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)