Finished migration to TypeScript, temporary disabled char creator
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259
ReallifeGamemode.Client/Interaction/factioninteraction.ts
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259
ReallifeGamemode.Client/Interaction/factioninteraction.ts
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import * as NativeUI from 'NativeUI';
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const Menu = NativeUI.Menu;
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const UIMenuItem = NativeUI.UIMenuItem;
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const UIMenuListItem = NativeUI.UIMenuListItem;
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const UIMenuCheckboxItem = NativeUI.UIMenuCheckboxItem;
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const BadgeStyle = NativeUI.BadgeStyle;
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const Point = NativeUI.Point;
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const ItemsCollection = NativeUI.ItemsCollection;
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const Color = NativeUI.Color;
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export default function factionInteraction(globalData: GlobalData) {
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var screenRes = mp.game.graphics.getScreenResolution(0, 0);
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var player = mp.players.local;
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var tasks;
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var initTasks;
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var newTasks;
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var sorting = 0;
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var firstSorting = true;
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var activeTask = false;
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var activeCheckpoint;
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var taskStart;
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var taskFinish;
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var taskRange;
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var ambulanceImagePos;
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var rangeLeft;
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var sortText;
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var factionInteractionMenu;
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var reviveTaskMenu;
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mp.events.add("updateFactionBlips", (type, taskList) => {
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});
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mp.events.add("showFactionInteraction", (userFactionId, isDuty, userFactionName, isFactionLeader, reviveTaskCount, healTaskCount, fireTaskCount) => {
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mp.gui.chat.activate(false);
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globalData.Interaction = true;
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var rP = ((reviveTaskCount === "0") ? "~r~" : "~g~");
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var hP = ((healTaskCount === "0") ? "~r~" : "~g~");
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var fP = ((fireTaskCount === "0") ? "~r~" : "~g~");
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factionInteractionMenu = new Menu("Fraktionsinteraktion", userFactionName, new Point(0, screenRes.y / 2), null, null);
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if (isFactionLeader) {
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let leaderMenu = new UIMenuItem("Leadermen\u00fc", "Verwaltung der Fraktion");
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leaderMenu.SetRightBadge(BadgeStyle.Star);
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factionInteractionMenu.AddItem(leaderMenu);
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}
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let reviveTaskMenu;
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let healTaskMenu;
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let fireTaskMenu;
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if (isDuty) {
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switch (userFactionId) {
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case 2:
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reviveTaskMenu = new UIMenuItem("Reviveauftr\u00e4ge");
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reviveTaskMenu.SetRightLabel(rP + reviveTaskCount)
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factionInteractionMenu.AddItem(reviveTaskMenu);
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healTaskMenu = new UIMenuItem("Healauftr\u00e4ge");
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healTaskMenu.SetRightLabel(hP + healTaskCount)
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factionInteractionMenu.AddItem(healTaskMenu);
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fireTaskMenu = new UIMenuItem("Feuerauftr\u00e4ge");
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fireTaskMenu.SetRightLabel(fP + fireTaskCount)
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factionInteractionMenu.AddItem(fireTaskMenu);
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break;
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}
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}
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let cancelItem = new UIMenuItem("Schlie\u00dfen", "Schlie\u00dft die Fraktionsinteraktion");
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cancelItem.BackColor = new Color(213, 0, 0);
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cancelItem.HighlightedBackColor = new Color(229, 57, 53);
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factionInteractionMenu.AddItem(cancelItem);
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factionInteractionMenu.Visible = true;
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factionInteractionMenu.ItemSelect.on((item) => {
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switch (item) {
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case cancelItem:
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factionInteractionMenu.Visible = false;
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mp.gui.chat.activate(true);
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globalData.Interaction = false;
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break;
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case reviveTaskMenu:
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mp.events.callRemote("loadMedicTasks", 0)
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factionInteractionMenu.Visible = false;
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mp.gui.chat.activate(true);
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globalData.Interaction = false;
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break;
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}
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});
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factionInteractionMenu.MenuClose.on(() => {
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mp.gui.chat.activate(true);
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globalData.Interaction = false;
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});
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});
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mp.events.add("showMedicTasks", (type, taskList) => {
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tasks = JSON.parse(taskList);
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if (sorting === 0) {
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initTasks = tasks;
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}
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mp.events.call("sortFactionTasks", false);
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mp.gui.chat.activate(false);
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globalData.Interaction = true;
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switch (type) {
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case 0:
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reviveTaskMenu = new Menu("Revives", "\u00c4lteste zu erst", new Point(0, screenRes.y / 2), null, null);
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let aTask;
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for (var i = 0; i < tasks.length; i++) {
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if (tasks[i].MedicName === "none") {
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aTask = new UIMenuItem("~g~" + tasks[i].Victim);
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} else {
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aTask = new UIMenuItem("~r~" + tasks[i].Victim);
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}
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aTask.SetRightLabel(mp.game.gameplay.getDistanceBetweenCoords(player.position.x, player.position.y, player.position.z, tasks[i].Position.x, tasks[i].Position.y, tasks[i].Position.z, true).toFixed(2).toString() + " ~g~m");
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reviveTaskMenu.AddItem(aTask);
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}
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let backItem = new UIMenuItem("Zur\u00fcck", "Zur\u00fcck zur Fraktionsinteraktion");
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backItem.BackColor = new Color(213, 0, 0);
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backItem.HighlightedBackColor = new Color(229, 57, 53);
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reviveTaskMenu.AddItem(backItem);
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reviveTaskMenu.ItemSelect.on((item, index) => {
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if (item === backItem) {
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reviveTaskMenu.Visible = false;
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factionInteractionMenu.Visible = true;
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} else {
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if (tasks[index].MedicName === "none") {
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mp.game.graphics.requestStreamedTextureDict("medicimages", true);
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mp.events.callRemote("updateMedicTask", 0, index, player.name);
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mp.game.ui.setNewWaypoint(tasks[index].Position.x, tasks[index].Position.y);
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activeCheckpoint = mp.markers.new(1, new mp.Vector3(tasks[index].Position.x, tasks[index].Position.y, tasks[index].Position.z - 2), 3.0, {
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color: [255, 0, 0, 150],
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visible: true,
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dimension: 0
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});
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reviveTaskMenu.Visible = false;
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mp.gui.chat.activate(true);
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globalData.Interaction = false;
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ambulanceImagePos = 0.325
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taskStart = player.position;
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taskFinish = tasks[index].Position;
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taskRange = mp.game.gameplay.getDistanceBetweenCoords(player.position.x, player.position.y, player.position.z, tasks[index].Position.x, tasks[index].Position.y, tasks[index].Position.z, true);
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activeTask = true;
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}
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}
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});
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reviveTaskMenu.MenuClose.on(() => {
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reviveTaskMenu.Visible = false;
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factionInteractionMenu.Visible = true;
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});
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break;
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case 1:
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break;
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case 2:
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break;
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}
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});
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mp.events.add("sortFactionTasks", (sortByKey) => {
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if (firstSorting) {
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sortText = "Nach Uhrzeit";
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firstSorting = false;
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//mp.gui.chat.push("Init Sort");
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return;
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} else {
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if (sortByKey) {
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if (sorting < 1) {
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sorting++;
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} else {
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sorting = 0;
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}
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switch (sorting) {
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case 0: //Standartsortierung
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reviveTaskMenu.Close();
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factionInteractionMenu.Close();
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sortText = "Nach Uhrzeit";
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mp.events.call("showMedicTasks", 0, JSON.stringify(initTasks));
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break;
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case 1: //Sortierung nach Metern (aufsteigend)
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for (var d = 0; d < tasks.length; d++) {
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for (var e = 0; e < tasks.length - 1; e++) {
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if (getDistance1(e) > getDistance2(e + 1)) {
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var tempTask = tasks[e];
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tasks[e] = tasks[e + 1];
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tasks[e + 1] = tempTask;
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mp.gui.chat.push("SWITCH");
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}
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}
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}
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reviveTaskMenu.Close();
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factionInteractionMenu.Close();
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sortText = "Entfernung aufsteigend";
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mp.events.call("showMedicTasks", 0, JSON.stringify(tasks));
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break;
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//case 2: //Sortierung nach Metern (absteigend)
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// mp.gui.chat.push("Sorting 2");
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// sortText = "Entfernung absteigend";
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// break;
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//case 3: //Sortierung nach Zeit (aufsteigend)
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// mp.gui.chat.push("Sorting 3");
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// sortText = "Restzeit aufsteigend";
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// break;
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//case 4: //Sortierung nach Zeit (absteigend)
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// mp.gui.chat.push("Sorting 4");
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// sortText = "Restzeit absteigend";
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// break;
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}
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}
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}
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});
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function getDistance1(index) {
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return mp.game.gameplay.getDistanceBetweenCoords(player.position.x, player.position.y, player.position.z, newTasks[index].Position.x, newTasks[index].Position.y, newTasks[index].Position.z, true).toFixed(2);
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}
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function getDistance2(index) {
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return mp.game.gameplay.getDistanceBetweenCoords(player.position.x, player.position.y, player.position.z, newTasks[index].Position.x, newTasks[index].Position.y, newTasks[index].Position.z, true).toFixed(2);
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}
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mp.events.add('render', () => {
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if (activeTask) {
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rangeLeft = mp.game.gameplay.getDistanceBetweenCoords(player.position.x, player.position.y, player.position.z, taskFinish.x, taskFinish.y, taskFinish.z, true).toFixed(2);
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if (rangeLeft > 1.9) {
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ambulanceImagePos = 0.655 - (mp.game.gameplay.getDistanceBetweenCoords(player.position.x, player.position.y, player.position.z, taskFinish.x, taskFinish.y, taskFinish.z, true) / taskRange * 0.35);
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mp.game.graphics.drawRect(0.5, 0.945, 0.35, 0.025, 150, 0, 0, 200);
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mp.game.graphics.drawText(rangeLeft.toString() + "m", [0.5, 0.93], {
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font: 0,
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color: [255, 255, 255, 255],
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scale: [0.35, 0.35],
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outline: true,
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centre: true
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});
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if (taskRange < rangeLeft) ambulanceImagePos = 0.3;
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mp.game.graphics.drawSprite("medicimages", "finish", 0.655, 0.898, 0.04, 0.07, 0, 255, 255, 255, 255);
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if (player.isInAnyVehicle(false)) {
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mp.game.graphics.drawSprite("medicimages", "ambulance", ambulanceImagePos + 0.01, 0.915, 0.04, 0.07, 0, 255, 255, 255, 255);
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} else {
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mp.game.graphics.drawSprite("medicimages", "running", ambulanceImagePos + 0.02, 0.915, 0.02, 0.035, 0, 255, 0, 0, 255);
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}
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} else {
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activeTask = false;
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activeCheckpoint.destroy();
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}
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}
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});
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}
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