forked from Simnation/Main
72 lines
2.8 KiB
Lua
72 lines
2.8 KiB
Lua
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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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-- Ped models that WON'T be used for NPC selling
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BLACKLISTED_PEDS_MODELS = {
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--[[
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Some examples:
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[ GetHashKey("a_m_o_tramp_01") ] = true,
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[ GetHashKey("csb_rashcosvki") ] = true,
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[ GetHashKey("csb_stripper_02") ] = true,
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]]
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}
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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
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return true
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elseif(allowedJobs[playerJob]) then
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local playerJobGrade = tostring( Framework.getPlayerJobGrade() )
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return allowedJobs[playerJob] and allowedJobs[playerJob][playerJobGrade]
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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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-- Set to true if you want players to be able to sell to gangster ped models
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CAN_SELL_TO_GANGSTERS = false
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-- How many seconds the blip for police alerts will remain in the map
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BLIP_TIME_AFTER_POLICE_ALERT = 120
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-- Punish players who try to cancel the exit animation of drugs fields by ragdolling them and making them to waste more time
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PUNISH_PLAYERS_TRYING_TO_ESCAPE_ANIMATION = false
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--[[
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Default progressbar color (must be a hex code). Examples:
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"#0fffef" - Light blue
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"#ff0f0f" - Red
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"#0f0fff" - Blue
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]]
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DEFAULT_PROGRESSBAR_COLOR = "#47ff33"
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-- Models of peds that can be used with the command to spawn and sell drugs to ped, especially useful in a server without NPCs
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AVAILABLE_PEDS_FOR_SELLING = {"a_m_m_bevhills_02", "ig_car3guy1", "u_f_y_comjane", "ig_davenorton", "csb_reporter"}
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-- Edit this if you want to use custom event for those effects (the first parameter passed will be the amount to add/remove)
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CUMULATIVE_EFFECTS_EVENTS = {
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increaseArmor = 'drugs_creator:cumulative:increaseArmor',
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decreaseArmor = 'drugs_creator:cumulative:decreaseArmor',
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increaseHealth = 'drugs_creator:cumulative:increaseHealth',
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decreaseHealth = 'drugs_creator:cumulative:decreaseHealth',
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increaseThirst = 'drugs_creator:cumulative:increaseThirst',
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decreaseThirst = 'drugs_creator:cumulative:decreaseThirst',
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increaseHunger = 'drugs_creator:cumulative:increaseHunger',
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decreaseHunger = 'drugs_creator:cumulative:decreaseHunger',
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increaseStress = 'drugs_creator:cumulative:increaseStress',
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decreaseStress = 'drugs_creator:cumulative:decreaseStress',
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}
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-- In case you want to change the model
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DRINK_SODA_MODEL = "prop_plastic_cup_02"
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