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# ilv-interact
A **NoPixel 5 (NoPixel V) inspired** interaction system for FiveM.
Walk up to something, look at it, press **E**. No third-eye menus, no clutter – just the same minimal in-world prompts you've seen on NoPixel V.
**Author:** Iloveyou.scripts
**Discord:** https://discord.gg/SYTCVXqTcs
**Tebex:** https://iloveyou.tebex.io/
---
## Features
- **Ring dots** on every nearby interaction point, so players can see everything they can interact with.
- **Crosshair hover** – a small centre-screen dot picks the in-range point closest to it. Move the camera to switch between points.
- **`[E] LABEL` prompt** in a condensed italic HUD font, drawn in-game (no NUI) so it stays locked to the world with no lag.
- **Multiple options per point** – scroll with the arrow keys or mouse wheel; the selected option carries the key badge.
- **`canInteract` filtering** – options that fail their check are hidden; points with nothing to show disappear.
- Coords, local entities, networked entities, entity bones and model-wide interactions.
- Auto-disables on death, NUI focus, in vehicles and while cuffed (configurable).
- Lightweight: ~44 KB of assets downloaded once, zero server-side work, a few sprite draws per frame.
## Installation
1. Place the folder in your resources directory and **name it `ilv-interact`** (the folder name is the resource name used by exports).
2. Make sure [ox_lib](https://github.com/overextended/ox_lib) starts first.
3. Add to your `server.cfg`:
```cfg
ensure ox_lib
ensure ilv-interact
```
## Controls
| Key | Action |
| --- | --- |
| Camera / mouse | Hover the crosshair over a point |
| `E` | Use the selected option |
| `↑` / `↓` or mouse wheel | Change option when a point has several |
## How distances work
| Field | Meaning | Default |
| --- | --- | --- |
| `distance` | How close the player must be for the **dot** to appear | `8.0` (`10.0` for networked entities / bones) |
| `interactDst` | How close the player must be for the **prompt** to appear and `E` to work | `1.0` |
| `offset` | `vec3` offset from the entity the point is placed at | `vec3(0, 0, 0)` |
---
## Options
Every export takes an `options` list. Each option supports:
```lua
{
name = 'my:option', -- optional, used by RemoveInteractionOption and to replace an existing option
label = 'Pickup Hot Dog - $25',
canInteract = function(entity, coords, args)
return true -- return false to hide this option
end,
-- Pick ONE of the following (checked in this order):
action = function(entity, coords, args) end,
serverEvent = 'my:server:event', -- TriggerServerEvent(serverEvent, args)
event = 'my:client:event', -- TriggerEvent(event, option)
args = { any = 'data' },
}
```
## Exports
All `Add*` exports take a single table. Because the resource name contains a hyphen, call exports with brackets: `exports['ilv-interact']`.
### AddInteraction
Adds a point at fixed coords. Returns the interaction id.
```lua
local id = exports['ilv-interact']:AddInteraction({
coords = vec3(55.869, -1545.9351, 29.8501),
distance = 2.0,
interactDst = 1.0,
name = 'laundromat_hack',
options = {
{
label = 'Hack Security',
event = 'sizan-robbery:client:UseBlueLaptop',
canInteract = function()
return true
end,
},
},
})
```
### AddLocalEntityInteraction
Adds a point on a client-side (non-networked) entity. Returns the interaction id.
```lua
local id = exports['ilv-interact']:AddLocalEntityInteraction({
entity = ped,
offset = vec3(0.0, 0.0, 0.3),
distance = 4.0,
interactDst = 1.5,
options = {
{
label = 'Talk',
action = function(entity)
print(('Talking to %s'):format(entity))
end,
},
},
})
```
### AddEntityInteraction
Adds a point on a networked entity. `netId` accepts a network id or an entity handle; non-networked entities fall back to `AddLocalEntityInteraction`. Returns the interaction id.
```lua
local id = exports['ilv-interact']:AddEntityInteraction({
netId = NetworkGetNetworkIdFromEntity(vehicle),
distance = 5.0,
interactDst = 1.5,
options = {
{ label = 'Search Vehicle', serverEvent = 'my:server:searchVehicle' },
},
})
```
### AddEntityBoneInteraction
Adds a point on an entity bone.
```lua
exports['ilv-interact']:AddEntityBoneInteraction({
entity = vehicle,
bone = 'boot',
distance = 3.0,
interactDst = 1.5,
options = {
{ label = 'Open Trunk', action = function(entity) SetVehicleDoorOpen(entity, 5, false, false) end },
},
})
```
### AddModelInteraction
Adds a point to every spawned object of the given models.
```lua
exports['ilv-interact']:AddModelInteraction({
modelData = {
{ model = 'p_dumpster_t', offset = vec3(0.0, 0.0, 1.0) },
{ model = 'prop_dumpster_02a', offset = vec3(0.0, 0.0, 1.0) },
},
distance = 8.0,
interactDst = 1.0,
options = {
{
label = 'Search Trash',
action = function(entity, coords, args)
SearchTrash(entity)
end,
},
},
})
```
### Removing and updating
```lua
exports['ilv-interact']:RemoveInteraction(id) -- remove by id
exports['ilv-interact']:RemoveInteractionByEntity(entity) -- remove everything on an entity
exports['ilv-interact']:RemoveInteractionOption(id, 'my:option') -- remove a single named option
exports['ilv-interact']:UpdateInteraction(id, newOptions) -- replace the options list
```
Interactions are removed automatically when the resource that created them stops.
### Disable
```lua
exports['ilv-interact']:Disable(true) -- hide and block all interactions
exports['ilv-interact']:Disable(false)
```
---
## Configuration
Everything lives in [`shared/settings.lua`](shared/settings.lua).
### Prompt
Sizes are fractions of screen height – divide the pixel size you want at 1080p by 1080.
| Setting | Default | Description |
| --- | --- | --- |
| `key` | `'E'` | Letter shown in the key badge |
| `uppercase` | `true` | Render labels in uppercase |
| `textHeight` | `0.0125` | Label cap height (~13px) |
| `keySize` | `0.0167` | Key badge size (~18px) |
| `keyTextHeight` | `0.0095` | Letter size inside the badge |
| `keyGap` | `0.0075` | Space between badge and label |
| `dotSize` | `0.0155` | Interaction dot size (~16px) |
| `crosshairSize` | `0.0055` | Crosshair dot size |
| `crosshair` | `true` | Show the crosshair while points are nearby |
| `hoverRadius` | `0.06` | How close the crosshair must be to a point to select it |
| `rowSpacing` | `0.024` | Spacing between options on the same point |
| `textColor` / `keyColor` / `keyTextColor` | white / white / near-black | RGBA colours |
| `dimmedAlpha` | `140` | Opacity of non-selected options |
| `shadowAlpha` | `110` | Label drop shadow strength (`0` to disable) |
### Disable
| Setting | Default | Description |
| --- | --- | --- |
| `onDeath` | `true` | Disable while dead |
| `onNuiFocus` | `true` | Disable while NUI has focus |
| `onVehicle` | `true` | Disable while in a vehicle |
| `onHandCuff` | `true` | Disable while cuffed |
---
## Credits & License
- Prompt font: [Barlow Condensed](https://github.com/jpt/barlow) SemiBold Italic, SIL Open Font License 1.1.
- Licensed under [CC BY-NC-SA 4.0](LICENSE).
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local Player = {}
local Loaded = false
RegisterNetEvent('esx:setPlayerData', function(key, value)
if not Loaded or GetInvokingResource() ~= 'es_extended' then return end
if key ~= 'job' then return end
Player.Group = { [value.name] = value.grade }
TriggerEvent('interact:groupsChanged', Player.Group)
end)
RegisterNetEvent('esx:playerLoaded',function(xPlayer)
Player = {
Group = {
[xPlayer.job.name] = xPlayer.job.grade,
},
}
Loaded = true
TriggerEvent('interact:groupsChanged', Player.Group)
end)
RegisterNetEvent('esx:onPlayerLogout', function()
Player = table.wipe(Player)
TriggerEvent('interact:groupsChanged', {})
end)
return Bridge
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--[[
Bridge is a simple module that allows allows multi framework compatability.
All framework code has been taken from Renewed-Lib which can be found here:
https://github.com/Renewed-Scripts/Renewed-Lib
]]
local function hasFramework(framework)
return GetResourceState(framework) ~= 'missing'
end
local framework = hasFramework('ox_core') and 'ox' or hasFramework('qb-core') and 'qb' or hasFramework('qbx_core') and 'qb' or hasFramework('es_extended') and 'esx' or nil
if not framework then
return print('No framework detected')
end
local resource = ('bridge.%s.client'):format(framework)
require (resource)
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local file = ('imports/%s.lua'):format('client')
local import = LoadResourceFile('ox_core', file)
local chunk = assert(load(import, ('@@ox_core/%s'):format(file)))
chunk()
local Player = {}
RegisterNetEvent('ox:setGroup', function(name, grade)
Player.group[name] = grade
TriggerEvent('interact:groupsChanged', Player.group)
end)
AddEventHandler('ox:playerLoaded', function()
Player = {
group = Ox.GetPlayerData().groups
}
TriggerEvent('interact:groupsChanged', Player.group)
end)
AddEventHandler('ox:playerLogout', function()
table.wipe(Player)
TriggerEvent('interact:groupsChanged', {})
end)
AddEventHandler('onResourceStart', function(resource)
if resource == GetCurrentResourceName() then
Wait(500)
Player = {
group = Ox.GetPlayerData().groups
}
TriggerEvent('interact:groupsChanged', Player.group)
end
end)
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local QBCore = exports['qb-core']:GetCoreObject()
local Player = {}
-- Group Updaters --
RegisterNetEvent('QBCore:Client:OnJobUpdate', function(job)
if not Player.Group then return end
Player.Group[Player.job] = nil
Player.Group[job.name] = job.grade.level
Player.job = job.name
TriggerEvent('interact:groupsChanged', Player.Group)
end)
RegisterNetEvent('QBCore:Client:OnGangUpdate', function(job)
if not Player.Group then return end
Player.Group[Player.gang] = nil
Player.Group[job.name] = job.grade.level
Player.gang = job.name
TriggerEvent('interact:groupsChanged', Player.Group)
end)
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
local PlayerData = QBCore.Functions.GetPlayerData()
Player = {
Group = {
[PlayerData.job.name] = PlayerData.job.grade.level,
[PlayerData.gang.name] = PlayerData.gang.grade.level
},
job = PlayerData.job.name,
gang = PlayerData.gang.name,
}
TriggerEvent('interact:groupsChanged', Player.Group)
end)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function()
Player = table.wipe(Player)
TriggerEvent('interact:groupsChanged', {})
end)
+41
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@@ -0,0 +1,41 @@
if GetConvar('interact_disabledefault', 'false') == 'true' then
return
end
local api = require 'client.interactions'
api.addGlobalVehicleInteraction({
distance = 5.0,
interactDst = 1.5,
offset = vec3(0.0, 1.0, 0.0),
bone = 'boot',
id = 'interact:defaultTrunk',
options = {
name = 'interact:trunk',
label = 'Trunk',
action = function(entity)
if GetVehicleDoorLockStatus(entity) ~= 1 then
return lib.notify({ type = 'error', title = 'The trunk is locked.' })
end
if GetVehicleDoorAngleRatio(entity, 5) <= 0.0 then
return lib.notify({ type = 'error', title = 'the trunk is not open' })
end
local plate = GetVehicleNumberPlateText(entity)
local invId = 'trunk'..plate
local coords = GetEntityCoords(entity)
TaskTurnPedToFaceCoord(cache.ped, coords.x, coords.y, coords.z, 0)
if not ps-inventory:openInventory('trunk', { id = invId, netid = NetworkGetNetworkIdFromEntity(entity), entityid = entity, door = 5 }) then return end
end,
},
options = {
label = 'hehehe',
action = function(entity)
end,
}
})
+114
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@@ -0,0 +1,114 @@
local entities = {}
local netIds = {}
local models = {}
local localEnties = {}
-- Sub caches are used for caching shit that is run every 250ms in the main loop
local subCache = {}
function entities.isNetIdNearby(netID)
local entity = netIds[netID]
return entity and entity.entity
end
function entities.getModelEntities(model)
return models[model]
end
function entities.isEntityNearby(entity)
return localEnties[entity]
end
function entities.getEntitiesByType(type)
local amount = 0
local entityTable = {}
if subCache[type] then
return #subCache[type], subCache[type]
end
for k, v in pairs(localEnties) do
if v.type == type then
amount = amount + 1
entityTable[amount] = k
end
end
for _, v in pairs(netIds) do
if v.type == type then
amount = amount + 1
entityTable[amount] = v.entity
end
end
subCache[type] = entityTable
return amount, entityTable
end
local function clearTables()
table.wipe(netIds)
table.wipe(models)
table.wipe(localEnties)
table.wipe(subCache)
end
local NetworkGetNetworkIdFromEntity = NetworkGetNetworkIdFromEntity
local NetworkGetEntityIsNetworked = NetworkGetEntityIsNetworked
local GetEntityModel = GetEntityModel
local function buildEntities(eType, playerCoords)
local entityPool = GetGamePool(eType)
local type = eType:sub(2):lower()
for i = 1, #entityPool do
local entity = entityPool[i]
if #(playerCoords - GetEntityCoords(entity)) < 100.0 then
local isNetworked = NetworkGetEntityIsNetworked(entity)
local model = GetEntityModel(entity)
if isNetworked then
local netId = NetworkGetNetworkIdFromEntity(entity)
if not netIds[netId] then
netIds[netId] = {
entity = entity,
type = type,
}
end
else
localEnties[entity] = {
entity = entity,
type = type,
}
end
if not models[model] then
models[model] = {}
end
models[model][#models[model] + 1] = {
entity = entity,
type = type,
}
end
end
end
CreateThread(function()
while true do
local playerCoords = GetEntityCoords(cache.ped)
clearTables()
buildEntities('CVehicle', playerCoords)
buildEntities('CPed', playerCoords)
buildEntities('CObject', playerCoords)
Wait(2500)
end
end)
return entities
+103
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@@ -0,0 +1,103 @@
-- Generated glyph metrics for assets/prompt/font.png (Barlow Condensed SemiBold Italic, OFL).
return {
width = 512,
height = 512,
lineHeight = 53,
ascent = 44,
capHeight = 31,
glyphs = {
[' '] = { x = 4, y = 4, w = 0, xoff = -1, adv = 9.00 },
['!'] = { x = 8, y = 4, w = 14, xoff = -1, adv = 11.00 },
['"'] = { x = 26, y = 4, w = 18, xoff = -1, adv = 13.00 },
['#'] = { x = 48, y = 4, w = 28, xoff = -1, adv = 26.00 },
['$'] = { x = 80, y = 4, w = 22, xoff = -1, adv = 19.00 },
['%'] = { x = 106, y = 4, w = 35, xoff = -1, adv = 33.00 },
['&'] = { x = 145, y = 4, w = 27, xoff = -1, adv = 25.00 },
['('] = { x = 191, y = 4, w = 15, xoff = -1, adv = 12.00 },
[')'] = { x = 210, y = 4, w = 16, xoff = -1, adv = 12.00 },
['*'] = { x = 230, y = 4, w = 20, xoff = -1, adv = 15.00 },
['+'] = { x = 254, y = 4, w = 21, xoff = -1, adv = 19.00 },
[','] = { x = 279, y = 4, w = 10, xoff = -1, adv = 8.00 },
['-'] = { x = 293, y = 4, w = 16, xoff = -1, adv = 14.00 },
['.'] = { x = 313, y = 4, w = 11, xoff = -1, adv = 9.00 },
['/'] = { x = 328, y = 4, w = 20, xoff = -1, adv = 17.00 },
['0'] = { x = 352, y = 4, w = 22, xoff = -1, adv = 19.00 },
['1'] = { x = 378, y = 4, w = 15, xoff = -1, adv = 12.00 },
['2'] = { x = 397, y = 4, w = 21, xoff = -1, adv = 18.00 },
['3'] = { x = 422, y = 4, w = 22, xoff = -1, adv = 18.00 },
['4'] = { x = 448, y = 4, w = 22, xoff = -1, adv = 20.00 },
['5'] = { x = 474, y = 4, w = 22, xoff = -1, adv = 18.00 },
['6'] = { x = 4, y = 61, w = 21, xoff = -1, adv = 18.00 },
['7'] = { x = 29, y = 61, w = 22, xoff = -1, adv = 17.00 },
['8'] = { x = 55, y = 61, w = 21, xoff = -1, adv = 19.00 },
['9'] = { x = 80, y = 61, w = 21, xoff = -1, adv = 18.00 },
[':'] = { x = 105, y = 61, w = 13, xoff = -1, adv = 11.00 },
[';'] = { x = 122, y = 61, w = 12, xoff = -1, adv = 9.00 },
['<'] = { x = 138, y = 61, w = 22, xoff = -1, adv = 19.00 },
['='] = { x = 164, y = 61, w = 22, xoff = -1, adv = 19.00 },
['>'] = { x = 190, y = 61, w = 21, xoff = -1, adv = 19.00 },
['?'] = { x = 215, y = 61, w = 21, xoff = -1, adv = 18.00 },
['@'] = { x = 240, y = 61, w = 34, xoff = -1, adv = 32.00 },
['A'] = { x = 278, y = 61, w = 22, xoff = -2, adv = 19.00 },
['B'] = { x = 304, y = 61, w = 23, xoff = -1, adv = 20.00 },
['C'] = { x = 331, y = 61, w = 22, xoff = -1, adv = 20.00 },
['D'] = { x = 357, y = 61, w = 23, xoff = -1, adv = 20.00 },
['E'] = { x = 384, y = 61, w = 23, xoff = -1, adv = 19.00 },
['F'] = { x = 411, y = 61, w = 23, xoff = -1, adv = 18.00 },
['G'] = { x = 438, y = 61, w = 23, xoff = -1, adv = 20.00 },
['H'] = { x = 465, y = 61, w = 23, xoff = -1, adv = 20.00 },
['I'] = { x = 492, y = 61, w = 13, xoff = -1, adv = 10.00 },
['J'] = { x = 4, y = 118, w = 22, xoff = -1, adv = 19.00 },
['K'] = { x = 30, y = 118, w = 25, xoff = -1, adv = 20.00 },
['L'] = { x = 59, y = 118, w = 20, xoff = -1, adv = 18.00 },
['M'] = { x = 83, y = 118, w = 26, xoff = -1, adv = 23.00 },
['N'] = { x = 113, y = 118, w = 25, xoff = -1, adv = 22.00 },
['O'] = { x = 142, y = 118, w = 23, xoff = -1, adv = 20.00 },
['P'] = { x = 169, y = 118, w = 23, xoff = -1, adv = 19.00 },
['Q'] = { x = 196, y = 118, w = 22, xoff = -1, adv = 19.00 },
['R'] = { x = 222, y = 118, w = 23, xoff = -1, adv = 20.00 },
['S'] = { x = 249, y = 118, w = 22, xoff = -1, adv = 19.00 },
['T'] = { x = 275, y = 118, w = 24, xoff = -1, adv = 19.00 },
['U'] = { x = 303, y = 118, w = 24, xoff = -1, adv = 20.00 },
['V'] = { x = 331, y = 118, w = 24, xoff = -1, adv = 20.00 },
['W'] = { x = 359, y = 118, w = 33, xoff = -1, adv = 28.00 },
['X'] = { x = 396, y = 118, w = 24, xoff = -1, adv = 20.00 },
['Y'] = { x = 424, y = 118, w = 24, xoff = -1, adv = 19.00 },
['Z'] = { x = 452, y = 118, w = 22, xoff = -1, adv = 17.00 },
['['] = { x = 478, y = 118, w = 17, xoff = -2, adv = 14.00 },
[']'] = { x = 27, y = 175, w = 19, xoff = -1, adv = 14.00 },
['^'] = { x = 50, y = 175, w = 20, xoff = -1, adv = 18.00 },
['_'] = { x = 74, y = 175, w = 20, xoff = -2, adv = 17.00 },
['`'] = { x = 98, y = 175, w = 13, xoff = -1, adv = 9.00 },
['a'] = { x = 115, y = 175, w = 21, xoff = -1, adv = 19.00 },
['b'] = { x = 140, y = 175, w = 21, xoff = -1, adv = 19.00 },
['c'] = { x = 165, y = 175, w = 20, xoff = -1, adv = 18.00 },
['d'] = { x = 189, y = 175, w = 22, xoff = -1, adv = 19.00 },
['e'] = { x = 215, y = 175, w = 20, xoff = -1, adv = 18.00 },
['f'] = { x = 239, y = 175, w = 17, xoff = -1, adv = 12.00 },
['g'] = { x = 260, y = 175, w = 21, xoff = -1, adv = 18.00 },
['h'] = { x = 285, y = 175, w = 21, xoff = -1, adv = 19.00 },
['i'] = { x = 310, y = 175, w = 13, xoff = -1, adv = 9.00 },
['j'] = { x = 327, y = 175, w = 17, xoff = -5, adv = 9.00 },
['k'] = { x = 348, y = 175, w = 21, xoff = -1, adv = 18.00 },
['l'] = { x = 373, y = 175, w = 12, xoff = -1, adv = 8.00 },
['m'] = { x = 389, y = 175, w = 30, xoff = -1, adv = 28.00 },
['n'] = { x = 423, y = 175, w = 21, xoff = -1, adv = 19.00 },
['o'] = { x = 448, y = 175, w = 20, xoff = -1, adv = 18.00 },
['p'] = { x = 472, y = 175, w = 21, xoff = -1, adv = 19.00 },
['q'] = { x = 4, y = 232, w = 21, xoff = -1, adv = 19.00 },
['r'] = { x = 29, y = 232, w = 17, xoff = -1, adv = 13.00 },
['s'] = { x = 50, y = 232, w = 19, xoff = -1, adv = 17.00 },
['t'] = { x = 73, y = 232, w = 15, xoff = -1, adv = 12.00 },
['u'] = { x = 92, y = 232, w = 21, xoff = -1, adv = 19.00 },
['v'] = { x = 117, y = 232, w = 21, xoff = -1, adv = 18.00 },
['w'] = { x = 142, y = 232, w = 29, xoff = -1, adv = 25.00 },
['x'] = { x = 175, y = 232, w = 22, xoff = -2, adv = 18.00 },
['y'] = { x = 201, y = 232, w = 22, xoff = -2, adv = 17.00 },
['z'] = { x = 227, y = 232, w = 19, xoff = -1, adv = 16.00 },
['{'] = { x = 250, y = 232, w = 18, xoff = -1, adv = 14.00 },
['|'] = { x = 272, y = 232, w = 13, xoff = -2, adv = 7.00 },
['}'] = { x = 289, y = 232, w = 17, xoff = -2, adv = 14.00 },
['~'] = { x = 310, y = 232, w = 23, xoff = -1, adv = 20.00 },
},
}
+588
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@@ -0,0 +1,588 @@
local log = require 'shared.log'
local utils = require 'client.utils'
local settings = require 'shared.settings'
local interactions, filteredInteractions = {}, {}
local table_sort = table.sort
-- CACHE.
local MODELS = {}
local ENTITIES = {}
local ENTITY_BONES = {}
local NETWORKED_ENTITIES = {}
local api = {}
AddEventHandler('interactions:groupsChanged', function(newgroups)
-- Use this event handler to loop through all current interactions and remove any that are not in the new groups that way we limit the amount of iterations needed
end)
local function checkParams(entity, options)
if not entity then
log:error('Entity is required to add an interaction')
return
else
if type(entity) ~= 'number' then
log:error('Entity must be a number')
return
end
if not DoesEntityExist(entity) then
log:error('Entity %s does not exist', entity)
return
end
end
if not options then
log:error('Options are required to add an interaction')
return
end
return true
end
--#TODO: Add a way to filter interactions based on the players group
local function filterInteractions()
local myGroups = 'police'
local newInteractions = {}
local amount = 0
for k ,v in pairs(interactions) do
amount += 1
newInteractions[amount] = v
end
filteredInteractions = newInteractions
end
---@param model number|string : The model to add the interaction to
---@param options table : { label, canInteract, action, event, serverEvent, args }
---@param data table : { distance, interactDst, resource }
local function addModel(model, options, data)
if type(model) ~= "number" then
model = joaat(model)
end
if not IsModelValid(model) then
log:error('Model %s is not valid', model)
return
end
if not MODELS[model] then
log:debug('Adding model %s to interactions', model)
MODELS[model] = {
model = model,
offset = data.offset,
options = options,
distance = data.distance,
interactDst = data.interactDst,
resource = data.resource,
}
else
log:debug('Updating model %s in interactions', model)
for _, option in pairs(options) do
MODELS[model].options[#MODELS[model].options + 1] = option
end
-- Update the distance and interactDst if the new data is greater
if data.distance > MODELS[model].distance then
MODELS[model].distance = data.distance
end
if data.interactDst > MODELS[model].interactDst then
MODELS[model].interactDst = data.interactDst
end
-- Update the offset if there is new data
if data.offset then
MODELS[model].offset = data.offset
end
end
end
---@param data table : { name, coords, options, distance, interactDst, groups }
---@return number : The id of the interaction
-- Add an interaction point at a set of coords
function api.addInteraction(data)
if not data.coords then
log:error('Coords are required to add an interaction')
return
end
if not data.options then
log:error('Options are required to add an interaction')
return
end
local id = #interactions + 1
interactions[id] = {
id = id,
name = data.name or 'interaction:'..id,
coords = data.coords,
options = data.options or {},
distance = data.distance or 8.0,
interactDst = data.interactDst or 1.0,
groups = data.groups or nil,
resource = GetInvokingResource()
}
filterInteractions()
return id
end exports('AddInteraction', api.addInteraction)
---@param data table : { name, entity, options, distance, interactDst, groups }
---@return number : The id of the interaction
-- Add an interaction point on a local (client side) entity
function api.addLocalEntityInteraction(data)
local entity = data.entity
if not checkParams(entity, data.options) then
if ENTITIES[entity] then
ENTITIES[entity] = nil
end
return
end
local id = #interactions + 1
-- If then entity not registered yet, add it
if not ENTITIES[entity] then
log:debug('Adding entity %s to interactions', entity)
interactions[id] = {
id = id,
name = data.name or 'interaction:'..id,
entity = entity,
options = data.options or {},
distance = data.distance or 8.0,
interactDst = data.interactDst or 1.0,
offset = data.offset or vec(0.0, 0.0, 0.0),
groups = data.groups or nil,
resource = GetInvokingResource()
}
ENTITIES[entity] = interactions[id]
filterInteractions()
return id
end
-- If the entity is already registered, update it
log:debug('Updating entity %s in interactions', entity)
for index, option in pairs(data.options) do
if option.name and ENTITIES[entity].options[index]?.name == option.name then
log:debug('Option with name: ( %s ) already exists, updating', option.name)
ENTITIES[entity].options[index] = option
else
ENTITIES[entity].options[#ENTITIES[entity].options + 1] = option
end
end
-- Update the distance and interactDst if the new data is greater
if data.distance > ENTITIES[entity].distance then
ENTITIES[entity].distance = data.distance
end
if data.interactDst > ENTITIES[entity].interactDst then
ENTITIES[entity].interactDst = data.interactDst
end
-- Update the offset if there is new data
if data.offset then
ENTITIES[entity].offset = data.offset
end
interactions[id] = {
id = id,
entity = entity,
options = ENTITIES[entity].options,
distance = ENTITIES[entity].distance,
interactDst = ENTITIES[entity].interactDst,
offset = ENTITIES[entity].offset,
resource = GetInvokingResource()
}
filterInteractions()
return id
end exports('AddLocalEntityInteraction', api.addLocalEntityInteraction)
---@param data table : { name, netId, options, distance, interactDst, groups }
---@return number : The id of the interaction
-- Add an interaction point on a networked entity
function api.addEntityInteraction(data)
local netId = data.netId
-- If the netId does not exist, we assume it is an entity
local entity
if type(netId) == 'number' and NetworkDoesNetworkIdExist(netId) then
entity = utils.getEntity(netId)
elseif type(netId) == 'number' then
entity = netId
end
if not checkParams(entity, data.options) then
if NETWORKED_ENTITIES[netId] then
NETWORKED_ENTITIES[netId] = nil
end
return
end
-- If the entity is not networked, add it as a local entity
if not NetworkGetEntityIsNetworked(entity) then
log:debug('Entity %s is not networked, adding as a local entity', entity)
data.entity = entity
return api.addLocalEntityInteraction(data)
end
netId = utils.getNet(entity)
local id = #interactions + 1
-- If then netId not registered yet, add it
if not NETWORKED_ENTITIES[netId] then
log:debug('Adding networkID %s to interactions', netId)
interactions[id] = {
id = id,
name = data.name or 'interaction:'..id,
entity = entity,
options = data.options or {},
distance = data.distance or 10.0,
interactDst = data.interactDst or 1.0,
offset = data.offset or vec(0.0, 0.0, 0.0),
groups = data.groups or nil,
resource = GetInvokingResource()
}
NETWORKED_ENTITIES[netId] = interactions[id]
filterInteractions()
return id
end
-- If the networkID is already registered, update it
log:debug('Updating networkID %s in interactions', netId)
for index, option in pairs(data.options) do
if option.name and NETWORKED_ENTITIES[netId].options[index]?.name == option.name then
log:debug('Option with name: ( %s ) already exists, updating', option.name)
NETWORKED_ENTITIES[netId].options[index] = option
else
NETWORKED_ENTITIES[netId].options[#NETWORKED_ENTITIES[netId].options + 1] = option
end
end
-- Update the distance and interactDst if the new data is greater
if data.distance > NETWORKED_ENTITIES[netId].distance then
NETWORKED_ENTITIES[netId].distance = data.distance
end
if data.interactDst > NETWORKED_ENTITIES[netId].interactDst then
NETWORKED_ENTITIES[netId].interactDst = data.interactDst
end
-- Update the offset if there is new data
if data.offset then
NETWORKED_ENTITIES[netId].offset = data.offset
end
interactions[id] = {
id = id,
entity = entity,
options = NETWORKED_ENTITIES[netId].options,
distance = NETWORKED_ENTITIES[netId].distance,
interactDst = NETWORKED_ENTITIES[netId].interactDst,
offset = NETWORKED_ENTITIES[netId].offset,
resource = GetInvokingResource()
}
filterInteractions()
return id
end exports('AddEntityInteraction', api.addEntityInteraction)
---@param data table : { name, entity[number|string], bone[string], options, distance, interactDst, groups }
---@return number : The id of the interaction
-- Add an interaction point on a networked entity's bone
function api.addEntityBoneInteraction(data)
if not data.entity then
log:error('Entity is required to add an interaction')
return
end
if not data.bone then
log:error('Bone is required to add an interaction')
return
end
if not data.options then
log:error('Options are required to add an interaction')
return
end
-- temp workaround until table refactoring.
local key = string.format('%s:%s', data.entity, data.bone)
if not ENTITY_BONES[key] then
log:debug('Added new entity bone interaction: %s', key)
ENTITY_BONES[key] = {
entity = data.entity,
bone = data.bone,
distance = data.distance or 10.0,
interactDst = data.interactDst or 1.0,
offset = data.offset or vec(0.0, 0.0, 0.0),
options = data.options,
groups = data.groups or nil,
}
else
log:debug('Updating %s in bone interactions', key)
for index, option in pairs(data.options) do
if option.name and ENTITY_BONES[key].options[index]?.name == option.name then
log:debug('Option with name: ( %s ) already exists, updating', option.name)
ENTITY_BONES[key].options[index] = option
else
ENTITY_BONES[key].options[#ENTITY_BONES[key].options + 1] = option
end
end
-- Update the distance and interactDst if the new data is greater
if data.distance > ENTITY_BONES[key].distance then
ENTITY_BONES[key].distance = data.distance
end
if data.interactDst > ENTITY_BONES[key].interactDst then
ENTITY_BONES[key].interactDst = data.interactDst
end
-- Update the offset if there is new data
if data.offset then
ENTITY_BONES[key].offset = data.offset
end
log:debug('Updated entity bone interaction: %s', key)
ENTITY_BONES[key] = {
entity = data.entity,
bone = data.bone,
options = ENTITY_BONES[key].options,
distance = ENTITY_BONES[key].distance,
interactDst = ENTITY_BONES[key].interactDst,
offset = ENTITY_BONES[key].offset,
resource = GetInvokingResource()
}
end
filterInteractions()
return id
end exports('AddEntityBoneInteraction', api.addEntityBoneInteraction)
---@param data table : { name, modelData table : { model[string], offset[vec3] }, options, distance, interactDst, groups }
-- Add interaction(s) to a list of models
function api.addModelInteraction(data)
data.distance = data.distance or 8.0
data.interactDst = data.interactDst or 1.0
for i = 1, #data.modelData do
local modelData = data.modelData[i]
if IsModelValid(modelData.model) then
local min, max = GetModelDimensions(modelData.model)
local size = (max - min)
data.interactDst += (size.x / 8)
data.distance += (size.x / 4)
data.resource = GetInvokingResource()
addModel(modelData.model, data.options, { offset = modelData.offset, distance = data.distance, interactDst = data.interactDst, resource = data.resource })
end
end
end exports('AddModelInteraction', api.addModelInteraction)
---@param id number : The id of the interaction to remove
-- Remove an interaction point by id.
function api.removeInteraction(id)
interactions[id] = nil
log:debug('Removed interaction %s', id)
filterInteractions()
end
exports('RemoveInteraction', api.removeInteraction)
---@param entity number : The entity to remove the interaction from
-- Remove an interaction point by entity.
function api.removeInteractionByEntity(entity)
for i = #interactions, 1, -1 do
local interaction = interactions[i]
if interaction.entity == entity then
api.removeInteraction(i)
end
end
end exports('RemoveInteractionByEntity', api.removeInteractionByEntity)
---@param id number : The id of the interaction to remove the option from
---@param name? string : The name of the option to remove
-- Remove an option from an interaction point by id.
function api.removeInteractionOption(id, name)
if not interactions[id] then
log:error('Interaction with id: ( %s ) does not exist', id)
return
end
if not name then
api.removeInteraction(id)
return
end
local options = interactions[id].options
if not options then
log:error('Interaction with id: ( %s ) does not have any options', id)
api.removeInteraction(id)
return
end
for i = #options, 1, -1 do
local option = options[i]
if option.name == name then
options[i] = nil
log:debug('Removed option %s from interaction %s', name, id)
end
end
end exports('RemoveInteractionOption', api.removeInteractionOption)
---@param id number : The id of the interaction to update
---@param options table : The new options to update the interaction with
-- Update an interaction point by id.
function api.updateInteraction(id, options)
if not options then
log:error('Options are required to update an interaction')
return
end
if not interactions[id] then
log:error('Interaction with id: ( %s ) does not exist', id)
return
end
if interactions[id] then
interactions[id].options = options
filterInteractions()
end
end exports('UpdateInteraction', api.updateInteraction)
function api.getNearbyInteractions()
local options = {}
local amount = 0
local playercoords = GetEntityCoords(cache.ped)
-- Temp loop : these checks need to be broken out into their own threads.
local nearbyVehicles = lib.getNearbyVehicles(playercoords, settings.nearbyVehicleDistance, false)
for i = 1, #nearbyVehicles do
local vehicle = nearbyVehicles[i].vehicle
local vehicleCoords = nearbyVehicles[i].coords
if settings.vehicleBoneDefaults.enabled then
for bone, data in pairs(settings.vehicleBoneDefaults.bones) do
local key = string.format('%s:%s', vehicle, bone)
if not ENTITY_BONES[key] then
api.addEntityBoneInteraction({
entity = vehicle,
bone = bone,
options = data.options,
distance = data.distance,
interactDst = data.interactDst,
offset = data.offset,
})
end
end
end
end
for _, interaction in pairs(ENTITY_BONES) do
local distance = #(utils.getCoordsFromInteract(interaction) - playercoords)
if distance <= interaction.distance then
amount += 1
interaction.curDist = distance
options[amount] = interaction
end
end
local nearbyObjects = lib.getNearbyObjects(playercoords, settings.nearbyObjectDistance)
for i = 1, #nearbyObjects do
local nearby = nearbyObjects[i]
local hash = GetEntityModel(nearby.object)
if MODELS[hash] then
local interaction = lib.table.deepclone(MODELS[hash])
-- put the functions to original references
for k, v in pairs(interaction) do
if type(v) == "table" then
for id, item in pairs(v) do
if item.action then
item.action = MODELS[hash].options[id].action
end
if MODELS[hash].options[id].canInteract then
item.canInteract = MODELS[hash].options[id].canInteract
end
if item.canInteract then
local canInteract = false
pcall(function()
canInteract = item.canInteract(nearby.object, nearby.coords, item.args)
end)
v[id] = canInteract and item or nil
end
end
end
end
local distance = #(nearby.coords - playercoords)
interaction.entity = nearby.object
if distance <= interaction.distance then
amount += 1
interaction.curDist = distance
options[amount] = interaction
end
end
end
local amountOfInteractions = #filteredInteractions
if amountOfInteractions > 0 then
for i = 1, amountOfInteractions do
local interaction = filteredInteractions[i]
local coords = interaction.coords or utils.getCoordsFromInteract(interaction)
local distance = #(coords - playercoords)
if distance <= interaction.distance then
amount += 1
interaction.curDist = distance
options[amount] = interaction
end
end
end
for _, v in pairs(options) do
for i = 1, #v.options, 1 do
if not v.options[i] then
table.remove(v.options, i)
end
end
end
if amount > 1 then
table_sort(options, function(a, b)
return a.curDist < b.curDist
end)
end
return options
end
function api.disable(state)
LocalPlayer.state:set('interactionsDisabled', state, true)
end exports('Disable', api.disable)
AddEventHandler('onClientResourceStop', function(resource)
for i = #interactions, 1, -1 do
local interaction = interactions[i]
if interaction.resource == resource then
api.removeInteraction(interaction.id)
end
end
end)
return api
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local interactions = require 'client.interactions'
local utils = require 'client.utils'
local settings = require 'shared.settings'
local CURRENT_SELECTION = 1
local CURRENT_OPTION = 0
-- CACHE
local Wait = Wait
local IsControlJustPressed = IsControlJustPressed
local IsNuiFocused = IsNuiFocused
local IsPedDeadOrDying = IsPedDeadOrDying
local IsPedCuffed = IsPedCuffed
local visibleOptions = {}
-- Collects the options whose canInteract passes into visibleOptions and returns how many there are.
local function getVisibleOptions(interaction)
table.wipe(visibleOptions)
local amount = 0
local options = interaction.options
for i = 1, #options do
local option = options[i]
local ok = true
if option.canInteract then
ok = false
pcall(function() ok = option.canInteract(interaction.entity, interaction.coords, option.args) end)
end
if ok then
amount += 1
visibleOptions[amount] = option
end
end
return amount
end
local function triggerOption(interaction, option)
if option.action then
pcall(function() option.action(interaction.entity, interaction.coords, option.args) end)
elseif option.serverEvent then
TriggerServerEvent(option.serverEvent, option.args)
elseif option.event then
TriggerEvent(option.event, option)
end
end
local nearby = {}
local screenCoords, screenCount = {}, 0
local hoverRadius = settings.Prompt.hoverRadius
local GetAspectRatio = GetAspectRatio
local math_sqrt = math.sqrt
local function CreateInteractions()
local aspect = GetAspectRatio(false)
local active, activeCoords, activeAmount, activeIndex
local bestDist = hoverRadius
screenCount = 0
-- Pass 1: find every on-screen point and pick the in-range one closest to the crosshair.
for i = 1, #nearby do
local interaction = nearby[i]
local coords = interaction.coords or utils.getCoordsFromInteract(interaction)
local onScreen, sx, sy = GetScreenCoordFromWorldCoord(coords.x, coords.y, coords.z)
if onScreen then
local amount = getVisibleOptions(interaction)
if amount > 0 then
screenCount += 1
screenCoords[screenCount] = coords
if interaction.curDist <= interaction.interactDst then
local dx, dy = (sx - 0.5) * aspect, sy - 0.5
local dist = math_sqrt(dx * dx + dy * dy)
if dist < bestDist then
bestDist = dist
active, activeCoords, activeAmount, activeIndex = interaction, coords, amount, screenCount
end
end
end
end
end
if screenCount == 0 then
CURRENT_OPTION = 0
return
end
-- Pass 2: dots for everything except the hovered point, which gets the prompt instead.
for i = 1, screenCount do
if i ~= activeIndex then
utils.drawDot(screenCoords[i])
end
end
if settings.Prompt.crosshair then
utils.drawCrosshair()
end
if not active then
CURRENT_OPTION = 0
return
end
-- Rebuild the option list for the hovered point (pass 1 overwrote it while scanning).
getVisibleOptions(active)
-- Bone and model interactions have no id, so fall back to the entity.
local key = active.id or active.entity
if key ~= CURRENT_OPTION then
CURRENT_OPTION = key
CURRENT_SELECTION = 1
end
if CURRENT_SELECTION > activeAmount then
CURRENT_SELECTION = activeAmount
end
if CURRENT_SELECTION > 1 and (IsControlJustPressed(0, 172) or IsControlJustPressed(0, 15)) then
CURRENT_SELECTION -= 1
elseif CURRENT_SELECTION < activeAmount and (IsControlJustPressed(0, 173) or IsControlJustPressed(0, 14)) then
CURRENT_SELECTION += 1
end
utils.drawPrompt(activeCoords, visibleOptions, CURRENT_SELECTION)
if IsControlJustPressed(0, 38) then
triggerOption(active, visibleOptions[CURRENT_SELECTION])
end
end
local function isDisabled()
if LocalPlayer.state.interactionsDisabled then
return true
end
if settings.Disable.onDeath and (IsPedDeadOrDying(cache.ped) or LocalPlayer.state.isDead) then
return true
end
if settings.Disable.onNuiFocus and IsNuiFocused() then
return true
end
if settings.Disable.onVehicle and cache.vehicle then
return true
end
if settings.Disable.onHandCuff and IsPedCuffed(cache.ped) then
return true
end
return false
end
-- Fast thread
CreateThread(function ()
lib.requestStreamedTextureDict('interactions_txd')
while true do
local wait = 500
if next(nearby) and not isDisabled() then
wait = 0
CreateInteractions()
end
Wait(wait)
end
end)
-- Slow checker thread
CreateThread(function()
while true do
nearby = interactions.getNearbyInteractions()
Wait(500)
end
end)
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CurrentTarget = nil
local StartShapeTestSweptSphere = StartShapeTestSweptSphere
local GetShapeTestResult = GetShapeTestResult
local GetPedBoneCoords = GetPedBoneCoords
local GetGameplayCamRot = GetGameplayCamRot
local GetEntityType = GetEntityType
local function getForwardVector(rotation)
local rot = (math.pi / 180.0) * rotation
return vector3(-math.sin(rot.z) * math.abs(math.cos(rot.x)), math.cos(rot.z) * math.abs(math.cos(rot.x)), math.sin(rot.x))
end
local function rayCast(origin, target, options, ignoreEntity, radius)
local handle = StartShapeTestSweptSphere(origin.x, origin.y, origin.z, target.x, target.y, target.z, radius, options, ignoreEntity, 0)
return GetShapeTestResult(handle)
end
local function entityInFrontOfPlayer(distance, radius, _, ignoreEntity)
distance = distance or 3.0
local originCoords = GetPedBoneCoords(cache.ped, 31086, 0, 0, 0)
local forwardVectors = getForwardVector(GetGameplayCamRot(2))
local forwardCoords = originCoords + (forwardVectors * distance)
if not forwardVectors then return end
local _, hit, _, _, targetEntity = rayCast(originCoords, forwardCoords, -1, ignoreEntity, radius or 0.2)
if not hit and targetEntity == 0 then return end
local entityType = GetEntityType(targetEntity)
return targetEntity, entityType
end
CreateThread(function()
while true do
Wait(250)
local entity, entityType
pcall(function() entity, entityType, _ = entityInFrontOfPlayer(3.0, 0.2, 286, cache.ped) end)
if entity and entityType ~= 0 then
if entity ~= CurrentTarget then
CurrentTarget = entity
end
elseif CurrentTarget then
CurrentTarget = nil
end
end
end)
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local settings = require 'shared.settings'
local txd = CreateRuntimeTxd('interactions_txd')
for _, v in pairs(settings.Textures) do
CreateRuntimeTextureFromImage(txd, tostring(v), "assets/prompt/"..v..".png")
end
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local settings = require 'shared.settings'
local textures = settings.Textures
local SetDrawOrigin = SetDrawOrigin
local DrawSprite = DrawSprite
local ClearDrawOrigin = ClearDrawOrigin
local DoesEntityExist = DoesEntityExist
local GetEntityBonePosition_2 = GetEntityBonePosition_2
local GetEntityBoneIndexByName = GetEntityBoneIndexByName
local GetOffsetFromEntityInWorldCoords = GetOffsetFromEntityInWorldCoords
local IsEntityAPed = IsEntityAPed
local GetEntityCoords = GetEntityCoords
local utils = {}
function utils.getNet(entity)
return NetworkGetNetworkIdFromEntity(entity)
end
function utils.getEntity(netID)
return NetworkGetEntityFromNetworkId(netID)
end
function utils.getTrunkOffset(entity)
local min, _ = GetModelDimensions(GetEntityModel(entity))
return GetOffsetFromEntityInWorldCoords(entity, 0.0, min.y - 0.5, 0.0)
end
function utils.getCoordsFromInteract(interaction)
if interaction.entity then
if DoesEntityExist(interaction.entity) then
if interaction.bone then
return GetEntityBonePosition_2(interaction.entity, GetEntityBoneIndexByName(interaction.entity, interaction.bone))
elseif interaction.model then
return GetOffsetFromEntityInWorldCoords(interaction.entity, 0.0 + interaction.offset.x, 0.0 + interaction.offset.y, 0.0 + interaction.offset.z)
else
if IsEntityAPed(interaction.entity) then
if interaction.offset and interaction.offset ~= vec3(0.0, 0.0, 0.0) then
return GetOffsetFromEntityInWorldCoords(interaction.entity, 0.0 + interaction.offset.x, 0.0 + interaction.offset.y, 0.0 + interaction.offset.z)
end
return GetEntityBonePosition_2(interaction.entity, 0) -- SKEL_ROOT
else
if interaction.offset and interaction.offset ~= vec3(0.0, 0.0, 0.0) then
return GetOffsetFromEntityInWorldCoords(interaction.entity, 0.0 + interaction.offset.x, 0.0 + interaction.offset.y, 0.0 + interaction.offset.z)
end
return GetEntityCoords(interaction.entity)
end
end
end
end
return vec3(0.0, 0.0, 0.0)
end
local TXD = 'interactions_txd'
local prompt = settings.Prompt
local font = require 'client.font'
local glyphs = font.glyphs
local GetAspectRatio = GetAspectRatio
local DrawSpriteUv = DrawSpriteUv
local string_upper = string.upper
local string_sub = string.sub
-- Draws text from the font atlas. x is the left edge, centerY the vertical centre of the capitals.
-- Returns the drawn width. Must be called with a draw origin set if x/y are relative.
local function drawGlyphs(text, x, centerY, capHeight, aspect, r, g, b, a)
local k = capHeight / font.capHeight
local h = font.lineHeight * k
local cy = centerY + capHeight * 0.5 - font.ascent * k + h * 0.5
local kx = k / aspect
local vh = font.lineHeight / font.height
local pen = x
for i = 1, #text do
local glyph = glyphs[string_sub(text, i, i)] or glyphs['?']
if glyph.w > 0 then
local u, v = glyph.x / font.width, glyph.y / font.height
DrawSpriteUv(TXD, textures.font, pen + (glyph.xoff + glyph.w * 0.5) * kx, cy, glyph.w * kx, h,
u, v, u + glyph.w / font.width, v + vh, 0.0, r, g, b, a)
end
pen += glyph.adv * kx
end
return pen - x
end
local function measureText(text, capHeight, aspect)
local kx = capHeight / font.capHeight / aspect
local width = 0
for i = 1, #text do
width += (glyphs[string_sub(text, i, i)] or glyphs['?']).adv * kx
end
return width
end
local function drawText(text, x, centerY, capHeight, aspect, color, alpha)
if prompt.shadowAlpha > 0 then
local offset = capHeight * 0.08
drawGlyphs(text, x + offset / aspect, centerY + offset, capHeight, aspect, 0, 0, 0, math.floor(prompt.shadowAlpha * alpha / 255))
end
drawGlyphs(text, x, centerY, capHeight, aspect, color[1], color[2], color[3], alpha)
end
-- Ring dot marking an interaction point.
function utils.drawDot(coords)
local size = prompt.dotSize
SetDrawOrigin(coords.x, coords.y, coords.z, 0)
DrawSprite(TXD, textures.dot, 0.0, 0.0, size / GetAspectRatio(false), size, 0.0, 255, 255, 255, 255)
ClearDrawOrigin()
end
-- Small dot in the middle of the screen used to hover between points.
function utils.drawCrosshair()
local size = prompt.crosshairSize
DrawSprite(TXD, textures.crosshair, 0.5, 0.5, size / GetAspectRatio(false), size, 0.0, 255, 255, 255, 255)
end
-- "[E] LABEL" drawn in place of the dot. The key badge sits on the point, the label to its right.
-- With several options the selected row stays on the point, the others are dimmed above/below it.
function utils.drawPrompt(coords, options, selection)
local aspect = GetAspectRatio(false)
local keyH = prompt.keySize
local keyW = keyH / aspect
local labelX = keyW * 0.5 + prompt.keyGap / aspect
local keyTextX = -measureText(prompt.key, prompt.keyTextHeight, aspect) * 0.5
local key, textColor, keyColor, keyTextColor = prompt.key, prompt.textColor, prompt.keyColor, prompt.keyTextColor
SetDrawOrigin(coords.x, coords.y, coords.z, 0)
for i = 1, #options do
local y = (i - selection) * prompt.rowSpacing
local label = options[i].label or ''
if prompt.uppercase then label = string_upper(label) end
if i == selection then
DrawSprite(TXD, textures.key, 0.0, y, keyW, keyH, 0.0, keyColor[1], keyColor[2], keyColor[3], keyColor[4])
drawGlyphs(key, keyTextX, y, prompt.keyTextHeight, aspect, keyTextColor[1], keyTextColor[2], keyTextColor[3], keyTextColor[4])
drawText(label, labelX, y, prompt.textHeight, aspect, textColor, textColor[4])
else
drawText(label, labelX, y, prompt.textHeight, aspect, textColor, prompt.dimmedAlpha)
end
end
ClearDrawOrigin()
end
return utils
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fx_version 'cerulean'
game 'gta5'
use_experimental_fxv2_oal 'yes'
lua54 'yes'
name 'ilv-interact'
author 'Iloveyou.scripts'
description 'Crosshair-driven world interaction prompts'
version '1.0.0'
files {
'client/interactions.lua',
'client/utils.lua',
'client/font.lua',
'shared/settings.lua',
'shared/log.lua',
'assets/prompt/*.png'
}
shared_scripts {
'@ox_lib/init.lua',
}
client_scripts {
'client/textures.lua',
'client/interacts.lua',
'client/raycast.lua'
}
server_scripts {
'server/main.lua',
}
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Whitespace-only changes.
+11
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local settings = 'shared.settings'
return {
debug = function(self, message, ...)
if not settings.Debug then return end
print(('[%s] %s'):format('DEBUG', message:format(...)))
end,
error = function(self, message, ...)
print(('[%s] %s'):format('ERROR', message:format(...)))
end
}
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local BackEngineVehicles = {
[`ninef`] = true,
[`adder`] = true,
[`vagner`] = true,
[`t20`] = true,
[`infernus`] = true,
[`zentorno`] = true,
[`reaper`] = true,
[`comet2`] = true,
[`comet3`] = true,
[`jester`] = true,
[`jester2`] = true,
[`cheetah`] = true,
[`cheetah2`] = true,
[`prototipo`] = true,
[`turismor`] = true,
[`pfister811`] = true,
[`ardent`] = true,
[`nero`] = true,
[`nero2`] = true,
[`tempesta`] = true,
[`vacca`] = true,
[`bullet`] = true,
[`osiris`] = true,
[`entityxf`] = true,
[`turismo2`] = true,
[`fmj`] = true,
[`re7b`] = true,
[`tyrus`] = true,
[`italigtb`] = true,
[`penetrator`] = true,
[`monroe`] = true,
[`ninef2`] = true,
[`stingergt`] = true,
[`surfer`] = true,
[`surfer2`] = true,
[`gp1`] = true,
[`autarch`] = true,
[`tyrant`] = true
}
local function ToggleDoor(vehicle, door)
if GetVehicleDoorLockStatus(vehicle) < 2 then
if GetVehicleDoorAngleRatio(vehicle, door) > 0.0 then
SetVehicleDoorShut(vehicle, door, false)
else
SetVehicleDoorOpen(vehicle, door, false)
end
end
end
return {
Debug = GetConvar('debug', 'false') == 'true' and true or false, -- Enable / Disable debug mode
Textures = { -- Do not change (files in assets/prompt)
key = 'key',
dot = 'dot',
crosshair = 'crosshair',
font = 'font',
},
-- Sizes are fractions of screen height (divide the pixel size at 1080p by 1080).
Prompt = {
key = 'E', -- Letter shown in the key badge (the control itself is INPUT_PICKUP / 38)
uppercase = true, -- Show labels in uppercase
textHeight = 0.0125, -- Cap height of the label text (~13px at 1080p)
keySize = 0.0167, -- Key badge size (~18px)
keyTextHeight = 0.0095, -- Cap height of the letter inside the badge
keyGap = 0.0075, -- Space between the badge and the label
dotSize = 0.0155, -- Interaction point dot (~16px)
crosshairSize = 0.0055, -- Centre-screen crosshair dot (~6px incl. shadow)
crosshair = true, -- Draw the crosshair dot while interaction points are nearby
hoverRadius = 0.06, -- How close (screen space) the crosshair must be to a point to select it
rowSpacing = 0.024,
textColor = { 255, 255, 255, 255 },
keyColor = { 255, 255, 255, 255 },
keyTextColor = { 20, 20, 20, 255 },
dimmedAlpha = 140, -- Alpha of non-selected options when a point has several
shadowAlpha = 110, -- Text drop shadow, 0 to disable
},
Disable = {
onDeath = true, -- Disable interactions on death
onNuiFocus = true, -- Disable interactions while NUI is focused
onVehicle = true, -- Disable interactions while in a vehicle
onHandCuff = true, -- Disable interactions while handcuffed
},
-- Nearby object distance check.
nearbyObjectDistance = 20.0, -- Keep it at 15.0 at minimum.
nearbyVehicleDistance = 4.0,
vehicleBoneDefaults = {
enabled = true,
bones = {
['boot']= {
distance = 3.0,
interactDst = 1.5,
offset = vec3(0.0, 1.0, 0.0),
options = {
{
name = 'interact:trunk',
label = 'Trunk',
action = function(entity)
ToggleDoor(entity, BackEngineVehicles[GetEntityModel(entity)] and 4 or 5)
end,
}
},
}
}
},
}