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