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init.lua
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init.lua
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function Load(name)
local resourceName = GetCurrentResourceName()
local chunk = LoadResourceFile(resourceName, ('data/%s.lua'):format(name))
if chunk then
local err
chunk, err = load(chunk, ('@@%s/data/%s.lua'):format(resourceName, name), 't')
if err then
error(('\n^1 %s'):format(err), 0)
end
return chunk()
end
end
-------------------------------------------------------------------------------
-- Settings
-------------------------------------------------------------------------------
Config = {}
-- It's possible to interact with entities through walls so this should be low
Config.MaxDistance = 5.0
-- Enable debug options
Config.Debug = false
-- Supported values: true, false
Config.Standalone = false
-- Enable outlines around the entity you're looking at
Config.EnableOutline = false
-- The color of the outline in rgb, the first value is red, the second value is green and the last value is blue. Here is a link to a color picker to get these values: https://htmlcolorcodes.com/color-picker/
Config.OutlineColor = {255, 255, 255}
-- Enable default options (Toggling vehicle doors)
Config.EnableDefaultOptions = true
-- Disable the target eye whilst being in a vehicle
Config.DisableInVehicle = false
-- Key to open the target
Config.OpenKey = 'LMENU' -- Left Alt
-- Key to open the menu
Config.MenuControlKey = 238 -- Control for keypress detection on the context menu, this is the Right Mouse Button, controls are found here https://docs.fivem.net/docs/game-references/controls/
-- Whether to have the target as a toggle or not
Config.Toggle = false
-------------------------------------------------------------------------------
-- Target Configs
-------------------------------------------------------------------------------
-- These are all empty for you to fill in, refer to the .md files for help in filling these in
Config.CircleZones = {
}
Config.BoxZones = {
}
Config.PolyZones = {
}
Config.TargetBones = {
}
Config.TargetEntities = {
}
Config.TargetModels = {
}
Config.GlobalPedOptions = {
}
Config.GlobalVehicleOptions = {
}
Config.GlobalObjectOptions = {
}
Config.GlobalPlayerOptions = {
}
Config.Peds = {
}
-------------------------------------------------------------------------------
-- Functions
-------------------------------------------------------------------------------
local function JobCheck() return true end
local function GangCheck() return true end
local function ItemCount() return true end
local function CitizenCheck() return true end
CreateThread(function()
if not Config.Standalone then
local QBCore = exports['qb-core']:GetCoreObject()
local PlayerData = exports['qbr-core']:GetPlayerData()
ItemCount = function(item)
for _, v in pairs(PlayerData.items) do
if v.name == item then
return true
end
end
return false
end
JobCheck = function(job)
if type(job) == 'table' then
job = job[PlayerData.job.name]
if job and PlayerData.job.grade.level >= job then
return true
end
elseif job == 'all' or job == PlayerData.job.name then
return true
end
return false
end
GangCheck = function(gang)
if type(gang) == 'table' then
gang = gang[PlayerData.gang.name]
if gang and PlayerData.gang.grade.level >= gang then
return true
end
elseif gang == 'all' or gang == PlayerData.gang.name then
return true
end
return false
end
CitizenCheck = function(citizenid)
return citizenid == PlayerData.citizenid or citizenid[PlayerData.citizenid]
end
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
PlayerData = exports['qbr-core']:GetPlayerData()
SpawnPeds()
end)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function()
PlayerData = {}
DeletePeds()
end)
RegisterNetEvent('QBCore:Client:OnJobUpdate', function(JobInfo)
PlayerData.job = JobInfo
end)
RegisterNetEvent('QBCore:Client:OnGangUpdate', function(GangInfo)
PlayerData.gang = GangInfo
end)
RegisterNetEvent('QBCore:Player:SetPlayerData', function(val)
PlayerData = val
end)
else
local firstSpawn = false
local event = AddEventHandler('playerSpawned', function()
SpawnPeds()
firstSpawn = true
end)
-- Remove event after it has been triggered
while true do
if firstSpawn then
RemoveEventHandler(event)
break
end
Wait(1000)
end
end
end)
function CheckOptions(data, entity, distance)
if distance and data.distance and distance > data.distance then return false end
if data.job and not JobCheck(data.job) then return false end
if data.gang and not GangCheck(data.gang) then return false end
if data.item and not ItemCount(data.item) then return false end
if data.citizenid and not CitizenCheck(data.citizenid) then return false end
if data.canInteract and not data.canInteract(entity, distance, data) then return false end
return true
end