Delete ND_Doorlocks directory

This commit is contained in:
Andyyy7666
2022-09-20 22:00:13 +02:00
committed by GitHub
parent 28761103b3
commit 59f70623df
4 changed files with 0 additions and 171 deletions

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@@ -1,38 +0,0 @@
-- For support join my discord: https://discord.gg/Z9Mxu72zZ6
doorList = {
-- Sandy Shores Sheriff office front door.
{
textCoords = vector3(1855.1896, 3683.4507, 34.2675),
authorizedJobs = {"BCSO", "LSPD", "BCSO"},
locked = true,
accessDistance = 1.5,
doors = {
{hash = -1765048490, coords = vector3(1855.4108, 3683.3062, 34.2675), heading = 29.9}
}
},
-- Paleto bay Sheriff office office front doors.
{
textCoords = vector3(-443.6129, 6016.0483, 31.7164),
authorizedJobs = {"BCSO", "LSPD", "BCSO"},
locked = true,
accessDistance = 1.5,
doors = {
{hash = -1501157055, coords = vector3(-443.1538, 6015.5649, 31.7164), heading = 315.0},
{hash = -1501157055, coords = vector3(-444.1442, 6016.6621, 31.7164), heading = 135.0}
}
},
-- Mission Row Police Station front doors.
{
textCoords = vector3(434.7345, -981.9468, 30.7102),
authorizedJobs = {"BCSO", "LSPD", "BCSO"},
locked = true,
accessDistance = 1.5,
doors = {
{hash = -1215222675, coords = vector3(434.8228, -981.1198, 30.6896), heading = 268.0},
{hash = 320433149, coords = vector3(434.8228, -982.7103, 30.6896), heading = 272.0}
}
},
}

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@@ -1,17 +0,0 @@
-- For support join my discord: https://discord.gg/Z9Mxu72zZ6
author "Andyyy#7666, N1K0#0001"
description "ND Framework Doorlocks for buildings"
version "2.1.0"
fx_version "cerulean"
game "gta5"
lua54 "yes"
client_scripts {
"config.lua",
"source/client.lua"
}
server_script "source/server.lua"
dependency "ND_Core"

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-- For support join my discord: https://discord.gg/Z9Mxu72zZ6
NDCore = exports["ND_Core"]:GetCoreObject()
local job = nil
local hasAccess = false
function drawText3D(coords, text)
local onScreen, _x, _y = World3dToScreen2d(coords.x, coords.y, coords.z + 0.5)
local pX, pY, pZ = table.unpack(GetGameplayCamCoords())
SetTextScale(0.4, 0.4)
SetTextFont(4)
SetTextProportional(1)
SetTextEntry("STRING")
SetTextCentre(true)
SetTextColour(255, 255, 255, 255)
SetTextOutline()
AddTextComponentString(text)
DrawText(_x, _y)
end
function getDoorText(locked)
if locked then
if hasAccess then
return "Locked [E]"
else
return "Locked"
end
end
if hasAccess then
return "Unlocked [E]"
else
return ""
end
end
function isAuthorized(door)
for _, authorizedJob in pairs(door.authorizedJobs) do
if job == authorizedJob then
return true
end
end
return false
end
RegisterNetEvent("ND:setCharacter", function(character)
job = character.job
end)
AddEventHandler("playerSpawned", function()
TriggerServerEvent("ND_Doorlocks:getDoors")
end)
Citizen.CreateThread(function()
while true do
pedCoords = GetEntityCoords(PlayerPedId())
Citizen.Wait(1000)
end
end)
Citizen.CreateThread(function()
while true do
for doorID, door in pairs(doorList) do
if #(pedCoords - door.textCoords) < door.accessDistance then
hasAccess = isAuthorized(door)
drawText3D(door.textCoords, getDoorText(door.locked))
for _, doors in pairs(door.doors) do
local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
FreezeEntityPosition(entity, door.locked)
end
end
if IsControlJustPressed(0, 51) then
if hasAccess then
door.locked = not door.locked
TriggerServerEvent("ND_Doorlocks:syncDoor", doorID, door.locked)
end
end
end
Citizen.Wait(0)
end
end)
RegisterNetEvent("ND_Doorlocks:syncDoor", function(doorID, state)
doorList[doorID].locked = state
for _, doors in pairs(doorList[doorID].doors) do
local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
SetEntityHeading(entity, doors.heading)
FreezeEntityPosition(entity, state)
end
end)
RegisterNetEvent("ND_Doorlocks:returnDoors", function(updatedDoors)
for doorID, state in pairs(updatedDoors) do
doorList[doorID].locked = state
for _, doors in pairs(doorList[doorID].doors) do
local entity = GetClosestObjectOfType(doors.coords.x, doors.coords.y, doors.coords.z, 1.0, doors.hash, false, false, false)
SetEntityHeading(entity, doors.heading)
FreezeEntityPosition(entity, state)
end
end
end)

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-- For support join my discord: https://discord.gg/Z9Mxu72zZ6
NDCore = exports["ND_Core"]:GetCoreObject()
NDCore.Functions.VersionChecker("ND_Doorlocks", GetCurrentResourceName(), "https://github.com/Andyyy7666/ND_Framework", "https://raw.githubusercontent.com/Andyyy7666/ND_Framework/main/ND_Doorlocks/fxmanifest.lua")
local updatedDoors = {}
RegisterNetEvent("ND_Doorlocks:syncDoor", function(doorID, state)
updatedDoors[doorID] = state
TriggerClientEvent("ND_Doorlocks:syncDoor", -1, doorID, state)
end)
RegisterNetEvent("ND_Doorlocks:getDoors", function()
local player = source
TriggerClientEvent("ND_Doorlocks:returnDoors", player, updatedDoors)
end)