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Add the ability to specify if an action can be interrupted. Options that I've thought of off the bat are ped going ragdoll or ped being handcuffed. Co-authored-by: Linden <65407488+thelindat@users.noreply.github.com>
173 lines
4.0 KiB
Lua
173 lines
4.0 KiB
Lua
local progress
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local DisableControlAction = DisableControlAction
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local DisablePlayerFiring = DisablePlayerFiring
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local playerState = LocalPlayer.state
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local function createProp(prop)
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lib.requestModel(prop.model)
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local coords = GetEntityCoords(cache.ped)
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local object = CreateObject(prop.model, coords.x, coords.y, coords.z, true, true, true)
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AttachEntityToEntity(object, cache.ped, GetPedBoneIndex(cache.ped, prop.bone or 60309), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 0, true)
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return object
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end
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local function interruptProgress(data)
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if not data.useWhileDead and IsEntityDead(cache.ped) then return true end
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if not data.allowRagdoll and IsPedRagdoll(cache.ped) then return true end
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if not data.allowCuffed and IsPedCuffed(cache.ped) then return true end
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if not data.allowFalling and IsPedFalling(cache.ped) then return true end
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end
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local function startProgress(data)
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playerState.invBusy = true
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progress = data
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if data.anim then
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if data.anim.dict then
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lib.requestAnimDict(data.anim.dict)
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TaskPlayAnim(cache.ped, data.anim.dict, data.anim.clip, data.anim.blendIn or 3.0, data.anim.blendOut or 1.0, data.anim.duration or -1, data.anim.flag or 49, data.anim.playbackRate or 0, data.anim.lockX, data.anim.lockY, data.anim.lockZ)
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data.anim = true
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elseif data.anim.scenario then
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TaskStartScenarioInPlace(cache.ped, data.anim.scenario, 0, data.anim.playEnter ~= nil and data.anim.playEnter or true)
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data.anim = true
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end
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end
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if data.prop then
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if data.prop.model then
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data.prop1 = createProp(data.prop)
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else
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for i = 1, #data.prop do
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local prop = data.prop[i]
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if prop then
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data['prop'..i] = createProp(prop)
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end
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end
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end
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end
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local disable = data.disable
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while progress do
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if disable then
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if disable.mouse then
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DisableControlAction(0, 1, true)
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DisableControlAction(0, 2, true)
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DisableControlAction(0, 106, true)
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end
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if disable.move then
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DisableControlAction(0, 21, true)
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DisableControlAction(0, 30, true)
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DisableControlAction(0, 31, true)
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DisableControlAction(0, 36, true)
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end
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if disable.car then
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DisableControlAction(0, 63, true)
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DisableControlAction(0, 64, true)
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DisableControlAction(0, 71, true)
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DisableControlAction(0, 72, true)
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DisableControlAction(0, 75, true)
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end
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if disable.combat then
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DisableControlAction(0, 25, true)
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DisablePlayerFiring(cache.playerId, true)
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end
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end
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if interruptProgress(progress) then
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progress = false
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end
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Wait(0)
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end
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if data.anim then
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ClearPedTasks(cache.ped)
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end
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if data.prop then
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local n = #data.prop
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for i = 1, n > 0 and n or 1 do
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local prop = data['prop'..i]
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if prop then
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DetachEntity(prop)
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DeleteEntity(prop)
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end
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end
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end
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playerState.invBusy = false
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local cancel = progress == false
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progress = nil
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if cancel then
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SendNUIMessage({ action = 'progressCancel' })
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return false
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end
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return true
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end
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function lib.progressBar(data)
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while progress ~= nil do Wait(100) end
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if not interruptProgress(data) then
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SendNUIMessage({
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action = 'progress',
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data = {
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label = data.label,
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duration = data.duration
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}
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})
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return startProgress(data)
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end
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end
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function lib.progressCircle(data)
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while progress ~= nil do Wait(100) end
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if not interruptProgress(data) then
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SendNUIMessage({
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action = 'circleProgress',
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data = {
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duration = data.duration,
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position = data.position,
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label = data.label
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}
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})
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return startProgress(data)
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end
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end
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function lib.cancelProgress()
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if not progress then
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error('No progress bar is active')
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elseif not progress.canCancel then
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error(("Progress bar '%s' cannot be cancelled"):format(id))
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end
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progress = false
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end
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function lib.progressActive()
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return progress and true
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end
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RegisterNUICallback('progressComplete', function(data, cb)
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cb(1)
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progress = nil
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end)
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RegisterCommand('cancelprogress', function()
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if progress?.canCancel then progress = false end
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end)
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RegisterKeyMapping('cancelprogress', 'Cancel current progress bar', 'keyboard', 'x')
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