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https://github.com/jimathy/jim_bridge.git
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Create alcohol.lua
Starting a "alcohol/drug" file to handle alcohol effects between scripts using exports to keep the "amount drunk/used" synchronized between scripts that use jim_bridge
This commit is contained in:
289
ui_modules/alcohol.lua
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289
ui_modules/alcohol.lua
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local alcoholCount = 0
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local drugCount = 0
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local purgeTimer = 300000
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local minDrugCount = 3
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local maxDrugCount = 7
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local minAlcoholCount = 2
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local midAlcoholCount = 4
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local maxAlcoholCount = 7
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local alcoholEffectData = {
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levels = {
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["min"] = {
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effect = "DrugsMichaelAliensFight",
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movement = "move_m@drunk@slightlydrunk",
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camShake = 0.5,
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canStumble = false,
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},
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["mid"] = {
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effect = "DrugsMichaelAliensFight",
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movement = "move_m@drunk@moderatedrunk",
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canRagdoll = true,
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camShake = 0.5,
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canStumble = true,
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stumbleChance = 0.8,
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drunkDriving = true,
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},
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["max"] = {
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effect = "DrugsMichaelAliensFight",
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movement = "move_m@drunk@verydrunk",
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canRagdoll = true,
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camShake = 2.8,
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canStumble = true,
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stumbleChance = 0.6,
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drunkDriving = true,
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},
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},
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}
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local drugEffectData = {
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levels = {
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["min"] = {
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--effect = "SwitchHUDTrevorIn",
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--movement = "move_m@drunk@slightlydrunk",
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},
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["max"] = {
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effect = "SwitchHUDTrevorIn",
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movement = "move_m@drunk@slightlydrunk",
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camShake = 0.2,
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},
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}
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}
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-- Alcohol Thread
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function addAlocholCount(count, canOD)
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alcoholCount = alcoholCount + count
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--print("Alcohol count increased, current amount:", alcoholCount)
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CreateThread(function()
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runAlcoholThread()
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end)
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if alcoholCount >= maxAlcoholCount then
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-- max
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startAlcoholEffect(alcoholEffectData.levels["max"], "max")
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if canOD then
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SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) - math.random(10, 15))
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end
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elseif alcoholCount < maxAlcoholCount and alcoholCount >= midAlcoholCount then
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-- mid
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startAlcoholEffect(alcoholEffectData.levels["mid"], "mid")
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TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200)
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if canOD then
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SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) - math.random(5, 10))
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end
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elseif alcoholCount >= 1 then
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-- min
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TriggerEvent("evidence:client:SetStatus", "alcohol", 200)
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startAlcoholEffect(alcoholEffectData.levels["min"], "min")
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end
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end
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function getAlcoholCount()
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return alcoholCount
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end
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function removeAlcoholCount(count)
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alcoholCount = alcoholCount - count
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if alcoholCount < minAlcoholCount then
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clearCurrentAlcoholEffect()
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end
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--print("Alcohol count decreased, current amount:", alcoholCount)
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end
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local alcoholThreadRun = false
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function runAlcoholThread()
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if alcoholThreadRun == true then
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return
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else
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alcoholThreadRun = true
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end
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--print("Alcohol Thread triggered")
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while alcoholCount > 0 do
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Wait(purgeTimer)
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removeAlcoholCount(1)
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if alcoholCount <= 0 then
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clearCurrentAlcoholEffect()
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alcoholThreadRun = false
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break
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end
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end
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end
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exports("getAlcoholCount",getAlcoholCount)
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exports("addAlocholCount", addAlocholCount)
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exports("removeAlcoholCount", removeAlcoholCount)
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-- EFFECT Management
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local currentAlcoholEffect = ""
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local alcoholEffect = ""
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function clearCurrentAlcoholEffect()
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local Ped = PlayerPedId()
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if alcoholEffect ~= "" then
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AnimpostfxStop(alcoholEffect)
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ResetPedMovementClipset(Ped, 0.0)
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ClearTimecycleModifier()
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ResetScenarioTypesEnabled()
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SetPedIsDrunk(Ped, false)
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SetPedMotionBlur(Ped, false)
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end
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currentAlcoholEffect = ""
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alcoholEffect = ""
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end
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function startAlcoholEffect(data, level)
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local Ped = PlayerPedId()
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if currentAlcoholEffect == level then
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return
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else
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clearCurrentAlcoholEffect()
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currentAlcoholEffect = level
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end
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-- Start effect using sent data
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if alcoholEffect ~= data.effect then
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alcoholEffect = data.effect
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AnimpostfxPlay(data.effect, 0, true)
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if data.movement then
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RequestAnimSet(data.movement)
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while not HasAnimSetLoaded(data.movement) do
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Wait(100)
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end
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SetPedMovementClipset(Ped, data.movement, 3.0)
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end
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SetPedCanRagdoll(Ped, true)
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if data.camShake then
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ShakeGameplayCam("DRUNK_SHAKE", data.camShake)
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end
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SetTimecycleModifier("Drunk")
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SetPedMotionBlur(Ped, true)
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SetPedIsDrunk(Ped, true)
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if data.drivingEffect or data.canStumble then
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CreateThread(function()
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local effectCheck = level
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local lastStumbleTime = GetGameTimer() + 1200
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local lastDriveTime = GetGameTimer() + 6000
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while effectCheck == currentAlcoholEffect do
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if data.camStumble and GetGameTimer() > lastStumbleTime and math.random() > (data.stumbleChance or 0.8) then
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lastStumbleTime = GetGameTimer() + 1200
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SetPedToRagdoll(Ped, 5000, 5000, 0, true, true, false)
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end
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if data.driving and GetGameTimer() > lastDriveTime then
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local inVeh, veh, seat = GetSeatPedIsIn()
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if inVeh then
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lastDriveTime = GetGameTimer() + 6000
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if seat == -1 then
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if math.random() < 0.62 then
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StartVehicleHorn(veh, 1000, "NORMAL", false)
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end
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end
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end
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end
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Wait(1000)
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end
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print("Effect loop broken")
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end)
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end
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end
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end
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-- Helper
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function GetSeatPedIsIn()
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local inVeh, veh, seat = false, 0, 0
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local veh = GetVehiclePedIsIn(PlayerPedId(), false)
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if veh ~= 0 then
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if GetPedInVehicleSeat(veh, -1) == PlayerPedId() then
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inVeh = true
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seat = -1
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end
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end
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return inVeh, veh, seat
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end
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-- Drug thread
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function addDrugCount(count, canOD)
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drugCount = drugCount + count
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--print("Drug count increased, current amount:", drugCount)
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if drugCount >= minDrugCount and drugCount <= maxDrugCount then
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startDrugEffect(drugEffectData.levels["min"], "min")
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elseif drugCount > maxDrugCount then
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if canOD then
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SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) - math.random(10, 15))
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end
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startDrugEffect(drugEffectData.levels["max"], "max")
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end
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end
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function getDrugCount()
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return drugCount
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end
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function removeDrugCount(count)
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--print("Drug count decreased, current amount:", drugCount)
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drugCount = drugCount - count
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end
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local drugThreadRun = false
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function runDrugThread()
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if drugThreadRun == true then
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return
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else
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drugThreadRun = true
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end
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--print("Drug Thread triggered")
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while drugCount > 0 do
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Wait(purgeTimer)
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removeDrugCount(1)
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if drugCount <= 0 then
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drugThreadRun = false
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break
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end
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end
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end
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exports("getDrugCount", getDrugCount)
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exports("addDrugCount", addDrugCount)
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exports("removeDrugCount", removeDrugCount)
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-- EFFECT Management
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local currentDrugEffect = ""
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local drugEffect = ""
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function startDrugEffect(data, level)
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local Ped = PlayerPedId()
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if currentDrugEffect == level then
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return
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else
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clearCurrentAlcoholEffect()
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currentDrugEffect = level
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end
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-- Start effect using sent data
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if drugEffect ~= data.effect then
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drugEffect = data.effect
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AnimpostfxPlay(data.effect, 0, true)
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if data.movement then
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RequestAnimSet(data.movement)
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while not HasAnimSetLoaded(data.movement) do
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Wait(100)
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end
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SetPedMovementClipset(Ped, data.movement, 3.0)
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end
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SetPedCanRagdoll(Ped, true)
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if data.camShake then
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ShakeGameplayCam("DRUNK_SHAKE", data.camShake)
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end
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SetTimecycleModifier("Drunk")
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SetPedMotionBlur(Ped, true)
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SetPedIsDrunk(Ped, true)
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end
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end
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