Locale = {} Keys = { -- Who doesnt love a big old table of keys. [","] = 82, ["-"] = 84, ["."] = 81, ["1"] = 157, ["2"] = 158, ["3"] = 160, ["4"] = 164, ["5"] = 165, ["6"] = 159, ["7"] = 161, ["8"] = 162, ["9"] = 163, ["="] = 83, ["["] = 39, ["]"] = 40, ["A"] = 34, ["B"] = 29, ["BACKSPACE"] = 177, ["C"] = 26, ["CAPS"] = 137, ["D"] = 9, ["DELETE"] = 178, ["UP"] = 172, ["DOWN"] = 173, ["E"] = 38, ["ENTER"] = 18, ["ESC"] = 322, ["F"] = 23, ["F1"] = 288, ["F10"] = 57, ["F2"] = 289, ["F3"] = 170, ["F5"] = 166, ["F6"] = 167, ["F7"] = 168, ["F8"] = 169, ["F9"] = 56, ["G"] = 47, ["H"] = 74, ["HOME"] = 213, ["K"] = 311, ["L"] = 182, ["LEFT"] = 174, ["LEFTALT"] = 19, ["LEFTCTRL"] = 36, ["LEFTSHIFT"] = 21, ["M"] = 244, ["N"] = 249, ["N+"] = 96, ["N-"] = 97, ["N4"] = 108, ["N5"] = 60, ["N6"] = 107, ["N7"] = 117, ["N8"] = 61, ["N9"] = 118, ["NENTER"] = 201, ["P"] = 199, ["PAGEDOWN"] = 11, ["PAGEUP"] = 10, ["Q"] = 44, ["R"] = 45, ["RIGHT"] = 175, ["RIGHTCTRL"] = 70, ["S"] = 8, ["SPACE"] = 22, ["T"] = 245, ["TAB"] = 37, ["TOP"] = 27, ["U"] = 303, ["V"] = 0, ["W"] = 32, ["X"] = 73, ["Y"] = 246, ["Z"] = 20, ["~"] = 243, } function log(l) -- Just a simple logging thing, to easily log all kinds of stuff. if l == nil then print("nil") return end if not Config.Debug then return end if type(l) == "table" then print(json.encode(l)) elseif type(l) == "boolean" then print(l) else print(l.." | "..type(l)) end end function GetKey(str) local Key = Keys[string.upper(str)] if Key then return Key else return false end end function IncurCooldown(ms) Citizen.CreateThread(function() Cooldown = true Wait(ms) Cooldown = false end) end -- This is my old implementation, unsure if its any better than above though, not sure if creating a thread as often as we do above is good? Time will tell i suppose. --function IncurCooldown(ms) -- Cooldown = ms --end --Citizen.CreateThread(function() -- while true do Wait(500) -- if Cooldown then -- Wait(Cooldown) -- Cooldown = false -- end -- end --end) function PairsKeys(t, f) local a = {} for n in pairs(t) do table.insert(a, n) end table.sort(a, f) local i = 0 local iter = function () i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end function Text(x, y, scale, text, colour, align, force, w) local align = align or 0 local colour = colour or Config.GUI.TextColor SetTextFont(Config.GUI.TextFont) SetTextJustification(align) SetTextScale(scale, scale) SetTextColour(colour[1], colour[2], colour[3], 255) if Config.GUI.TextOutline then SetTextOutline() end if w then SetTextWrap(w.x, w.y) end SetTextEntry("STRING") AddTextComponentString(text) DrawText(x,y) end function FirstUpper(str) return (str:gsub("^%l", string.upper)) end function Lang(what) local Dict = Locale[Config.Language] if not Dict[what] then return Locale["en"][what] end -- If we cant find a translation, use the english one. return Dict[what] end function Notify(message) -- However you want your notifications to be shown, you can switch it up here. SetNotificationTextEntry("STRING") AddTextComponentString(message) DrawNotification(0,1) end function IsMpPed(ped) local Male = GetHashKey("mp_m_freemode_01") local Female = GetHashKey("mp_f_freemode_01") local CurrentModel = GetEntityModel(ped) if CurrentModel == Male then return "Male" elseif CurrentModel == Female then return "Female" else return false end end --[[ Some events that might be useful for external use. You can trigger em with TriggerEvent("EventName"). I was thinking about making them exports, but this is easier, if thats wrong and exports are better for some reason let me know. ]]-- --[[ [dpc:EquipLast] This event will remove all saved clothes from the client. And put them back on the players model. You should use this in your own / other external scripts whenever the player : Eenter a clothing store, enter a barber shop, and many other uses i maybe havent though of. Of course you dont have to do that, but it makes the player experience better. Otherwise they might for example "save" a hat, then go to a clothing store and change the hat, then when using /hat it puts on the hat they had before they paid for their new hat. ]]-- RegisterNetEvent('dpc:EquipLast') AddEventHandler('dpc:EquipLast', function() local Ped = PlayerPedId() for k,v in pairs(LastEquipped) do if v then if v.Drawable then SetPedComponentVariation(Ped, v.ID, v.Drawable, v.Texture, 0) elseif v.Prop then ClearPedProp(Ped, v.ID) SetPedPropIndex(Ped, v.ID, v.Prop, v.Texture, true) end end end LastEquipped = {} end) --[[ [dpc:ResetClothing] Same deal as above but instead of equipping the stuff, it just clears the lastequipped. Useful for when you change a players model. ]]-- RegisterNetEvent('dpc:ResetClothing') AddEventHandler('dpc:ResetClothing', function() LastEquipped = {} end) --[[ [dpc:ToggleMenu] Toggle the clothing menu off/on ]]-- RegisterNetEvent('dpc:ToggleMenu') AddEventHandler('dpc:ToggleMenu', function() MenuOpened = not MenuOpened if MenuOpened then SoundPlay("Open") SetCursorLocation(Config.GUI.Position.x, Config.GUI.Position.y) else SoundPlay("Close") end end) --[[ [dpc:Menu] Changes status of the clothing menu. ]]-- RegisterNetEvent('dpc:Menu') AddEventHandler('dpc:Menu', function(status) MenuOpened = status if MenuOpened then SoundPlay("Open") else SoundPlay("Close") end end)