-- Arcade: 2732.000, -380.000, -50.000 exports('GetDiamondArcadeObject', function() return DiamondArcade end) DiamondArcade = { interiorId = 278273, Style = { derelict = { "entity_set_arcade_set_derelict", "entity_set_arcade_set_derelict_carpet", "entity_set_arcade_set_derelict_clean_up" }, normal = "entity_set_constant_geometry", Set = function(style, refresh) DiamondArcade.Style.Clear(false) SetIplPropState(DiamondArcade.interiorId, style, true, refresh) end, Clear = function(refresh) SetIplPropState(DiamondArcade.interiorId, { DiamondArcade.Style.derelict, DiamondArcade.Style.normal }, false, refresh) end }, Ceiling = { flat = "entity_set_arcade_set_ceiling_flat", mirror = "entity_set_arcade_set_ceiling_mirror", beams = "entity_set_arcade_set_ceiling_beams", Set = function(ceiling, refresh) DiamondArcade.Ceiling.Clear(false) SetIplPropState(DiamondArcade.interiorId, ceiling, true, refresh) end, Clear = function(refresh) SetIplPropState(DiamondArcade.interiorId, { DiamondArcade.Ceiling.flat, DiamondArcade.Ceiling.mirror, DiamondArcade.Ceiling.beams }, false, refresh) end }, Mural = { edgy = "entity_set_mural_option_01", stripes = "entity_set_mural_option_02", kawaii = "entity_set_mural_option_03", thought = "entity_set_mural_option_04", forever = "entity_set_mural_option_05", wireframed = "entity_set_mural_option_06", colors = "entity_set_mural_option_07", realm = "entity_set_mural_option_08", Set = function(mural, refresh) DiamondArcade.Mural.Clear(false) SetIplPropState(DiamondArcade.interiorId, mural, true, refresh) end, Clear = function(refresh) SetIplPropState(DiamondArcade.interiorId, { DiamondArcade.Mural.edgy, DiamondArcade.Mural.stripes, DiamondArcade.Mural.kawaii, DiamondArcade.Mural.thought, DiamondArcade.Mural.forever, DiamondArcade.Mural.wireframed, DiamondArcade.Mural.colors, DiamondArcade.Mural.realm }, false, refresh) end }, Floor = { proper = "entity_set_floor_option_01", scale = "entity_set_floor_option_02", rainbow = "entity_set_floor_option_03", lab = "entity_set_floor_option_04", intergalactic = "entity_set_floor_option_05", stars = "entity_set_floor_option_06", playthings = "entity_set_floor_option_07", thunderclap = "entity_set_floor_option_08", Set = function(floor, refresh) DiamondArcade.Floor.Clear(false) SetIplPropState(DiamondArcade.interiorId, floor, true, refresh) end, Clear = function(refresh) SetIplPropState(DiamondArcade.interiorId, { DiamondArcade.Floor.proper, DiamondArcade.Floor.scale, DiamondArcade.Floor.rainbow, DiamondArcade.Floor.lab, DiamondArcade.Floor.intergalactic, DiamondArcade.Floor.stars, DiamondArcade.Floor.playthings, DiamondArcade.Floor.thunderclap }, false, refresh) end }, Trophy = { claw = "entity_set_arcade_set_trophy_claw", love = "entity_set_arcade_set_trophy_love", teller = "entity_set_arcade_set_trophy_teller", gunner = "entity_set_arcade_set_trophy_gunner", king = "entity_set_arcade_set_trophy_king", racer = "entity_set_arcade_set_trophy_racer", patriot = "entity_set_arcade_set_trophy_patriot", monkey = "entity_set_arcade_set_trophy_monkey", brawler = "entity_set_arcade_set_trophy_brawler", retro = "entity_set_arcade_set_trophy_retro", cabs = "entity_set_arcade_set_trophy_cabs", strife = "entity_set_arcade_set_trophy_strife", Enable = function(trophy, state, refresh) SetIplPropState(DiamondArcade.interiorId, trophy, state, refresh) end }, Plushie = { purple = "entity_set_plushie_01", green = "entity_set_plushie_02", blue = "entity_set_plushie_03", orange = "entity_set_plushie_04", yellow = "entity_set_plushie_05", red = "entity_set_plushie_06", princess = "entity_set_plushie_07", wasabi = "entity_set_plushie_08", master = "entity_set_plushie_09", Enable = function(plushie, state, refresh) SetIplPropState(DiamondArcade.interiorId, plushie, state, refresh) end }, Details = { tv = "entity_set_big_screen", screens = "entity_set_screens", Enable = function(details, state, refresh) SetIplPropState(DiamondArcade.interiorId, details, state, refresh) end }, LoadDefault = function() DiamondArcade.Style.Set(DiamondArcade.Style.normal, false) DiamondArcade.Ceiling.Set(DiamondArcade.Ceiling.flat, false) DiamondArcade.Mural.Set(DiamondArcade.Mural.forever, false); DiamondArcade.Floor.Set(DiamondArcade.Floor.proper, false) DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.claw, true, false) DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.teller, true, false) DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.gunner, true, false) DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.brawler, true, false) DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.cabs, true, false) DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.purple, true, false) DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.princess, true, false) DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.wasabi, true, false) DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.master, true, false) DiamondArcade.Details.Enable(DiamondArcade.Details.tv, true, false) DiamondArcade.Details.Enable(DiamondArcade.Details.screens, true, false) RefreshInterior(DiamondArcade.interiorId) end }