Resolve merge conflict
This commit is contained in:
@@ -2,4 +2,4 @@
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locked === 1 ? locked = true : locked = false;
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mp.game.object.doorControl(doorHash, x, y, z, locked, p5, p6, p7);
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});
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});
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31
Client/Gui/interiors.js
Normal file
31
Client/Gui/interiors.js
Normal file
@@ -0,0 +1,31 @@
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var keyBound = false;
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var interiorId = -1;
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var enterExit = undefined;
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mp.events.add('InteriorManager_ClearHelpText', () => {
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mp.game.ui.clearHelp(true);
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enterExit = undefined;
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if (keyBound) {
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mp.keys.unbind(0x45, false, keyPressHandler);
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keyBound = false;
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}
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});
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mp.events.add('InteriorManager_ShowHelpText', (interior, intId, entEx) => {
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mp.game.ui.setTextComponentFormat('STRING');
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mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um ~b~' + interior + ' ~s~zu ' + (entEx === 0 ? 'betreten' : 'verlassen'));
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mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
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interiorId = intId;
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enterExit = entEx;
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mp.keys.bind(0x45, false, keyPressHandler);
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keyBound = true;
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});
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function keyPressHandler() {
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if (globalData.InChat) return;
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mp.events.callRemote('InteriorManager_UseTeleport', interiorId, enterExit);
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}
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@@ -1,5 +1,17 @@
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let menuBrowser = null;
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const NativeUI = require('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 UIMenuSliderItem = NativeUI.UIMenuSliderItem;
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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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const ListItem = NativeUI.ListItem;
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mp.events.add('ToggleVehicleMenu', () => {
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if (menuBrowser !== null) {
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menuBrowser.destroy();
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@@ -24,15 +36,68 @@ mp.events.add('doAction', (action) => {
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case 8: // Motor
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mp.events.callRemote("VehicleMenu_ToggleEngine");
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break;
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case 5:
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case 5: // Auf -/ Abschließen
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mp.events.callRemote("VehicleMenu_LockCar");
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break;
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case 3:
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case 3: // Türen
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showDoorsMenu();
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break;
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}
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});
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function showDoorsMenu() {
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mp.gui.chat.show(false);
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var doorMenu = new Menu("Türen", "Türen verwalten", new Point(50, 50));
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doorMenu.AddItem(new UIMenuListItem("Tür", "Welche Tür darf's sein?", new ItemsCollection([
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" Fahrertür",
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" Beifahrertür",
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"Hinten links",
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"Hinten rechts",
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"Motorhaube",
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"Kofferraum"
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])));
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doorMenu.AddItem(new UIMenuItem("Alle öffnen", "Öffnet alle Türen"));
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doorMenu.AddItem(new UIMenuItem("Alle schließen", "Schließt alle Türen"));
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doorMenu.ItemSelect.on((item, index) => {
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if (index === 0) {
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var doorId = -1;
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switch (item.SelectedItem.DisplayText) {
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case " Fahrertür":
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doorId = 0;
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break;
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case " Beifahrertür":
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doorId = 1;
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break;
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case "Hinten links":
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doorId = 2;
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break;
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case "Hinten rechts":
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doorId = 3;
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break;
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case "Motorhaube":
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doorId = 4;
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break;
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case "Kofferraum":
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doorId = 5;
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break;
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}
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if (doorId !== -1) {
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mp.events.callRemote("VehicleMenu_ToggleSingleDoor", doorId);
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}
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} else if (index === 1) {
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mp.events.callRemote("VehicleMenu_OpenAllDoors");
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} else if (index === 2) {
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mp.events.callRemote("VehicleMenu_CloseAllDoors");
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}
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});
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doorMenu.MenuClose.on(() => {
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mp.gui.chat.show(true);
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});
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doorMenu.Open();
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}
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@@ -17,6 +17,7 @@ const player = mp.players.local;
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mp.keys.bind(0x0D, false, function () {
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if (chat === true) {
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chat = false;
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globalData.InChat = false;
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}
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});
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@@ -102,6 +103,7 @@ mp.keys.bind(0x4E, false, function () {
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mp.keys.bind(0x54, false, function () {
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if (chat === false && showInv === false) {
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chat = true;
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globalData.InChat = true;
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}
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});
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@@ -7,7 +7,8 @@
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let globalData = {
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InTuning: false,
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HideGui: false,
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PlayerInteraction: false
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PlayerInteraction: false,
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InChat: false
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};
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mp.game.gameplay.enableMpDlcMaps(true);
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@@ -30,6 +31,7 @@ require('./Gui/nametags.js');
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require('./Gui/playerlist.js');
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require('./Gui/Inventory/inventory.js');
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require('./Gui/vehiclemenu/main.js');
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require('./Gui/interiors.js');
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require('./Interaction/interaction.js');
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@@ -47,4 +49,5 @@ require('./Tuning/main.js');
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require('./Tuning/sync.js');
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require('./Tuning/sirensilence.js');
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require('./vehiclesync/vehiclesync.js');
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require('./vehiclesync/vehiclesync.js');
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require('./vehiclesync/smoothtrottle.js');
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137
Client/vehiclesync/smoothtrottle.js
Normal file
137
Client/vehiclesync/smoothtrottle.js
Normal file
@@ -0,0 +1,137 @@
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//This script will make vehicles have smoother acceleration.
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//To disable the script call an event and set "GlobalDisable" to true.
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//To disable individual sections, set "DisableAntiReverse" or "DisableSmoothThrottle" to true.
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//This script includes an anti-reverse brake system with automatic brake lights.
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//When you brake, while holding brake you will come to a complete stop and won't reverse until you
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//release the brake button and press it again.
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mp.events.add("SmoothThrottle_PlayerEnterVehicle", (entity, seat) =>
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{
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BrakeSystem = true;
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});
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mp.events.add("SmoothThrottle_PlayerExitVehicle", (entity) =>
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{
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BrakeSystem = false;
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});
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mp.events.add("SmoothThrottle_SetSmoothThrottle", (turnedOn) =>
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{
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DisableSmoothThrottle = !turnedOn;
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});
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mp.events.add("SmoothThrottle_SetAntiReverse", (turnedOn) =>
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{
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DisableAntiReverse = !turnedOn;
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});
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mp.events.add("SmoothThrottle_SetGlobal", (turnedOn) =>
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{
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GlobalDisable = !turnedOn;
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});
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let GlobalDisable = false;
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let DisableAntiReverse = false;
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let DisableSmoothThrottle = false;
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let BrakeSystem = false;
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let vehicleStopped = false;
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let vehicleStoppedOnOwn = false;
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let constantStart = 0.25; //starts at 0.25 and increases to 1
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let constantStep = 0.135; //You can change this for a faster throttle response (Will cause more skidding)
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let deltaAmount = constantStart;
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let prevTime = mp.game.invoke('0x9CD27B0045628463');
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let diffToggle = false;
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mp.events.add("render", () =>
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{
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if(GlobalDisable)
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return;
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if(BrakeSystem)
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{
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if(mp.players.local.vehicle !== null)
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{
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if(!mp.players.local.vehicle.isSeatFree(-1)) //only do this if the vehicle has a driver (doesn't have to be the player who is rendering this)
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{
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//Optimize function calls to variables (probably doesn't make a difference)
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let vehClass = mp.players.local.vehicle.getClass();
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let isControl71Pressed = mp.game.controls.isControlPressed(0, 71); //accelerate
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let isControl72Pressed = mp.game.controls.isControlPressed(0, 72); //brake
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let isControl76Pressed = mp.game.controls.isControlPressed(0, 76); //handbrake
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let speed = mp.players.local.vehicle.getSpeed();
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//Only do it to car classes
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if(!DisableSmoothThrottle && ((vehClass >= 0 && vehClass <= 12) || vehClass === 18 || vehClass === 19 || vehClass === 20))
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{
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if(isControl71Pressed || isControl72Pressed)
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{
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if(isControl76Pressed)
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{
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deltaAmount = 1.0; //If people are buffering their throttle up
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}
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mp.players.local.vehicle.setEngineTorqueMultiplier(deltaAmount);
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//Calculate tick time and step every 250ms
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if (mp.game.invoke('0x9CD27B0045628463') - prevTime > 250)
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{
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prevTime = mp.game.invoke('0x9CD27B0045628463');
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deltaAmount += constantStep * speed; //Curve
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if(deltaAmount > 1.0)
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{
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deltaAmount = 1.0;
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}
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}
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}
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else
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{
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deltaAmount = constantStart; //Reset when they let go of throttle
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//mp.game.controls.setControlNormal(0, 71, amount);
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}
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}
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//THIS IS THE BRAKE LIGHT SYSTEM WITH ANTI-REVERSE
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if(DisableAntiReverse)
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return;
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if(speed < 1)
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{
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vehicleStopped = true;
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}
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else
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{
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vehicleStopped = false;
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vehicleStoppedOnOwn = false;
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diffToggle = false;
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}
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if((!isControl72Pressed && mp.game.controls.isControlEnabled(0, 72)) && !isControl76Pressed && vehicleStopped)
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{
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vehicleStoppedOnOwn = true;
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mp.players.local.vehicle.setBrakeLights(true);
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}
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if(vehicleStopped && !vehicleStoppedOnOwn && !mp.players.local.vehicle.isInBurnout() && !diffToggle)
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{
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mp.players.local.vehicle.setBrakeLights(true);
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mp.game.controls.disableControlAction(0, 72, true);
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}
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if((isControl71Pressed && !isControl72Pressed) || isControl76Pressed)
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{
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mp.players.local.vehicle.setBrakeLights(false);
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}
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if(mp.game.controls.isDisabledControlJustReleased(0, 72) && vehicleStopped)
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{
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mp.game.controls.enableControlAction(0, 72, true);
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diffToggle = true;
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}
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}
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}
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}
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});
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