Files
md-drugs/client/functions.lua
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local minigametype = Config.minigametype
local dispatch = Config.Dispatch
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function requestModel(ped, timeout)
timeout = timeout or 15000
local startTime = GetGameTimer()
RequestModel(ped)
while not HasModelLoaded(ped) do
Wait(0)
if GetGameTimer() - startTime > timeout then
Bridge.Prints.Debug('requestModel timed out', ped, GetGameTimer() - startTime)
return false
end
end
return true
end
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function minigame()
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local time = 0
local game = Config.Minigames
if minigametype == 'ps_circle' then
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local check = exports['ps-ui']:Circle(false, game['ps_circle'].amount, game['ps_circle'].speed)
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return check
elseif minigametype == 'ps_maze' then
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local check = exports['ps-ui']:Maze(false, game['ps_maze'].timelimit)
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return check
elseif minigametype == 'ps_scrambler' then
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local check = exports['ps-ui']:Scrambler(false, game['ps_scrambler'].type, game['ps_scrambler'].time, game['ps_scrambler'].mirrored)
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return check
elseif minigametype == 'ps_var' then
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local check = exports['ps-ui']:VarHack(false, game['ps_var'].numBlocks, game['ps_var'].time)
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return check
elseif minigametype == 'ps_thermite' then
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local check = exports['ps-ui']:Thermite(false, game['ps_thermite'].time, game['ps_thermite'].gridsize, game['ps_thermite'].incorrect)
return check
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elseif minigametype == 'ox' then
local success = lib.skillCheck(game['ox'], {'1', '2', '3', '4'})
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return success
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elseif minigametype == 'blcirprog' then
local success = exports.bl_ui:CircleProgress(game['blcirprog'].amount, game['blcirprog'].speed)
return success
elseif minigametype == 'blprog' then
local success = exports.bl_ui:Progress(game['blprog'].amount, game['blprog'].speed)
return success
elseif minigametype == 'blkeyspam' then
local success = exports.bl_ui:KeySpam(game['blkeyspam'].amount, game['blprog'].difficulty)
return success
elseif minigametype == 'blkeycircle' then
local success = exports.bl_ui:KeyCircle(game['blkeycircle'].amount, game['blkeycircle'].difficulty, game['blkeycircle'].keynumbers)
return success
elseif minigametype == 'blnumberslide' then
local success = exports.bl_ui:NumberSlide(game['blnumberslide'].amount, game['blnumberslide'].difficulty, game['blnumberslide'].keynumbers)
return success
elseif minigametype == 'blrapidlines' then
local success = exports.bl_ui:RapidLines(game['blrapidlines'].amount, game['blrapidlines'].difficulty, game['blrapidlines'].numberofline)
return success
elseif minigametype == 'blcircleshake' then
local success = exports.bl_ui:CircleShake(game['blcircleshake'].amount, game['blcircleshake'].difficulty, game['blcircleshake'].stages)
return success
elseif minigametype == 'glpath' then
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local settings = {gridSize = game['glpath'].gridSize, lives = game['glpath'].lives, timeLimit = game['glpath'].timelimit}
local successes = false
exports["glow_minigames"]:StartMinigame(function(success)
if success then successes = true else successes = false end
end, "path", settings)
repeat
Wait(1000)
time = time + 1
until successes or time == 100
if successes then return true end
elseif minigametype == 'glspot' then
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local settings = {gridSize = game['glspot'].gridSize, timeLimit = game['glspot'].gridSize, charSet = game['glspot'].charSet, required = game['glspot'].required}
local successes = false
exports["glow_minigames"]:StartMinigame(function(success)
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if success then successes = true else successes = false end
end, "spot", settings)
repeat
Wait(1000)
time = time + 1
until successes or time == 100
elseif minigametype == 'glmath' then
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local settings = {timeLimit = game['glmath'].timeLimit}
local successes = false
exports["glow_minigames"]:StartMinigame(function(success)
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if success then successes = true else successes = false end
end, "math", settings)
repeat
Wait(1000)
time = time + 1
until successes or time == 100
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elseif minigametype == 'none' then
return true
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else
print"^1 SCRIPT ERROR: Md-Drugs set your minigame with one of the options!"
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end
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end
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function GetRep()
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local rep = ps.callback('md-drugs:server:GetRep')
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return rep
end
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function PoliceCall(chance)
local math = math.random(1,100)
if math <= chance then
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Bridge.Dispatch.SendAlert({
message = "Suspisous Handoff",
code = "10-31",
coords = GetEntityCoords(PlayerPedId()),
jobs = {"police"},
blipData = {
sprite = 161,
color = 1,
scale = 1.0
},
time = 300000,
icon = "fas fa-exclamation-triangle"
})
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else
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return
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end
end
function GetCops(number)
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if number == 0 then return true end
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local amount = ps.callback('md-drugs:server:GetCoppers')
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if amount >= number then return true else Bridge.Notify.SendNotify('You Need '.. number - amount .. ' More Cops To Do This', 'error') end
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end
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function Freeze(entity, toggle, head)
SetEntityInvincible(entity, toggle)
SetEntityAsMissionEntity(entity, toggle, toggle)
FreezeEntityPosition(entity, toggle)
SetEntityHeading(entity, head)
SetBlockingOfNonTemporaryEvents(entity, toggle)
end
local created = false
local heading = 180.0
function StartRay()
local run = true
local pedcoord = GetEntityCoords(PlayerPedId())
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ps.requestModel('v_ret_ml_tablea', 30000)
local table = CreateObject('v_ret_ml_tablea', pedcoord.x, pedcoord.y, pedcoord.z+1, heading, false, false)
repeat
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local hit, endCoords, surfaceNormal, entityHit = ps.raycast()
if not created then
created = true
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ps.drawText([[[E] To Place
[DEL] To Cancel
[<-] To Move Left
[->] To Move Right]])
else
SetEntityCoords(table, endCoords.x, endCoords.y, endCoords.z+1)
SetEntityHeading(table, heading)
SetEntityCollision(table, false, false)
SetEntityAlpha(table, 100)
end
if IsControlPressed(0, 174) then
heading = heading - 2
end
if IsControlPressed(0, 175) then
heading = heading + 2
end
if IsControlPressed(0, 38) then
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ps.hideText()
run = false
DeleteObject(table)
created = false
return endCoords, heading
end
if IsControlPressed(0, 178) then
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ps.hideText()
run = false
created = false
DeleteObject(table)
return nil, nil
end
Wait(0)
until run == false
end
function StartRay2()
local run = true
local pedcoord = GetEntityCoords(PlayerPedId())
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ps.requestModel('bkr_prop_coke_press_01aa', 30000)
local table = CreateObject('bkr_prop_coke_press_01aa', pedcoord.x, pedcoord.y, pedcoord.z+1, heading, false, false)
repeat
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local hit, endCoords, surfaceNormal, entityHit = ps.raycast()
if not created then
created = true
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ps.drawText([[[E] To Place
[DEL] To Cancel
[<-] To Move Left
[->] To Move Right]])
else
SetEntityCoords(table, endCoords.x, endCoords.y, endCoords.z+1)
SetEntityHeading(table, heading)
SetEntityCollision(table, false, false)
SetEntityAlpha(table, 100)
end
if IsControlPressed(0, 174) then
heading = heading - 2
end
if IsControlPressed(0, 175) then
heading = heading + 2
end
if IsControlPressed(0, 38) then
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ps.hideText()
run = false
DeleteObject(table)
created = false
return endCoords, heading
end
if IsControlPressed(0, 178) then
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ps.hideText()
run = false
created = false
DeleteObject(table)
return nil, nil
end
Wait(0)
until run == false
end
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ps.registerCallback('md-drugs:client:uncuff', function(data)
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if not ps.progressbar(data, 4000, 'uncuff') then return end
return true
end)
RegisterCommand('DrugRep', function()
if not Config.TierSystem then return end
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local rep = ps.callback('md-drugs:server:GetRep', false)
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ps.menu('Drug Rep', 'Drug Rep', {
{icon = "fa-solid fa-face-flushed", title = 'Cocaine: '..rep.coke},
{icon = "fa-solid fa-syringe", title = 'Heroin: '..rep.heroin},
{icon = "fa-solid fa-vial", title = 'LSD: '..rep.lsd},
{icon = "fa-solid fa-plug", title = 'Dealer: '..rep.dealerrep},
{icon = "fa-solid fa-money-bill", title = 'Corner Selling: ' .. rep.cornerselling.rep, description = 'Rank: ' .. rep.cornerselling.label }
})
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end, false)
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if Bridge.Framework.GetResourceName() == 'es_extended' then
function handleGang(gang)
return true
end
else
function handleGang(gang)
if not gang then
return true
end
if #gang == 0 then
return true
end
local data = Bridge.Framework.GetPlayerData()
if not data.gang then
return false
end
return data.gang.name == gang
end
end
if Config.Emotes == 'rp' then
function playEmote(emote)
return exports["rpemotes"]:EmoteCommandStart(emote)
end
function stopEmote()
return exports["rpemotes"]:EmoteCancel()
end
end
if Config.Emotes == 'dp' then
function playEmote(emote)
TriggerEvent('animations:client:EmoteCommandStart', {emote})
end
function stopEmote()
TriggerEvent('animations:client:EmoteCommandStart', {"c"})
end
end
if Config.Emotes == 'scully' then
function playEmote(emote)
exports.scully_emotemenu:playEmoteByCommand(emote)
end
function stopEmote()
exports.scully_emotemenu:cancelEmote()
end
end
if Config.Emotes == 'custom' then
function playEmote(emote)
TriggerEvent('animations:client:EmoteCommandStart', {emote})
end
function stopEmote()
TriggerEvent('animations:client:EmoteCommandStart', {"c"})
end
end
function progressbar(text, time, emote, cancel)
playEmote(emote)
if not cancel then
cancel = {
move = true,
car = true,
combat = true
}
end
local success = Bridge.ProgressBar.Open({
duration = time,
label = text,
canCancel = true,
disable = cancel,
})
stopEmote()
return success
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end