384 lines
12 KiB
Lua
384 lines
12 KiB
Lua
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local minigametype = Config.minigametype
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local dispatch = Config.Dispatch
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function loadParticle(dict)
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if not HasNamedPtfxAssetLoaded(dict) then
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RequestNamedPtfxAsset(dict)
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end
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while not HasNamedPtfxAssetLoaded(dict) do
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Wait(0)
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end
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SetPtfxAssetNextCall(dict)
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end
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function LoadModel(hash)
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RequestModel(hash)
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while not HasModelLoaded(hash) do
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Wait(0)
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end
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end
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function minigame()
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local time = 0
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local game = Config.Minigames
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if minigametype == 'ps_circle' then
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local check
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exports['ps-ui']:Circle(function(success)
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check = success
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end, game['ps_circle'].amount, game['ps_circle'].speed)
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return check
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elseif minigametype == 'ps_maze' then
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local check
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exports['ps-ui']:Maze(function(success)
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check = success
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end, game['ps_maze'].timelimit)
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repeat Wait(10) until check ~= nil
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return check
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elseif minigametype == 'ps_scrambler' then
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local check
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exports['ps-ui']:Scrambler(function(success)
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check = success
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end, game['ps_scrambler'].type, game['ps_scrambler'].time, game['ps_scrambler'].mirrored)
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repeat Wait(10) until check ~= nil
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return check
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elseif minigametype == 'ps_var' then
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local check
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exports['ps-ui']:VarHack(function(success)
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check = success
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end, game['ps_var'].numBlocks, game['ps_var'].time)
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repeat Wait(10) until check ~= nil
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return check
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elseif minigametype == 'ps_thermite' then
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local check
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exports['ps-ui']:Thermite(function(success)
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check = success
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end, game['ps_thermite'].time, game['ps_thermite'].gridsize, game['ps_thermite'].incorrect)
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repeat Wait(10) until check ~= nil
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return check
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elseif minigametype == 'ox' then
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local success = lib.skillCheck(game['ox'], {'1', '2', '3', '4'})
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return success
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elseif minigametype == 'blcirprog' then
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local success = exports.bl_ui:CircleProgress(game['blcirprog'].amount, game['blcirprog'].speed)
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return success
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elseif minigametype == 'blprog' then
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local success = exports.bl_ui:Progress(game['blprog'].amount, game['blprog'].speed)
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return success
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elseif minigametype == 'blkeyspam' then
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local success = exports.bl_ui:KeySpam(game['blkeyspam'].amount, game['blprog'].difficulty)
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return success
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elseif minigametype == 'blkeycircle' then
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local success = exports.bl_ui:KeyCircle(game['blkeycircle'].amount, game['blkeycircle'].difficulty, game['blkeycircle'].keynumbers)
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return success
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elseif minigametype == 'blnumberslide' then
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local success = exports.bl_ui:NumberSlide(game['blnumberslide'].amount, game['blnumberslide'].difficulty, game['blnumberslide'].keynumbers)
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return success
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elseif minigametype == 'blrapidlines' then
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local success = exports.bl_ui:RapidLines(game['blrapidlines'].amount, game['blrapidlines'].difficulty, game['blrapidlines'].numberofline)
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return success
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elseif minigametype == 'blcircleshake' then
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local success = exports.bl_ui:CircleShake(game['blcircleshake'].amount, game['blcircleshake'].difficulty, game['blcircleshake'].stages)
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return success
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elseif minigametype == 'glpath' then
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local settings = {gridSize = game['glpath'].gridSize, lives = game['glpath'].lives, timeLimit = game['glpath'].timelimit}
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local successes = false
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exports["glow_minigames"]:StartMinigame(function(success)
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if success then successes = true else successes = false end
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end, "path", settings)
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repeat
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Wait(1000)
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time = time + 1
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until successes or time == 100
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if successes then return true end
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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}
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local successes = false
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exports["glow_minigames"]:StartMinigame(function(success)
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if success then successes = true else successes = false end
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end, "spot", settings)
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repeat
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Wait(1000)
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time = time + 1
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until successes or time == 100
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elseif minigametype == 'glmath' then
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local settings = {timeLimit = game['glmath'].timeLimit}
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local successes = false
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exports["glow_minigames"]:StartMinigame(function(success)
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if success then successes = true else successes = false end
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end, "math", settings)
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repeat
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Wait(1000)
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time = time + 1
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until successes or time == 100
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elseif minigametype == 'none' then
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return true
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else
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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
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end
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function sorter(sorting, value)
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table.sort(sorting, function(a, b) return a[value] < b[value] end)
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end
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function makeMenu(name, rep)
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local menu = {}
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local data = ps.callback('md-drugs:server:menu', name)
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for k, v in pairs (data.table) do
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local allow = false
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if rep == nil then
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allow = true
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else
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if rep.dealerrep >= v.minrep then allow = true end
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end
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if allow then
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menu[#menu + 1] = {
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icon = GetImage(v.name),
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description = '$'.. v.price,
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title = GetLabel(v.name),
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onSelect = function()
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local settext = "Cost: $"..v.price
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local dialog = exports.ox_lib:inputDialog(v.name .."!", {
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{ type = 'select', label = "Payment Type", default = "cash", options = { { value = "cash"}, { value = "bank"},}},
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{ type = 'number', label = "Amount to buy", description = settext, min = 0, max = v.amount, default = 1 },
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})
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if not dialog[1] then return end
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TriggerServerEvent("md-drugs:server:purchaseGoods", dialog[2], dialog[1], v.name, v.price, data.table, k)
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end,
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}
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end
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end
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sorter(menu, 'title')
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lib.registerContext({id = data.id, title = data.title, options = menu})
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end
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function Email(sender, subject, message)
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if Config.Phone == 'yflip' then
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local receiver = GetPlayerServerId(PlayerId())
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local insertId, received = exports["yflip-phone"]:SendMail({
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title = subject,
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sender = sender,
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senderDisplayName = sender,
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content = message,
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}, 'phoneNumber', receiver)
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elseif Config.Phone == 'qs' then
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TriggerServerEvent('qs-smartphone:server:sendNewMail', {
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sender = sender,
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subject = subject,
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message = message,
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button = {}
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})
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else
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TriggerServerEvent('qb-phone:server:sendNewMail', {
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sender = sender,
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subject = subject,
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message = message,
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})
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end
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end
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function PoliceCall(chance)
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local math = math.random(1,100)
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if math <= chance then
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if dispatch == 'ps' then
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exports['ps-dispatch']:DrugSale()
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elseif dispatch == 'cd' then
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local data = exports['cd_dispatch']:GetPlayerInfo()
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TriggerServerEvent('cd_dispatch:AddNotification', {
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job_table = {'police', },
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coords = data.coords,
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title = '420-69 Drug Sale',
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message = 'A '..data.sex..' robbing a store at '..data.street,
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flash = 0,
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unique_id = data.unique_id,
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sound = 1,
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blip = { sprite = 431, scale = 1.2, colour = 3, flashes = false, text = '420-69 Drug Sale', time = 5, radius = 0,}
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})
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elseif dispatch == 'core' then
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exports['core_dispatch']:addCall("420-69", "Drugs Are Being Sold", {
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{icon="fa-ruler", info="4.5 MILES"},
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}, {GetEntityCoords(PlayerPedId())}, "police", 3000, 11, 5 )
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elseif dispatch == 'aty' then
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exports["aty_dispatch"]:SendDispatch('Drug Sale', '420-69', 40, {'police'})
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elseif dispatch == 'qs' then
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exports['qs-dispatch']:DrugSale()
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elseif dispatch == 'codem' then
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local Data = {
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type = 'Drug Sale',
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header = 'Someone Selling Drugs',
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text = 'Hurry up and save the community',
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code = '420-69',
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}
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exports['codem-dispatch']:CustomDispatch(Data)
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else
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print('Congrats, You Choose 0 of the options :)')
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end
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else
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return
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end
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end
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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 Notify('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)
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SetEntityInvincible(entity, toggle)
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SetEntityAsMissionEntity(entity, toggle, toggle)
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FreezeEntityPosition(entity, toggle)
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SetEntityHeading(entity, head)
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SetBlockingOfNonTemporaryEvents(entity, toggle)
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end
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function tele(coords)
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DoScreenFadeOut(500)
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Wait(1000)
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SetEntityCoords(PlayerPedId(),coords.x, coords.y, coords.z)
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Wait(1000)
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DoScreenFadeIn(500)
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end
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local created = false
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local heading = 180.0
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function StartRay()
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local run = true
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local pedcoord = GetEntityCoords(PlayerPedId())
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lib.requestModel('v_ret_ml_tablea', 30000)
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local table = CreateObject('v_ret_ml_tablea', pedcoord.x, pedcoord.y, pedcoord.z+1, heading, false, false)
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repeat
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local hit, entityHit, endCoords, surfaceNormal, matHash = lib.raycast.cam(511, 4, 10)
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if not created then
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created = true
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lib.showTextUI([[[E] To Place
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[DEL] To Cancel
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[<-] To Move Left
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[->] To Move Right]])
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else
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SetEntityCoords(table, endCoords.x, endCoords.y, endCoords.z+1)
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SetEntityHeading(table, heading)
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SetEntityCollision(table, false, false)
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SetEntityAlpha(table, 100)
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end
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if IsControlPressed(0, 174) then
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heading = heading - 2
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end
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if IsControlPressed(0, 175) then
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heading = heading + 2
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end
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if IsControlPressed(0, 38) then
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lib.hideTextUI()
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run = false
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DeleteObject(table)
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created = false
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return endCoords, heading
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end
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if IsControlPressed(0, 178) then
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lib.hideTextUI()
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run = false
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created = false
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DeleteObject(table)
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return nil, nil
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end
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Wait(0)
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until run == false
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end
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function StartRay2()
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local run = true
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local pedcoord = GetEntityCoords(PlayerPedId())
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lib.requestModel('bkr_prop_coke_press_01aa', 30000)
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local table = CreateObject('bkr_prop_coke_press_01aa', pedcoord.x, pedcoord.y, pedcoord.z+1, heading, false, false)
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repeat
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local hit, entityHit, endCoords, surfaceNormal, matHash = lib.raycast.cam(511, 4, 10)
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if not created then
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created = true
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lib.showTextUI([[[E] To Place
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[DEL] To Cancel
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[<-] To Move Left
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[->] To Move Right]])
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else
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SetEntityCoords(table, endCoords.x, endCoords.y, endCoords.z+1)
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SetEntityHeading(table, heading)
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SetEntityCollision(table, false, false)
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SetEntityAlpha(table, 100)
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end
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if IsControlPressed(0, 174) then
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heading = heading - 2
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end
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if IsControlPressed(0, 175) then
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heading = heading + 2
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end
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if IsControlPressed(0, 38) then
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lib.hideTextUI()
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run = false
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DeleteObject(table)
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created = false
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return endCoords, heading
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end
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if IsControlPressed(0, 178) then
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lib.hideTextUI()
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run = false
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created = false
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DeleteObject(table)
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return nil, nil
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end
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Wait(0)
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until run == false
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end
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CreateThread(function()
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LoadModel('prop_plant_01b')
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LoadModel('prop_plant_01a')
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LoadModel('prop_cactus_03')
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LoadModel('prop_weed_01')
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TriggerEvent('weed:init')
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TriggerEvent('heroin:init')
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TriggerEvent('coke:init')
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TriggerEvent('Mescaline:init')
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ps.requestModel(GetHashKey('mushroom'))
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TriggerEvent('shrooms:init')
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end)
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ps.registerCallback('md-drugs:client:uncuff', function(data)
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if not progressbar(data, 4000, 'uncuff') then return end
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return true
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end)
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RegisterCommand('DrugRep', function()
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if not Config.TierSystem then return end
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local rep = ps.callback('md-drugs:server:GetRep', false)
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lib.registerContext({
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id = 'DrugRep',
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title = 'Drug Reputation',
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options = {
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{icon = "fa-solid fa-face-flushed", title = 'Cocaine: '..rep.coke},
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{icon = "fa-solid fa-syringe", title = 'Heroin: '..rep.heroin},
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{icon = "fa-solid fa-vial", title = 'LSD: '..rep.lsd},
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{icon = "fa-solid fa-plug", title = 'Dealer: '..rep.dealerrep},
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{icon = "fa-solid fa-money-bill", title = 'Corner Selling: ' .. rep.cornerselling.rep, description = 'Rank: ' .. rep.cornerselling.label }
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}
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})
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lib.showContext('DrugRep')
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end, false)
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function handleGang(gang)
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if gang == nil or gang == '' or gang == "" then return true end
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if ps.getGangName() == gang or gang == 1 then return true end
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return false
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end |