2026-04-14 17:41:39 +02:00

335 lines
9.0 KiB
Lua

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