},
LoadDefault = function()
GTAOHouseHi8.Strip.Enable({
GTAOHouseHi8.Strip.A,
GTAOHouseHi8.Strip.B,
GTAOHouseHi8.Strip.C
}, false)
GTAOHouseHi8.Booze.Enable({
GTAOHouseHi8.Booze.A,
GTAOHouseHi8.Booze.B,
GTAOHouseHi8.Booze.C
}, false)
GTAOHouseHi8.Smoke.Enable({
GTAOHouseHi8.Smoke.A,
GTAOHouseHi8.Smoke.B,
GTAOHouseHi8.Smoke.C
}, false)
RefreshInterior(GTAOHouseHi8.interiorId)
end
}

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-- Low end house 1: 261.4586 -998.8196 -99.00863
exports('GetGTAOHouseLow1Object', function()
return GTAOHouseLow1
end)
GTAOHouseLow1 = {
interiorId = 149761,
Strip = {
A = "Studio_Lo_Strip_A", B = "Studio_Lo_Strip_B", C = "Studio_Lo_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseLow1.interiorId, details, state, refresh)
end
},
Booze = {
A = "Studio_Lo_Booze_A", B = "Studio_Lo_Booze_B", C = "Studio_Lo_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseLow1.interiorId, details, state, refresh)
end
},
Smoke = {
none = "", stage1 = "Studio_Lo_Smoke_A", stage2 = "Studio_Lo_Smoke_B", stage3 = "Studio_Lo_Smoke_C",
Set = function(smoke, refresh)
GTAOHouseLow1.Smoke.Clear(false)
if smoke ~= nil then
SetIplPropState(GTAOHouseLow1.interiorId, smoke, true, refresh)
else
if refresh then RefreshInterior(GTAOHouseLow1.interiorId) end
end
end,
Clear = function(refresh)
SetIplPropState(GTAOHouseLow1.interiorId, {
GTAOHouseLow1.Smoke.stage1,
GTAOHouseLow1.Smoke.stage2,
GTAOHouseLow1.Smoke.stage3
}, false, refresh)
end
},
LoadDefault = function()
GTAOHouseLow1.Strip.Enable({
GTAOHouseLow1.Strip.A,
GTAOHouseLow1.Strip.B,
GTAOHouseLow1.Strip.C
}, false)
GTAOHouseLow1.Booze.Enable({
GTAOHouseLow1.Booze.A,
GTAOHouseLow1.Booze.B,
GTAOHouseLow1.Booze.C
}, false)
GTAOHouseLow1.Smoke.Set(GTAOHouseLow1.Smoke.none)
RefreshInterior(GTAOHouseLow1.interiorId)
end
}

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-- Middle end house 1: 347.2686 -999.2955 -99.19622
exports('GetGTAOHouseMid1Object', function()
return GTAOHouseMid1
end)
GTAOHouseMid1 = {
interiorId = 148225,
Strip = {
A = "Apart_Mid_Strip_A",
B = "Apart_Mid_Strip_B",
C = "Apart_Mid_Strip_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseMid1.interiorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Mid_Booze_A",
B = "Apart_Mid_Booze_B",
C = "Apart_Mid_Booze_C",
Enable = function(details, state, refresh)
SetIplPropState(GTAOHouseMid1.interiorId, details, state, refresh)
end
},
Smoke = {
none = "",
stage1 = "Apart_Mid_Smoke_A",
stage2 = "Apart_Mid_Smoke_B",
stage3 = "Apart_Mid_Smoke_C",
Set = function(smoke, refresh)
GTAOHouseMid1.Smoke.Clear(false)
if smoke ~= nil then
SetIplPropState(GTAOHouseMid1.interiorId, smoke, true, refresh)
else
if refresh then
RefreshInterior(GTAOHouseMid1.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(GTAOHouseMid1.interiorId, {
GTAOHouseMid1.Smoke.stage1,
GTAOHouseMid1.Smoke.stage2,
GTAOHouseMid1.Smoke.stage3
}, false, refresh)
end
},
LoadDefault = function()
GTAOHouseMid1.Strip.Enable({
GTAOHouseMid1.Strip.A,
GTAOHouseMid1.Strip.B,
GTAOHouseMid1.Strip.C
}, false)
GTAOHouseMid1.Booze.Enable({
GTAOHouseMid1.Booze.A,
GTAOHouseMid1.Booze.B,
GTAOHouseMid1.Booze.C
}, false)
GTAOHouseMid1.Smoke.Set(GTAOHouseMid1.Smoke.none)
RefreshInterior(GTAOHouseMid1.interiorId)
end
}

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exports('GetAmmunationsObject', function()
return Ammunations
end)
Ammunations = {
ammunationsId = {
140289, -- 249.8, -47.1, 70.0
153857, -- 844.0, -1031.5, 28.2
168193, -- -664.0, -939.2, 21.8
164609, -- -1308.7, -391.5, 36.7
176385, -- -3170.0, 1085.0, 20.8
175617, -- -1116.0, 2694.1, 18.6
200961, -- 1695.2, 3756.0, 34.7
180481, -- -328.7, 6079.0, 31.5
178689 -- 2569.8, 297.8, 108.7
},
gunclubsId = {
137729, -- 19.1, -1110.0, 29.8
248065 -- 811.0, -2152.0, 29.6
},
Details = {
hooks = "GunStoreHooks", -- Hooks for gun displaying
hooksClub = "GunClubWallHooks", -- Hooks for gun displaying
Enable = function(details, state, refresh)
if details == Ammunations.Details.hooks then
SetIplPropState(Ammunations.ammunationsId, details, state, refresh)
elseif details == Ammunations.Details.hooksClub then
SetIplPropState(Ammunations.gunclubsId, details, state, refresh)
end
end
},
LoadDefault = function()
Ammunations.Details.Enable(Ammunations.Details.hooks, true, true)
Ammunations.Details.Enable(Ammunations.Details.hooksClub, true, true)
end
}

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-- Bahama Mamas: -1388.0013, -618.41967, 30.819599
exports('GetBahamaMamasObject', function()
return BahamaMamas
end)
BahamaMamas = {
ipl = "hei_sm_16_interior_v_bahama_milo_",
Enable = function(state)
EnableIpl(BahamaMamas.ipl, state)
end
}

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Citizen.CreateThread(function()
-- Heist Jewel: -637.20159 -239.16250 38.1
RequestIpl("post_hiest_unload")
-- Max Renda: -585.8247, -282.72, 35.45475
RequestIpl("refit_unload")
-- Heist Union Depository: 2.69689322, -667.0166, 16.1306286
RequestIpl("FINBANK")
-- Morgue: 239.75195, -1360.64965, 39.53437
RequestIpl("Coroner_Int_on")
RequestIpl("coronertrash")
-- Cluckin Bell: -146.3837, 6161.5, 30.2062
RequestIpl("CS1_02_cf_onmission1")
RequestIpl("CS1_02_cf_onmission2")
RequestIpl("CS1_02_cf_onmission3")
RequestIpl("CS1_02_cf_onmission4")
-- Grapeseed's farm: 2447.9, 4973.4, 47.7
RequestIpl("farm")
RequestIpl("farmint")
RequestIpl("farm_lod")
RequestIpl("farm_props")
RequestIpl("des_farmhouse")
-- FIB lobby: 105.4557, -745.4835, 44.7548
RequestIpl("FIBlobby")
-- FIB Roof: 134.33, -745.95, 266.98
RequestIpl("atriumglmission")
-- FIB Fountain 174.184, -667.902, 43.140
RemoveIpl('dt1_05_hc_end')
RemoveIpl('dt1_05_hc_req')
RequestIpl('dt1_05_hc_remove')
-- Billboard: iFruit
RequestIpl("FruitBB")
RequestIpl("sc1_01_newbill")
RequestIpl("hw1_02_newbill")
RequestIpl("hw1_emissive_newbill")
RequestIpl("sc1_14_newbill")
RequestIpl("dt1_17_newbill")
-- Lester's factory: 716.84, -962.05, 31.59
RequestIpl("id2_14_during_door")
RequestIpl("id2_14_during1")
-- Life Invader lobby: -1047.9, -233.0, 39.0
RequestIpl("facelobby")
-- Tunnels
RequestIpl("v_tunnel_hole")
-- Carwash: 55.7, -1391.3, 30.5
RequestIpl("Carwash_with_spinners")
-- Stadium "Fame or Shame": -248.49159240722656, -2010.509033203125, 34.57429885864258
RequestIpl("sp1_10_real_interior")
RequestIpl("sp1_10_real_interior_lod")
-- House in Banham Canyon: -3086.428, 339.2523, 6.3717
RequestIpl("ch1_02_open")
-- Garage in La Mesa (autoshop): 970.27453, -1826.56982, 31.11477
RequestIpl("bkr_bi_id1_23_door")
-- Vinewood Club Garage: 1200.00, -3250.00, -50.00
RequestIpl("m23_1_garage")
-- 850, -3000, -50
RequestIpl("reh_dlc_int_04_sum2")
-- 1000, -2750, -50
RequestIpl("m23_2_int_warehous")
-- Hill Valley church - Grave: -282.46380000, 2835.84500000, 55.91446000
RequestIpl("lr_cs6_08_grave_closed")
-- Lost's trailer park: 49.49379000, 3744.47200000, 46.38629000
RequestIpl("methtrailer_grp1")
-- Lost safehouse: 984.1552, -95.3662, 74.50
RequestIpl("bkr_bi_hw1_13_int")
-- Raton Canyon river: -1652.83, 4445.28, 2.52
RequestIpl("CanyonRvrShallow")
-- Josh's house: -1117.1632080078, 303.090698, 66.52217
RequestIpl("bh1_47_joshhse_unburnt")
RequestIpl("bh1_47_joshhse_unburnt_lod")
-- Bahama Mamas: -1388.0013, -618.41967, 30.819599
RequestIpl("hei_sm_16_interior_v_bahama_milo_")
-- Zancudo River (need streamed content): 86.815, 3191.649, 30.463
RequestIpl("cs3_05_water_grp1")
RequestIpl("cs3_05_water_grp1_lod")
RequestIpl("trv1_trail_start")
-- Cassidy Creek (need streamed content): -425.677, 4433.404, 27.3253
RequestIpl("canyonriver01")
RequestIpl("canyonriver01_lod")
-- Ferris wheel
RequestIpl("ferris_finale_anim")
end)

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exports('GetFloydObject', function()
return Floyd
end)
Floyd = {
interiorId = 171777,
Style = {
normal = {
"swap_clean_apt",
"layer_debra_pic",
"layer_whiskey",
"swap_sofa_A"
},
messedUp = {
"layer_mess_A",
"layer_mess_B",
"layer_mess_C",
"layer_sextoys_a",
"swap_sofa_B",
"swap_wade_sofa_A",
"layer_wade_shit",
"layer_torture"
},
Set = function(style, refresh)
Floyd.Style.Clear(false)
SetIplPropState(Floyd.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(Floyd.interiorId, {
Floyd.Style.normal,
Floyd.Style.messedUp
}, false, refresh)
end
},
MrJam = {
normal = "swap_mrJam_A",
jammed = "swap_mrJam_B",
jammedOnTable = "swap_mrJam_C",
Set = function(mrJam, refresh)
Floyd.MrJam.Clear(false)
SetIplPropState(Floyd.interiorId, mrJam, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(Floyd.interiorId, {
Floyd.MrJam.normal,
Floyd.MrJam.jammed,
Floyd.MrJam.jammedOnTable
}, false, refresh)
end
},
LoadDefault = function()
Floyd.Style.Set(Floyd.Style.normal)
Floyd.MrJam.Set(Floyd.MrJam.normal)
RefreshInterior(Floyd.interiorId)
end
}

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exports('GetFranklinObject', function()
return Franklin
end)
Franklin = {
interiorId = 206849,
Style = {
empty = "",
unpacking = "franklin_unpacking",
settled = {
"franklin_unpacking",
"franklin_settled"
},
cardboxes = "showhome_only",
Set = function(style, refresh)
Franklin.Style.Clear(false)
if style ~= "" then
SetIplPropState(Franklin.interiorId, style, true, refresh)
else
if refresh then
RefreshInterior(Franklin.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(Franklin.interiorId, {
Franklin.Style.settled,
Franklin.Style.unpacking,
Franklin.Style.cardboxes
}, false, refresh)
end
},
GlassDoor = {
opened = "unlocked",
closed = "locked",
Set = function(door, refresh)
Franklin.GlassDoor.Clear(false)
SetIplPropState(Franklin.interiorId, door, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(Franklin.interiorId, {
Franklin.GlassDoor.opened,
Franklin.GlassDoor.closed
}, false, refresh)
end
},
Details = {
flyer = "progress_flyer", -- Mountain flyer on the kitchen counter
tux = "progress_tux", -- Tuxedo suit in the wardrobe
tshirt = "progress_tshirt", -- "I <3 LS" tshirt on the bed
bong = "bong_and_wine", -- Bong on the table
Enable = function(details, state, refresh)
SetIplPropState(Franklin.interiorId, details, state, refresh)
end
},
LoadDefault = function()
Franklin.Style.Set(Franklin.Style.settled)
Franklin.GlassDoor.Set(Franklin.GlassDoor.opened)
Franklin.Details.Enable(Franklin.Details.flyer, true)
Franklin.Details.Enable(Franklin.Details.tux, true)
Franklin.Details.Enable(Franklin.Details.tshirt, false)
Franklin.Details.Enable(Franklin.Details.bong, false)
RefreshInterior(Franklin.interiorId)
end
}

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exports('GetFranklinAuntObject', function()
return FranklinAunt
end)
FranklinAunt = {
interiorId = 197889,
Style = {
empty = "",
franklinStuff = "V_57_FranklinStuff",
franklinLeft = "V_57_Franklin_LEFT",
Set = function(style, refresh)
FranklinAunt.Style.Clear(false)
if style ~= "" then
SetIplPropState(FranklinAunt.interiorId, style, true, refresh)
else
if refresh then
RefreshInterior(FranklinAunt.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(FranklinAunt.interiorId, {
FranklinAunt.Style.franklinStuff,
FranklinAunt.Style.franklinLeft
}, false, refresh)
end
},
Details = {
bandana = "V_57_GangBandana", -- Bandana on the bed
bag = "V_57_Safari", -- Bag in the closet
Enable = function(details, state, refresh)
SetIplPropState(FranklinAunt.interiorId, details, state, refresh)
end
},
LoadDefault = function()
FranklinAunt.Style.Set(FranklinAunt.Style.franklinLeft)
FranklinAunt.Details.Enable(FranklinAunt.Details.bandana, false)
FranklinAunt.Details.Enable(FranklinAunt.Details.bag, false)
RefreshInterior(FranklinAunt.interiorId)
end
}

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exports('GetGraffitisObject', function()
return Graffitis
end)
Graffitis = {
ipl = {
"ch3_rd2_bishopschickengraffiti", -- 1861.28, 2402.11, 58.53
"cs5_04_mazebillboardgraffiti", -- 2697.32, 3162.18, 58.1
"cs5_roads_ronoilgraffiti" -- 2119.12, 3058.21, 53.25
},
Enable = function(state)
EnableIpl(Graffitis.ipl, state)
end
}

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exports('GetLesterFactoryObject', function()
return LesterFactory
end)
LesterFactory = {
interiorId = 92674,
Details = {
bluePrint = "V_53_Agency_Blueprint", -- Blueprint on the office desk
bag = "V_35_KitBag", -- Bag under the office desk
fireMan = "V_35_Fireman", -- Firemans helmets in the office
armour = "V_35_Body_Armour", -- Body armor in storage
gasMask = "Jewel_Gasmasks", -- Gas mask and suit in storage
janitorStuff = "v_53_agency _overalls", -- Janitor stuff in the storage (yes, there is a whitespace)
Enable = function(details, state, refresh)
SetIplPropState(LesterFactory.interiorId, details, state, refresh)
end
},
LoadDefault = function()
LesterFactory.Details.Enable(LesterFactory.Details.bluePrint, false)
LesterFactory.Details.Enable(LesterFactory.Details.bag, false)
LesterFactory.Details.Enable(LesterFactory.Details.fireMan, false)
LesterFactory.Details.Enable(LesterFactory.Details.armour, false)
LesterFactory.Details.Enable(LesterFactory.Details.gasMask, false)
LesterFactory.Details.Enable(LesterFactory.Details.janitorStuff, false)
RefreshInterior(LesterFactory.interiorId)
end
}

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exports('GetMichaelObject', function()
return Michael
end)
Michael = {
interiorId = 166657,
garageId = 166401,
Style = {
normal = {
"V_Michael_bed_tidy",
"V_Michael_M_items",
"V_Michael_D_items",
"V_Michael_S_items",
"V_Michael_L_Items"
},
moved = {
"V_Michael_bed_Messy",
"V_Michael_M_moved",
"V_Michael_D_Moved",
"V_Michael_L_Moved",
"V_Michael_S_items_swap",
"V_Michael_M_items_swap"
},
Set = function(style, refresh)
Michael.Style.Clear(false)
SetIplPropState(Michael.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(Michael.interiorId, {
Michael.Style.normal,
Michael.Style.moved
}, false, refresh)
end
},
Bed = {
tidy = "V_Michael_bed_tidy",
messy = "V_Michael_bed_Messy",
Set = function(bed, refresh)
Michael.Bed.Clear(false)
SetIplPropState(Michael.interiorId, bed, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(Michael.interiorId, {
Michael.Bed.tidy,
Michael.Bed.messy
}, false, refresh)
end
},
Garage = {
scuba = "V_Michael_Scuba", -- Scuba diver gear
Enable = function(scuba, state, refresh)
SetIplPropState(Michael.garageId, scuba, state, refresh)
end
},
Details = {
moviePoster = "Michael_premier", -- Meltdown movie poster
fameShamePoste = "V_Michael_FameShame", -- Next to Tracey's bed
planeTicket = "V_Michael_plane_ticket", -- Plane ticket
spyGlasses = "V_Michael_JewelHeist", -- On the shelf inside Michael's bedroom
bugershot = "burgershot_yoga", -- Bag and cup in the kitchen, next to the sink
Enable = function(details, state, refresh)
SetIplPropState(Michael.interiorId, details, state, refresh)
end
},
LoadDefault = function()
Michael.Garage.Enable(Michael.Garage.scuba, false, true)
Michael.Style.Set(Michael.Style.normal)
Michael.Bed.Set(Michael.Bed.tidy)
Michael.Details.Enable(Michael.Details.moviePoster, false)
Michael.Details.Enable(Michael.Details.fameShamePoste, false)
Michael.Details.Enable(Michael.Details.spyGlasses, false)
Michael.Details.Enable(Michael.Details.planeTicket, false)
Michael.Details.Enable(Michael.Details.bugershot, false)
RefreshInterior(Michael.interiorId)
end
}

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exports('GetNorthYanktonObject', function()
return NorthYankton
end)
NorthYankton = {
ipl = {
"prologue01",
"prologue01c",
"prologue01d",
"prologue01e",
"prologue01f",
"prologue01g",
"prologue01h",
"prologue01i",
"prologue01j",
"prologue01k",
"prologue01z",
"prologue02",
"prologue03",
"prologue03b",
"prologue04",
"prologue04b",
"prologue05",
"prologue05b",
"prologue06",
"prologue06b",
"prologue06_int",
"prologuerd",
"prologuerdb",
"prologue_DistantLights",
"prologue_LODLights",
"prologue_m2_door"
},
Enable = function(state)
EnableIpl(NorthYankton.ipl, state)
end
}

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-- Pillbox hospital: 307.1680, -590.807, 43.280
exports('GetPillboxHospitalObject', function()
return PillboxHospital
end)
PillboxHospital = {
ipl = "rc12b_default",
Enable = function(state)
EnableIpl(PillboxHospital.ipl, state)
end
}

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exports('GetRedCarpetObject', function()
return RedCarpet
end)
RedCarpet = {
ipl = "redCarpet",
Enable = function(state)
EnableIpl(RedCarpet.ipl, state)
end
}

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exports('GetSimeonObject', function()
return Simeon
end)
Simeon = {
interiorId = 7170,
Ipl = {
Interior = {
ipl = {
"shr_int"
},
Load = function()
EnableIpl(Simeon.Ipl.Interior.ipl, true)
end,
Remove = function()
EnableIpl(Simeon.Ipl.Interior.ipl, false)
end
}
},
Style = {
normal = "csr_beforeMission",
noGlass = "csr_inMission",
destroyed = "csr_afterMissionA",
fixed = "csr_afterMissionB",
Set = function(style, refresh)
Simeon.Style.Clear(false)
SetIplPropState(Simeon.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(Simeon.interiorId, {
Simeon.Style.normal,
Simeon.Style.noGlass,
Simeon.Style.destroyed,
Simeon.Style.fixed
}, false, refresh)
end
},
Shutter = {
none = "",
opened = "shutter_open",
closed = "shutter_closed",
Set = function(shutter, refresh)
Simeon.Shutter.Clear(false)
if shutter ~= "" then
SetIplPropState(Simeon.interiorId, shutter, true, refresh)
else
if refresh then
RefreshInterior(Simeon.interiorId)
end
end
end,
Clear = function(refresh)
SetIplPropState(Simeon.interiorId, {
Simeon.Shutter.opened,
Simeon.Shutter.closed
}, false, refresh)
end
},
LoadDefault = function()
Simeon.Ipl.Interior.Load()
Simeon.Style.Set(Simeon.Style.normal)
Simeon.Shutter.Set(Simeon.Shutter.open)
RefreshInterior(Simeon.interiorId)
end
}

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exports('GetStripClubObject', function()
return StripClub
end)
StripClub = {
interiorId = 197121,
Mess = {
mess = "V_19_Trevor_Mess", -- A bit of mess in the office
Enable = function(state)
SetIplPropState(StripClub.interiorId, StripClub.Mess.mess, state, true)
end
},
LoadDefault = function()
StripClub.Mess.Enable(false)
end
}

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exports('GetTrevorsTrailerObject', function()
return TrevorsTrailer
end)
TrevorsTrailer = {
interiorId = 2562,
Interior = {
tidy = "trevorstrailertidy",
trash = "TrevorsTrailerTrash",
Set = function(interior)
TrevorsTrailer.Interior.Clear()
EnableIpl(interior, true)
end,
Clear = function()
EnableIpl({
TrevorsTrailer.Interior.tidy,
TrevorsTrailer.Interior.trash
}, false)
end
},
Details = {
copHelmet = "V_26_Trevor_Helmet3", -- Cop helmet in the closet
briefcase = "V_24_Trevor_Briefcase3", -- Briefcase in the main room
michaelStuff = "V_26_Michael_Stay3", -- Michael's suit hanging on the window
Enable = function(details, state, refresh)
SetIplPropState(TrevorsTrailer.interiorId, details, state, refresh)
end
},
LoadDefault = function()
TrevorsTrailer.Interior.Set(TrevorsTrailer.Interior.tidy)
TrevorsTrailer.Details.Enable(TrevorsTrailer.Details.copHelmet, false, false)
TrevorsTrailer.Details.Enable(TrevorsTrailer.Details.briefcase, false, false)
TrevorsTrailer.Details.Enable(TrevorsTrailer.Details.michaelStuff, false, false)
RefreshInterior(TrevorsTrailer.interiorId)
end
}

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exports('GetUFOObject', function()
return UFO
end)
UFO = {
Hippie = {
ipl = "ufo", -- Hippie base: 2490.47729, 3774.84351, 2414.035
Enable = function(state)
EnableIpl(UFO.Hippie.ipl, state)
end
},
Chiliad = {
ipl = "ufo_eye", -- Chiliad: 501.5288, 5593.865, 796.2325
Enable = function(state)
EnableIpl(UFO.Chiliad.ipl, state)
end
},
Zancudo = {
ipl = "ufo_lod", -- Zancudo: -2051.99463, 3237.05835, 1456.97021
Enable = function(state)
EnableIpl(UFO.Zancudo.ipl, state)
end
}
}

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-- Zancudo Gates (GTAO like): -1600.30100000 2806.73100000 18.79683000
exports('GetZancudoGatesObject', function()
return ZancudoGates
end)
ZancudoGates = {
Gates = {
Open = function()
EnableIpl("CS3_07_MPGates", false)
end,
Close = function()
EnableIpl("CS3_07_MPGates", true)
end,
},
LoadDefault = function()
ZancudoGates.Gates.Open()
end
}

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-- Global variables
Global = {
currentInteriorId = 0,
-- The current interior is set to True by 'interiorIdObserver'
Online = {
isInsideApartmentHi1 = false,
isInsideApartmentHi2 = false,
isInsideHouseHi1 = false,
isInsideHouseHi2 = false,
isInsideHouseHi3 = false,
isInsideHouseHi4 = false,
isInsideHouseHi5 = false,
isInsideHouseHi6 = false,
isInsideHouseHi7 = false,
isInsideHouseHi8 = false,
isInsideHouseLow1 = false,
isInsideHouseMid1 = false
},
Biker = {
isInsideClubhouse1 = false,
isInsideClubhouse2 = false
},
FinanceOffices = {
isInsideOffice1 = false,
isInsideOffice2 = false,
isInsideOffice3 = false,
isInsideOffice4 = false
},
HighLife = {
isInsideApartment1 = false,
isInsideApartment2 = false,
isInsideApartment3 = false,
isInsideApartment4 = false,
isInsideApartment5 = false,
isInsideApartment6 = false
},
-- Set all interiors variables to false
-- The loop inside 'interiorIdObserver' will set them to true
ResetInteriorVariables = function()
for _, parentKey in pairs{"Biker", "FinanceOffices", "HighLife"} do
local t = Global[parentKey]
for key in pairs(t) do
t[key] = false
end
end
end
}
exports('GVariables', function()
return Global
end)
exports('EnableIpl', function(ipl, activate)
return EnableIpl(ipl, activate)
end)
exports('GetPedheadshotTexture', function(ped)
return GetPedheadshotTexture(ped)
end)
-- Load or remove IPL(s)
function EnableIpl(ipl, activate)
if type(ipl) == "table" then
for key, value in pairs(ipl) do
EnableIpl(value, activate)
end
else
if activate then
if not IsIplActive(ipl) then
RequestIpl(ipl)
end
else
if IsIplActive(ipl) then
RemoveIpl(ipl)
end
end
end
end
-- Enable or disable the specified props in an interior
function SetIplPropState(interiorId, props, state, refresh)
if refresh == nil then
refresh = false
end
if type(interiorId) == "table" then
for key, value in pairs(interiorId) do
SetIplPropState(value, props, state, refresh)
end
else
if type(props) == "table" then
for key, value in pairs(props) do
SetIplPropState(interiorId, value, state, refresh)
end
else
if state then
if not IsInteriorPropEnabled(interiorId, props) then
EnableInteriorProp(interiorId, props)
end
else
if IsInteriorPropEnabled(interiorId, props) then
DisableInteriorProp(interiorId, props)
end
end
end
if refresh then
RefreshInterior(interiorId)
end
end
end
function CreateNamedRenderTargetForModel(name, model)
local handle = 0
if not IsNamedRendertargetRegistered(name) then
RegisterNamedRendertarget(name, false)
end
if not IsNamedRendertargetLinked(model) then
LinkNamedRendertarget(model)
end
if IsNamedRendertargetRegistered(name) then
handle = GetNamedRendertargetRenderId(name)
end
return handle
end
function DrawEmptyRect(name, model)
local step = 250
local timeout = 5 * 1000
local currentTime = 0
local renderId = CreateNamedRenderTargetForModel(name, model)
while not IsNamedRendertargetRegistered(name) do
Citizen.Wait(step)
currentTime = currentTime + step
if currentTime >= timeout then
return false
end
end
if IsNamedRendertargetRegistered(name) then
SetTextRenderId(renderId)
SetScriptGfxDrawOrder(4)
DrawRect(0.5, 0.5, 1.0, 1.0, 0, 0, 0, 0)
SetTextRenderId(GetDefaultScriptRendertargetRenderId())
ReleaseNamedRendertarget(0, name)
end
return true
end
function SetupScaleform(movieId, scaleformFunction, parameters)
BeginScaleformMovieMethod(movieId, scaleformFunction)
ScaleformMovieMethodAddParamTextureNameString_2(name)
if type(parameters) == "table" then
for i = 0, Tablelength(parameters) - 1 do
local p = parameters["p" .. tostring(i)]
if p.type == "bool" then
PushScaleformMovieMethodParameterBool(p.value)
elseif p.type == "int" then
PushScaleformMovieMethodParameterInt(p.value)
elseif p.type == "float" then
PushScaleformMovieMethodParameterFloat(p.value)
elseif p.type == "string" then
PushScaleformMovieMethodParameterString(p.value)
elseif p.type == "buttonName" then
PushScaleformMovieMethodParameterButtonName(p.value)
end
end
end
EndScaleformMovieMethod()
N_0x32f34ff7f617643b(movieId, 1)
end
function LoadStreamedTextureDict(texturesDict)
local step = 1000
local timeout = 5 * 1000
local currentTime = 0
RequestStreamedTextureDict(texturesDict, 0)
while not HasStreamedTextureDictLoaded(texturesDict) do
Citizen.Wait(step)
currentTime = currentTime + step
if currentTime >= timeout then
return false
end
end
return true
end
function LoadScaleform(scaleform)
local step = 1000
local timeout = 5 * 1000
local currentTime = 0
local handle = RequestScaleformMovie(scaleform)
while not HasScaleformMovieLoaded(handle) do
Citizen.Wait(step)
currentTime = currentTime + step
if currentTime >= timeout then
return -1
end
end
return handle
end
function GetPedheadshot(ped)
local step = 1000
local timeout = 5 * 1000
local currentTime = 0
local pedheadshot = RegisterPedheadshot(ped)
while not IsPedheadshotReady(pedheadshot) do
Citizen.Wait(step)
currentTime = currentTime + step
if currentTime >= timeout then
return -1
end
end
return pedheadshot
end
function GetPedheadshotTexture(ped)
local textureDict = nil
local pedheadshot = GetPedheadshot(ped)
if pedheadshot ~= -1 then
textureDict = GetPedheadshotTxdString(pedheadshot)
local IsTextureDictLoaded = LoadStreamedTextureDict(textureDict)
if not IsTextureDictLoaded then
Citizen.Trace("ERROR: GetPedheadshotTexture - Textures dictionnary \"" .. tostring(textureDict) .. "\" cannot be loaded.")
end
else
Citizen.Trace("ERROR: GetPedheadshotTexture - PedHeadShot not ready.")
end
return textureDict
end
-- Return the number of elements of the table
function Tablelength(T)
local count = 0
for _ in pairs(T) do
count = count + 1
end
return count
end

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local _scanDelay = 500
Citizen.CreateThread(function()
while true do
-- /!\ To do: Find a more reliable way to get the current interior ID
Global.currentInteriorId = GetInteriorAtCoords(GetEntityCoords(PlayerPedId()))
if Global.currentInteriorId == 0 then
Global.ResetInteriorVariables()
else
-- Setting variables
-- GTA Online
Global.Online.isInsideApartmentHi1 = (Global.currentInteriorId == GTAOApartmentHi1.interiorId)
Global.Online.isInsideApartmentHi2 = (Global.currentInteriorId == GTAOApartmentHi2.interiorId)
Global.Online.isInsideHouseHi1 = (Global.currentInteriorId == GTAOHouseHi1.interiorId)
Global.Online.isInsideHouseHi2 = (Global.currentInteriorId == GTAOHouseHi2.interiorId)
Global.Online.isInsideHouseHi3 = (Global.currentInteriorId == GTAOHouseHi3.interiorId)
Global.Online.isInsideHouseHi4 = (Global.currentInteriorId == GTAOHouseHi4.interiorId)
Global.Online.isInsideHouseHi5 = (Global.currentInteriorId == GTAOHouseHi5.interiorId)
Global.Online.isInsideHouseHi6 = (Global.currentInteriorId == GTAOHouseHi6.interiorId)
Global.Online.isInsideHouseHi7 = (Global.currentInteriorId == GTAOHouseHi7.interiorId)
Global.Online.isInsideHouseHi8 = (Global.currentInteriorId == GTAOHouseHi8.interiorId)
Global.Online.isInsideHouseLow1 = (Global.currentInteriorId == GTAOHouseLow1.interiorId)
Global.Online.isInsideHouseMid1 = (Global.currentInteriorId == GTAOHouseMid1.interiorId)
-- DLC: High life
Global.HighLife.isInsideApartment1 = (Global.currentInteriorId == HLApartment1.interiorId)
Global.HighLife.isInsideApartment2 = (Global.currentInteriorId == HLApartment2.interiorId)
Global.HighLife.isInsideApartment3 = (Global.currentInteriorId == HLApartment3.interiorId)
Global.HighLife.isInsideApartment4 = (Global.currentInteriorId == HLApartment4.interiorId)
Global.HighLife.isInsideApartment5 = (Global.currentInteriorId == HLApartment5.interiorId)
Global.HighLife.isInsideApartment6 = (Global.currentInteriorId == HLApartment6.interiorId)
-- DLC: Bikers - Clubhouses
Global.Biker.isInsideClubhouse1 = (Global.currentInteriorId == BikerClubhouse1.interiorId)
Global.Biker.isInsideClubhouse2 = (Global.currentInteriorId == BikerClubhouse2.interiorId)
-- DLC: Finance & Felony - Offices
Global.FinanceOffices.isInsideOffice1 = (Global.currentInteriorId == FinanceOffice1.currentInteriorId)
Global.FinanceOffices.isInsideOffice2 = (Global.currentInteriorId == FinanceOffice2.currentInteriorId)
Global.FinanceOffices.isInsideOffice3 = (Global.currentInteriorId == FinanceOffice3.currentInteriorId)
Global.FinanceOffices.isInsideOffice4 = (Global.currentInteriorId == FinanceOffice4.currentInteriorId)
end
Citizen.Wait(_scanDelay)
end
end)

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-- Delay between each attempt to open/close the doors corresponding to their state
local _scanDelay = 500
Citizen.CreateThread(function()
while true do
local office = 0
-- Search for the current office to open/close the safes doors
if Global.FinanceOffices.isInsideOffice1 then
office = FinanceOffice1
elseif Global.FinanceOffices.isInsideOffice2 then
office = FinanceOffice2
elseif Global.FinanceOffices.isInsideOffice3 then
office = FinanceOffice3
elseif Global.FinanceOffices.isInsideOffice4 then
office = FinanceOffice4
end
if office ~= 0 then
-- Office found, let's check the doors
-- Check left door
doorHandle = office.Safe.GetDoorHandle(office.currentSafeDoors.hashL)
if doorHandle ~= 0 then
if office.Safe.isLeftDoorOpen then
office.Safe.SetDoorState("left", true)
else
office.Safe.SetDoorState("left", false)
end
end
-- Check right door
doorHandle = office.Safe.GetDoorHandle(office.currentSafeDoors.hashR)
if doorHandle ~= 0 then
if office.Safe.isRightDoorOpen then
office.Safe.SetDoorState("right", true)
else
office.Safe.SetDoorState("right", false)
end
end
end
Citizen.Wait(_scanDelay)
end
end)

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local Zones = {}
local insideZones = {}
Citizen.CreateThread(function()
while true do
local plyPed = PlayerPedId()
local coord = GetEntityCoords(plyPed)
Citizen.Wait(500)
for _, zone in pairs(Zones) do
if Zones[_]:isPointInside(coord) then
if (not insideZones[_]) then
insideZones[_] = true
local insideZone = true
Citizen.CreateThread(function()
TriggerEvent("bt-polyzone:enter", _)
while insideZone do
local plyPed = PlayerPedId()
local InZoneCoordS = GetEntityCoords(plyPed)
if not Zones[_]:isPointInside(InZoneCoordS) then
insideZone = false
insideZones[_] = false
TriggerEvent("bt-polyzone:exit", _)
end
Citizen.Wait(250)
end
end)
end
end
end
end
end)
function AddCircleZone(name, center, radius, options)
center = vector3(center.x, center.y, center.z)
Zones[name] = CircleZone:Create(center, radius, options)
end
function AddBoxZone(name, center, length, width, options)
center = vector3(center.x, center.y, center.z)
Zones[name] = BoxZone:Create(center, length, width, options)
end
function AddPolyZone(name, points, options)
Zones[name] = PolyZone:Create(points, options)
end

View File

@ -0,0 +1,22 @@
fx_version 'cerulean'
game 'gta5'
dependencies {
"PolyZone"
}
client_scripts {
'@PolyZone/client.lua',
'@PolyZone/BoxZone.lua',
'@PolyZone/EntityZone.lua',
'@PolyZone/CircleZone.lua',
'@PolyZone/ComboZone.lua',
'client/main.lua'
}
exports {
'AddCircleZone',
'AddBoxZone',
'AddPolyZone'
}

View File

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
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To do so, attach the following notices to the program. It is safest
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the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
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This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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# casinoUi
edited version of dsheedes cd_drawtextui
- Original Creator: https://github.com/dsheedes/cd_drawtextui

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RegisterNetEvent('casinoUi:ShowUI')
AddEventHandler('casinoUi:ShowUI', function(action, text)
SendNUIMessage({
action = action,
text = text,
})
end)
RegisterNetEvent('casinoUi:HideUI')
AddEventHandler('casinoUi:HideUI', function()
SendNUIMessage({
action = 'hide'
})
end)
function DrawCasinoUi(action, text)
SendNUIMessage({
action = action,
text = text,
})
end
function HideCasinoUi()
SendNUIMessage({
action = 'hide'
})
end
-- RegisterCommand('test', function()
-- exports['casinoUi']:DrawCasinoUi('show', "Diamond Casino Blackjack</p>Balance: $5000Test</br>Bet: 10000Test")
-- Wait(3700)
-- exports['casinoUi']:HideCasinoUi('hide')
-- end, false)

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