forked from Simnation/Main
43 lines
1.5 KiB
Lua
43 lines
1.5 KiB
Lua
-- Inicializar estados en GlobalState
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CreateThread(function()
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-- IPLs
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if not GlobalState.ipls then
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GlobalState.ipls = {
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p_prompt_sandy_cityhall_fences_backopened = false,
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p_prompt_sandy_cityhall_backtables = false,
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p_prompt_sandy_cityhall_tables = false,
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p_prompt_sandy_cityhall_coffin_closed = false,
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p_prompt_sandy_cityhall_coffin_opened = false,
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p_prompt_sandy_cityhall_fences_backclosed = false,
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p_prompt_sandy_cityhall_funeral_chairs = false,
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p_prompt_sandy_cityhall_funeral_picture = false,
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p_prompt_sandy_cityhall_leaves = false,
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p_prompt_sandy_cityhall_wedding_chairs = false,
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p_prompt_sandy_cityhall_wedding_spotlight = false,
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p_prompt_sandy_cityhall_wedding_venue = false
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}
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end
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-- Entity Sets
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if not GlobalState.entitySets then
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GlobalState.entitySets = {
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static_elevator = false,
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conference_chairs = false,
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conference_meeting_table = false,
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eventroom_voting = false
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}
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end
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end)
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-- Event handlers para actualizar GlobalState
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RegisterNetEvent('ipls:sync:toggleIPL', function(ipl, state)
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local ipls = GlobalState.ipls
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ipls[ipl] = state
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GlobalState.ipls = ipls
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end)
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RegisterNetEvent('ipls:sync:toggleEntitySet', function(entitySet, state)
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local entitySets = GlobalState.entitySets
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entitySets[entitySet] = state
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GlobalState.entitySets = entitySets
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end)
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