EXTERNAL_EVENTS_NAMES = { ["esx:getSharedObject"] = nil, -- This is nil because it will be found automatically, change it to your one ONLY in the case it can't be found } -- Data for the icon of locked/unlocked door iconData = { [0] = { textureDict = "door_icon", -- Do not edit textureName = "unlocked", -- Do not edit x = 0.03, y = 0.04, color = { -- If all colors are to 255, the image will have the default color r = 255, g = 255, b = 255, a = 255, }, }, [1] = { textureDict = "door_icon", -- Do not edit textureName = "locked", -- Do not edit x = 0.03, y = 0.04, color = { -- If all colors are to 255, the image will have the default color r = 255, g = 255, b = 255, a = 255, }, }, } -- Lower = faster doors loading but worse performance -- Higher = slower doors loading but better performance INTERACTION_POINTS_REFRESH = 800 -- Seconds the blip of police alert will remain in the map BLIP_TIME_AFTER_POLICE_ALERT = 40 --[[ You can edit this function if you want to add second jobs or anything like that (editing this function is down to you) If you edit this, you WILL have also to edit the function in sv_integrations.lua file ]] function isJobAllowed(allowedJobs) if(not allowedJobs) then return true end local playerJob = Framework.getPlayerJob() if(allowedJobs[playerJob] == true) then -- Entire job is allowed return true elseif(allowedJobs[playerJob]) then local playerJobGrade = Framework.getPlayerJobGrade() if type(allowedJobs[playerJob]) == "table" then -- Specific grades are allowed local stringPlayerJobGrade = tostring(playerJobGrade) return allowedJobs[playerJob] and allowedJobs[playerJob][stringPlayerJobGrade] elseif type(allowedJobs[playerJob]) == "number" then -- Minimum grade required return playerJobGrade >= allowedJobs[playerJob] end else return false end end -- Legacy method to find the doors, don't edit unless developer asks USE_LEGACY_METHOD = true -- Maximum attempts to find door coordinates, don't edit unless developer asks MAX_ATTEMPTS_UNIQUE_COORDS = 16