Main/resources/[qb]/qb-smallresources/client/hudcomponents.lua

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2025-06-07 08:51:21 +02:00
local disableHudComponents = Config.Disable.hudComponents
local disableControls = Config.Disable.controls
local displayAmmo = Config.Disable.displayAmmo
local function decorSet(Type, Value)
if Type == 'parked' then
Config.Density.parked = Value
elseif Type == 'vehicle' then
Config.Density.vehicle = Value
elseif Type == 'multiplier' then
Config.Density.multiplier = Value
elseif Type == 'peds' then
Config.Density.peds = Value
elseif Type == 'scenario' then
Config.Density.scenario = Value
end
end
exports('DecorSet', decorSet)
CreateThread(function()
while true do
for i = 1, #disableHudComponents do
HideHudComponentThisFrame(disableHudComponents[i])
end
for i = 1, #disableControls do
DisableControlAction(2, disableControls[i], true)
end
DisplayAmmoThisFrame(displayAmmo)
SetParkedVehicleDensityMultiplierThisFrame(Config.Density.parked)
SetVehicleDensityMultiplierThisFrame(Config.Density.vehicle)
SetRandomVehicleDensityMultiplierThisFrame(Config.Density.multiplier)
SetPedDensityMultiplierThisFrame(Config.Density.peds)
SetScenarioPedDensityMultiplierThisFrame(Config.Density.scenario, Config.Density.scenario) -- Walking NPC Density
Wait(0)
end
end)
exports('addDisableHudComponents', function(hudComponents)
local hudComponentsType = type(hudComponents)
if hudComponentsType == 'number' then
disableHudComponents[#disableHudComponents + 1] = hudComponents
elseif hudComponentsType == 'table' and table.type(hudComponents) == "array" then
for i = 1, #hudComponents do
disableHudComponents[#disableHudComponents + 1] = hudComponents[i]
end
end
end)
exports('removeDisableHudComponents', function(hudComponents)
local hudComponentsType = type(hudComponents)
if hudComponentsType == 'number' then
for i = 1, #disableHudComponents do
if disableHudComponents[i] == hudComponents then
table.remove(disableHudComponents, i)
break
end
end
elseif hudComponentsType == 'table' and table.type(hudComponents) == "array" then
for i = 1, #disableHudComponents do
for i2 = 1, #hudComponents do
if disableHudComponents[i] == hudComponents[i2] then
table.remove(disableHudComponents, i)
end
end
end
end
end)
exports('getDisableHudComponents', function() return disableHudComponents end)
exports('addDisableControls', function(controls)
local controlsType = type(controls)
if controlsType == 'number' then
disableControls[#disableControls + 1] = controls
elseif controlsType == 'table' and table.type(controls) == "array" then
for i = 1, #controls do
disableControls[#disableControls + 1] = controls[i]
end
end
end)
exports('removeDisableControls', function(controls)
local controlsType = type(controls)
if controlsType == 'number' then
for i = 1, #disableControls do
if disableControls[i] == controls then
table.remove(disableControls, i)
break
end
end
elseif controlsType == 'table' and table.type(controls) == "array" then
for i = 1, #disableControls do
for i2 = 1, #controls do
if disableControls[i] == controls[i2] then
table.remove(disableControls, i)
end
end
end
end
end)
exports('getDisableControls', function() return disableControls end)
exports('setDisplayAmmo', function(bool) displayAmmo = bool end)
exports('getDisplayAmmo', function() return displayAmmo end)