refactor(client/progress): move controls outside of function

This commit is contained in:
Linden
2022-12-06 13:33:04 +11:00
parent ca38dd61ca
commit d9511231b1

View File

@@ -40,6 +40,24 @@ local function interruptProgress(data)
if not data.allowFalling and IsPedFalling(cache.ped) then return true end
end
local isFivem = cache.game == 'fivem'
local controls = {
INPUT_LOOK_LR = isFivem and 1 or 0xA987235F,
INPUT_LOOK_UD = isFivem and 2 or 0xD2047988,
INPUT_SPRINT = isFivem and 21 or 0x8FFC75D6,
INPUT_AIM = isFivem and 25 or 0xF84FA74F,
INPUT_MOVE_LR = isFivem and 30 or 0x4D8FB4C1,
INPUT_MOVE_UD = isFivem and 31 or 0xFDA83190,
INPUT_DUCK = isFivem and 36 or 0xDB096B85,
INPUT_VEH_MOVE_LEFT_ONLY = isFivem and 63 or 0x9DF54706,
INPUT_VEH_MOVE_RIGHT_ONLY = isFivem and 64 or 0x97A8FD98,
INPUT_VEH_ACCELERATE = isFivem and 71 or 0x5B9FD4E2,
INPUT_VEH_BRAKE = isFivem and 72 or 0x6E1F639B,
INPUT_VEH_EXIT = isFivem and 75 or 0xFEFAB9B4,
INPUT_VEH_MOUSE_CONTROL_OVERRIDE = isFivem and 106 or 0x39CCABD5
}
local function startProgress(data)
playerState.invBusy = true
progress = data
@@ -74,48 +92,32 @@ local function startProgress(data)
end
local disable = data.disable
local isFivem = cache.game == 'fivem'
local controls = {
['INPUT_LOOK_LR'] = isFivem and 1 or 0xA987235F,
['INPUT_LOOK_UD'] = isFivem and 2 or 0xD2047988,
['INPUT_SPRINT'] = isFivem and 21 or 0x8FFC75D6,
['INPUT_AIM'] = isFivem and 25 or 0xF84FA74F,
['INPUT_MOVE_LR'] = isFivem and 30 or 0x4D8FB4C1,
['INPUT_MOVE_UD'] = isFivem and 31 or 0xFDA83190,
['INPUT_DUCK'] = isFivem and 36 or 0xDB096B85,
['INPUT_VEH_MOVE_LEFT_ONLY'] = isFivem and 63 or 0x9DF54706,
['INPUT_VEH_MOVE_RIGHT_ONLY'] = isFivem and 64 or 0x97A8FD98,
['INPUT_VEH_ACCELERATE'] = isFivem and 71 or 0x5B9FD4E2,
['INPUT_VEH_BRAKE'] = isFivem and 72 or 0x6E1F639B,
['INPUT_VEH_EXIT'] = isFivem and 75 or 0xFEFAB9B4,
['INPUT_VEH_MOUSE_CONTROL_OVERRIDE'] = isFivem and 106 or 0x39CCABD5
}
while progress do
if disable then
if disable.mouse then
DisableControlAction(0, controls['INPUT_LOOK_LR'], true)
DisableControlAction(0, controls['INPUT_LOOK_UD'], true)
DisableControlAction(0, controls['INPUT_VEH_MOUSE_CONTROL_OVERRIDE'], true)
DisableControlAction(0, controls.INPUT_LOOK_LR, true)
DisableControlAction(0, controls.INPUT_LOOK_UD, true)
DisableControlAction(0, controls.INPUT_VEH_MOUSE_CONTROL_OVERRIDE, true)
end
if disable.move then
DisableControlAction(0, controls['INPUT_SPRINT'], true)
DisableControlAction(0, controls['INPUT_MOVE_LR'], true)
DisableControlAction(0, controls['INPUT_MOVE_UD'], true)
DisableControlAction(0, controls['INPUT_DUCK'], true)
DisableControlAction(0, controls.INPUT_SPRINT, true)
DisableControlAction(0, controls.INPUT_MOVE_LR, true)
DisableControlAction(0, controls.INPUT_MOVE_UD, true)
DisableControlAction(0, controls.INPUT_DUCK, true)
end
if disable.car then
DisableControlAction(0, controls['INPUT_VEH_MOVE_LEFT_ONLY'], true)
DisableControlAction(0, controls['INPUT_VEH_MOVE_RIGHT_ONLY'], true)
DisableControlAction(0, controls['INPUT_VEH_ACCELERATE'], true)
DisableControlAction(0, controls['INPUT_VEH_BRAKE'], true)
DisableControlAction(0, controls['INPUT_VEH_EXIT'], true)
DisableControlAction(0, controls.INPUT_VEH_MOVE_LEFT_ONLY, true)
DisableControlAction(0, controls.INPUT_VEH_MOVE_RIGHT_ONLY, true)
DisableControlAction(0, controls.INPUT_VEH_ACCELERATE, true)
DisableControlAction(0, controls.INPUT_VEH_BRAKE, true)
DisableControlAction(0, controls.INPUT_VEH_EXIT, true)
end
if disable.combat then
DisableControlAction(0, controls['INPUT_AIM'], true)
DisableControlAction(0, controls.INPUT_AIM, true)
DisablePlayerFiring(cache.playerId, true)
end
end