forked from Simnation/Main
111 lines
No EOL
3.7 KiB
Lua
111 lines
No EOL
3.7 KiB
Lua
local disableHudComponents = Config.Disable.hudComponents
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local disableControls = Config.Disable.controls
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local displayAmmo = Config.Disable.displayAmmo
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local function decorSet(Type, Value)
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if Type == 'parked' then
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Config.Density.parked = Value
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elseif Type == 'vehicle' then
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Config.Density.vehicle = Value
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elseif Type == 'multiplier' then
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Config.Density.multiplier = Value
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elseif Type == 'peds' then
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Config.Density.peds = Value
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elseif Type == 'scenario' then
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Config.Density.scenario = Value
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end
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end
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exports('DecorSet', decorSet)
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CreateThread(function()
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while true do
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for i = 1, #disableHudComponents do
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HideHudComponentThisFrame(disableHudComponents[i])
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end
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for i = 1, #disableControls do
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DisableControlAction(2, disableControls[i], true)
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end
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DisplayAmmoThisFrame(displayAmmo)
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SetParkedVehicleDensityMultiplierThisFrame(Config.Density.parked)
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SetVehicleDensityMultiplierThisFrame(Config.Density.vehicle)
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SetRandomVehicleDensityMultiplierThisFrame(Config.Density.multiplier)
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SetPedDensityMultiplierThisFrame(Config.Density.peds)
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SetScenarioPedDensityMultiplierThisFrame(Config.Density.scenario, Config.Density.scenario) -- Walking NPC Density
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Wait(0)
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end
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end)
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exports('addDisableHudComponents', function(hudComponents)
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local hudComponentsType = type(hudComponents)
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if hudComponentsType == 'number' then
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disableHudComponents[#disableHudComponents + 1] = hudComponents
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elseif hudComponentsType == 'table' and table.type(hudComponents) == "array" then
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for i = 1, #hudComponents do
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disableHudComponents[#disableHudComponents + 1] = hudComponents[i]
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end
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end
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end)
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exports('removeDisableHudComponents', function(hudComponents)
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local hudComponentsType = type(hudComponents)
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if hudComponentsType == 'number' then
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for i = 1, #disableHudComponents do
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if disableHudComponents[i] == hudComponents then
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table.remove(disableHudComponents, i)
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break
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end
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end
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elseif hudComponentsType == 'table' and table.type(hudComponents) == "array" then
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for i = 1, #disableHudComponents do
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for i2 = 1, #hudComponents do
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if disableHudComponents[i] == hudComponents[i2] then
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table.remove(disableHudComponents, i)
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end
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end
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end
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end
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end)
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exports('getDisableHudComponents', function() return disableHudComponents end)
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exports('addDisableControls', function(controls)
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local controlsType = type(controls)
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if controlsType == 'number' then
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disableControls[#disableControls + 1] = controls
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elseif controlsType == 'table' and table.type(controls) == "array" then
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for i = 1, #controls do
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disableControls[#disableControls + 1] = controls[i]
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end
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end
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end)
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exports('removeDisableControls', function(controls)
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local controlsType = type(controls)
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if controlsType == 'number' then
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for i = 1, #disableControls do
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if disableControls[i] == controls then
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table.remove(disableControls, i)
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break
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end
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end
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elseif controlsType == 'table' and table.type(controls) == "array" then
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for i = 1, #disableControls do
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for i2 = 1, #controls do
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if disableControls[i] == controls[i2] then
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table.remove(disableControls, i)
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end
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end
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end
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end
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end)
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exports('getDisableControls', function() return disableControls end)
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exports('setDisplayAmmo', function(bool) displayAmmo = bool end)
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exports('getDisplayAmmo', function() return displayAmmo end) |