335 lines
9.0 KiB
Lua
335 lines
9.0 KiB
Lua
local L0_1, L1_1
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L0_1 = print
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L1_1 = "^5[^3 TStudio Elevator^5]^7 Loading Elevator.lua..."
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L0_1(L1_1)
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L0_1 = {}
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Elevator = L0_1
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L0_1 = Elevator
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L1_1 = Elevator
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L0_1.__index = L1_1
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L0_1 = Elevator
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function L1_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2
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L1_2 = setmetatable
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L2_2 = {}
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L3_2 = Elevator
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L1_2 = L1_2(L2_2, L3_2)
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L2_2 = A0_2.floors
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L1_2.floors = L2_2
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L1_2.thread = false
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L2_2 = A0_2.locale
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L1_2.locale = L2_2
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L2_2 = A0_2.marker
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L1_2.marker = L2_2
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L2_2 = A0_2.header
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L1_2.header = L2_2
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L2_2 = table
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L2_2 = L2_2.sortKeys
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L3_2 = L1_2.floors
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L2_2 = L2_2(L3_2)
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L1_2.floors = L2_2
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L2_2 = nil
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L3_2 = L1_2.header
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if L3_2 then
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L3_2 = L1_2.header
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L3_2 = L3_2.topColor
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if L3_2 then
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L3_2 = L1_2.header
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L3_2 = L3_2.bottomColor
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if L3_2 then
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L3_2 = print
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L4_2 = "^2[Elevator]^7 Creating gradient:"
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L5_2 = L1_2.header
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L5_2 = L5_2.topColor
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L5_2 = L5_2.r
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L6_2 = L1_2.header
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L6_2 = L6_2.topColor
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L6_2 = L6_2.g
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L7_2 = L1_2.header
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L7_2 = L7_2.topColor
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L7_2 = L7_2.b
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L3_2(L4_2, L5_2, L6_2, L7_2)
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L3_2 = {}
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L4_2 = {}
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L5_2 = L1_2.header
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L5_2 = L5_2.topColor
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L5_2 = L5_2.r
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L4_2.r = L5_2
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L5_2 = L1_2.header
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L5_2 = L5_2.topColor
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L5_2 = L5_2.g
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L4_2.g = L5_2
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L5_2 = L1_2.header
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L5_2 = L5_2.topColor
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L5_2 = L5_2.b
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L4_2.b = L5_2
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L3_2.topColor = L4_2
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L4_2 = {}
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L5_2 = L1_2.header
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L5_2 = L5_2.bottomColor
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L5_2 = L5_2.r
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L4_2.r = L5_2
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L5_2 = L1_2.header
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L5_2 = L5_2.bottomColor
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L5_2 = L5_2.g
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L4_2.g = L5_2
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L5_2 = L1_2.header
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L5_2 = L5_2.bottomColor
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L5_2 = L5_2.b
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L4_2.b = L5_2
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L3_2.bottomColor = L4_2
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L2_2 = L3_2
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end
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end
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else
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L3_2 = print
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L4_2 = "^1[Elevator]^7 No header gradient configured"
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L3_2(L4_2)
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end
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L3_2 = RageMenu
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L4_2 = L3_2
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L3_2 = L3_2.CreateMenu
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L5_2 = L1_2.locale
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L5_2 = L5_2["menu-title"]
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L6_2 = L1_2.locale
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L6_2 = L6_2["menu-description"]
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L7_2 = nil
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L8_2 = nil
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L9_2 = nil
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L10_2 = L2_2
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L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
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L1_2.menu = L3_2
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L3_2 = pairs
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L4_2 = L1_2.floors
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L3_2, L4_2, L5_2, L6_2 = L3_2(L4_2)
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for L7_2, L8_2 in L3_2, L4_2, L5_2, L6_2 do
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L9_2 = L1_2.menu
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L10_2 = L9_2
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L9_2 = L9_2.AddButton
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L11_2 = L8_2.name
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L12_2 = string
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L12_2 = L12_2.format
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L13_2 = L1_2.locale
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L13_2 = L13_2["floor-description"]
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L14_2 = L8_2.name
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L12_2 = L12_2(L13_2, L14_2)
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L13_2 = L1_2.locale
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L13_2 = L13_2["floor-label"]
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L9_2 = L9_2(L10_2, L11_2, L12_2, L13_2)
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L11_2 = L9_2
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L10_2 = L9_2.On
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L12_2 = "click"
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function L13_2(A0_3)
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local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3
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L1_3 = L1_2.floors
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L2_3 = L7_2
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L1_3 = L1_3[L2_3]
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L2_3 = GetEntityCoords
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L3_3 = PlayerPedId
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L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3 = L3_3()
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L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3)
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L3_3 = vector3
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L4_3 = L1_3.pos
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L4_3 = L4_3.x
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L5_3 = L1_3.pos
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L5_3 = L5_3.y
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L6_3 = L1_3.pos
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L6_3 = L6_3.z
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L3_3 = L3_3(L4_3, L5_3, L6_3)
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L3_3 = L2_3 - L3_3
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L3_3 = #L3_3
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L4_3 = currentFloor
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L5_3 = L7_2
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if L4_3 ~= L5_3 then
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L4_3 = DoScreenFadeOut
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L5_3 = 300
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L4_3(L5_3)
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while true do
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L4_3 = IsScreenFadedOut
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L4_3 = L4_3()
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if L4_3 then
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break
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end
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L4_3 = Wait
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L5_3 = 100
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L4_3(L5_3)
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end
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L4_3 = SetEntityCoordsNoOffset
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L5_3 = PlayerPedId
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L5_3 = L5_3()
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L6_3 = L1_3.pos
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L6_3 = L6_3.x
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L7_3 = L1_3.pos
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L7_3 = L7_3.y
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L8_3 = L1_3.pos
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L8_3 = L8_3.z
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L9_3 = true
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L10_3 = true
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L11_3 = false
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L4_3(L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3)
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L4_3 = SetEntityHeading
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L5_3 = PlayerPedId
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L5_3 = L5_3()
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L6_3 = L1_3.pos
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L6_3 = L6_3.w
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L4_3(L5_3, L6_3)
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L4_3 = DoScreenFadeIn
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L5_3 = 300
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L4_3(L5_3)
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L4_3 = L7_2
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currentFloor = L4_3
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end
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end
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L10_2(L11_2, L12_2, L13_2)
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end
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L4_2 = L1_2
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L3_2 = L1_2.StartThread
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L3_2(L4_2)
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return L1_2
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end
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L0_1.new = L1_1
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L0_1 = Elevator
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function L1_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = RageMenu
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L3_2 = L2_2
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L2_2 = L2_2.OpenMenu
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L4_2 = A0_2.menu
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L2_2(L3_2, L4_2)
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end
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L0_1.OpenMenu = L1_1
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L0_1 = Elevator
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function L1_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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A0_2.thread = true
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L1_2 = pairs
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L2_2 = A0_2.floors
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L1_2, L2_2, L3_2, L4_2 = L1_2(L2_2)
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for L5_2, L6_2 in L1_2, L2_2, L3_2, L4_2 do
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L7_2 = CreateThread
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function L8_2()
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local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3, L16_3, L17_3, L18_3, L19_3, L20_3, L21_3, L22_3, L23_3, L24_3, L25_3
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while true do
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L0_3 = A0_2.thread
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if not L0_3 then
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break
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end
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L0_3 = Wait
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L1_3 = 1
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L0_3(L1_3)
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L0_3 = GetEntityCoords
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L1_3 = PlayerPedId
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L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3, L16_3, L17_3, L18_3, L19_3, L20_3, L21_3, L22_3, L23_3, L24_3, L25_3 = L1_3()
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L0_3 = L0_3(L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3, L16_3, L17_3, L18_3, L19_3, L20_3, L21_3, L22_3, L23_3, L24_3, L25_3)
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L1_3 = vector3
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L2_3 = L6_2.pos
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L2_3 = L2_3.x
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L3_3 = L6_2.pos
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L3_3 = L3_3.y
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L4_3 = L6_2.pos
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L4_3 = L4_3.z
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L1_3 = L1_3(L2_3, L3_3, L4_3)
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L1_3 = L0_3 - L1_3
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L1_3 = #L1_3
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if L1_3 < 2 then
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L2_3 = DrawMarker
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L3_3 = A0_2.marker
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L3_3 = L3_3.type
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L4_3 = L6_2.pos
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L4_3 = L4_3.x
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L5_3 = L6_2.pos
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L5_3 = L5_3.y
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L6_3 = L6_2.pos
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L6_3 = L6_3.z
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L7_3 = 0.0
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L8_3 = 0.0
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L9_3 = 0.0
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L10_3 = 0.0
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L11_3 = 0.0
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L12_3 = 0.0
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L13_3 = 0.6
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L14_3 = 0.6
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L15_3 = 0.6
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L16_3 = A0_2.marker
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L16_3 = L16_3.r
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L17_3 = A0_2.marker
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L17_3 = L17_3.g
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L18_3 = A0_2.marker
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L18_3 = L18_3.b
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L19_3 = A0_2.marker
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L19_3 = L19_3.alpha
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L20_3 = false
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L21_3 = true
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L22_3 = 2
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L23_3 = false
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L24_3 = nil
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L25_3 = false
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L2_3(L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3, L16_3, L17_3, L18_3, L19_3, L20_3, L21_3, L22_3, L23_3, L24_3, L25_3)
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if L1_3 < 1 then
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L2_3 = Config
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if L2_3 then
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L2_3 = Config
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L2_3 = L2_3.CustomHelpNotify
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if L2_3 then
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L2_3 = type
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L3_3 = Config
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L3_3 = L3_3.CustomHelpNotify
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L2_3 = L2_3(L3_3)
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if "function" == L2_3 then
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L2_3 = Config
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L2_3 = L2_3.CustomHelpNotify
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L3_3 = A0_2.locale
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L3_3 = L3_3["elevator-help-notify"]
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L2_3(L3_3)
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end
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end
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else
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L2_3 = AddTextEntry
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L3_3 = "HelpNotify"
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L4_3 = A0_2.locale
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L4_3 = L4_3["elevator-help-notify"]
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L2_3(L3_3, L4_3)
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L2_3 = DisplayHelpTextThisFrame
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L3_3 = "HelpNotify"
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L4_3 = false
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L2_3(L3_3, L4_3)
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end
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L2_3 = IsControlJustReleased
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L3_3 = 0
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L4_3 = 38
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L2_3 = L2_3(L3_3, L4_3)
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if L2_3 then
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L2_3 = print
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L3_3 = "^2[Elevator]^7 E key pressed! Opening menu for floor index:"
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L4_3 = L5_2
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L2_3(L3_3, L4_3)
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L2_3 = A0_2
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L3_3 = L2_3
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L2_3 = L2_3.OpenMenu
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L4_3 = L5_2
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L2_3(L3_3, L4_3)
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end
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else
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L2_3 = RageMenu
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L3_3 = L2_3
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L2_3 = L2_3.IsOpen
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L2_3 = L2_3(L3_3)
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if L2_3 then
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L2_3 = RageMenu
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L3_3 = L2_3
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L2_3 = L2_3.CloseAll
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L2_3(L3_3)
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end
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end
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else
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L2_3 = Wait
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L3_3 = 1000
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L2_3(L3_3)
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end
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end
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end
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L7_2(L8_2)
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end
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end
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L0_1.StartThread = L1_1
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