File size: 7,198 Bytes
d7c5875
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
script_name("Weapon Menu")
script_authors("FYP", "hnnssy", "~Au{R}oN")
script_version_number(2)
script_description("Weapon menu cheat. Press RightCtrl + Delete to open menu, use arrows to navigate weapons, +/- to select ammo, Enter to give weapon.")

require "lib.moonloader"


--- Config
keysToggle = {VK_RCONTROL, VK_DELETE}
defaultAmmo = 500


--- Main
local weaponTextures = {"22", "31", "32", "26", "16", "34", "24", "30", "28", "25", "17", "33",
  "23", "37", "29", "27", "18", "9", "35", "36", "38", "39", "41", "42",
  "4", "8", "6", "5", "2", "3", "1", "15", "7", "10", "12", "13", "46",
  "JETPACK", "43", "44", "45", "14"}
totalWeapons = #weaponTextures

function main()
  menu = Menu:new(24, 6)
  while true do
    wait(0)
    if isKeyCheckAvailable() and isKeyComboDown(keysToggle) then
      menuActive = not menuActive

      if not loadWeaponTextures() then return end -- exit script
      menu:toggle(menuActive)

      while not isKeyComboUp(keysToggle) do wait(80) end
    end
    if menuActive then
      menu:process()
    end
  end
end

function loadWeaponTextures()
  if textureList == nil then
    textureList = loadTextures("Weapons", weaponTextures)
    if textureList == nil then print("Can't load txd 'Weapons'."); return false end
  end
  return true
end


--- Class Menu
Menu = {}
function Menu:new(iconSize, columns)
  local public = {}
    public.iconSize = iconSize
    public.columns = columns
    public.selectedItem = 1
    public.textAlphaTick = 0
    public.keyTick = {}
    public.ammo = defaultAmmo
    public.direction = {up = 1, down = 2, left = 3, right = 4}

  function public:toggle(show)
    self.textAlphaTick = 0
    self.textAlpha = 0
    if not menuActive then setPlayerControl(playerHandle, true) end
  end

  function public:process()
    setPlayerControl(playerHandle, false)
    useRenderCommands(true)
    menu:processControl()
    menu:draw()
  end

  function public:draw()
    local x, y = 648.0 - self.columns * self.iconSize, 120.0
    local posX, posY = x, y
    local column = 1

    -- draw icons
    for i = 1, #textureList do
      drawIcon(textureList[i].sprite, posX, posY, (self.selectedItem == i) and (self.iconSize + 2) or self.iconSize)
      if column < self.columns then
        column = column + 1
        posX = posX + self.iconSize
      else
        column = 1
        posX = x
        posY = posY + self.iconSize
      end
    end

    -- update alpha
    if self.textAlpha ~= 0 and gameClock() - self.textAlphaTick > 3.0 then
      self.textAlpha = self.textAlpha - 5
      if self.textAlpha < 0 then self.textAlpha = 0 end
    end

    -- draw info
    if not gxtsInitialized then
      gxtAmmo, gxtInfo = getFreeGxtKey(), getFreeGxtKey()
      gxtsInitialized = true
    end

    setGxtEntry(gxtAmmo, string.format("ammo: %d", self.ammo))
    setGxtEntry(gxtInfo, "hold +/- to select ammo and enter to get weapon~n~hold left shift when selecting ammo to speed up")

    posY = posY - self.iconSize / 2 + 4
    x = x - self.iconSize / 2
    self:drawText(gxtAmmo, x, posY, self.textAlpha)
    self:drawText(gxtInfo, x, posY + 10, self.textAlpha)
  end

  function public:processControl()
    if self:checkKey(VK_RETURN, 0.25) then
      self:giveSelectedWeapon()
      self:updateKeyTick(VK_RETURN)
    end

    -- weapon navigation
    self:processKey(VK_UP, 0.092, function() self:move(self.direction.up) end)
    self:processKey(VK_DOWN, 0.092, function() self:move(self.direction.down) end)
    self:processKey(VK_LEFT, 0.092, function() self:move(self.direction.left) end)
    self:processKey(VK_RIGHT, 0.092, function() self:move(self.direction.right) end)

    -- ammo
    self:processKey(VK_ADD, 0.05, function() self:addAmmo(1) end)
    self:processKey(VK_SUBTRACT, 0.05, function() self:addAmmo(-1) end)
    self:processKey(VK_OEM_PLUS, 0.05, function() self:addAmmo(1) end)
    self:processKey(VK_OEM_MINUS, 0.05, function() self:addAmmo(-1) end)

  end

  function public:addAmmo(ammo)
    self.ammo = self.ammo + (isKeyDown(VK_LSHIFT) and ammo * 10 or ammo)
    if self.ammo < 0 then self.ammo = 0 end
  end

  function public:move(dir)
    if dir == self.direction.right then
      self.selectedItem = self.selectedItem + 1
      if self.selectedItem > totalWeapons then self.selectedItem = 1 end
    end
    if dir == self.direction.left then
      self.selectedItem = self.selectedItem - 1
      if self.selectedItem < 1 then self.selectedItem = totalWeapons end
    end
    if dir == self.direction.down then
      self.selectedItem = self.selectedItem + self.columns
      if self.selectedItem > totalWeapons then self.selectedItem = self.selectedItem - totalWeapons end
    end
    if dir == self.direction.up then
      self.selectedItem = self.selectedItem - self.columns
      if self.selectedItem < 1 then self.selectedItem = totalWeapons + self.selectedItem end
    end
  end

  function public:checkKey(k, delay)
    return isKeyDown(k) and (not self.keyTick[k] or (gameClock() - self.keyTick[k]) > delay)
  end

  function public:processKey(k, delay, func)
    if self:checkKey(k, delay) then
      func()
      self:updateKeyTick(k)
      self.textAlphaTick = gameClock()
      self.textAlpha = 255
    end
  end

  function public:updateKeyTick(k)
    self.keyTick[k] = gameClock()
  end

  function public:giveSelectedWeapon()
    local weap = textureList[self.selectedItem].weapon
    if weap == "JETPACK" then taskJetpack(playerPed)
    else giveWeapon(tonumber(weap), self.ammo)
    end
  end

  function public:drawText(gxt, x, y, alpha)
    setTextWrapx(640.0)
    setTextDropshadow(0, 0, 0, 0)
    setTextScale(0.29, 0.78)
    setTextColour(255, 255, 255, alpha)
    alpha = alpha - 30
    if alpha < 0 then alpha = 0 end
    setTextEdge(1, 0, 0, 0, alpha)
    displayText(x, y, gxt)
  end

  setmetatable(public, self)
  self.__index = self
  return public
end


--- Functions
function isKeyComboDown(keys)
  for i, k in ipairs(keys) do
    if not isKeyDown(k) then return false end
  end
  return true
end

function isKeyComboUp(keys)
  return not isKeyDown(keys[#keys])
end

function isKeyCheckAvailable()
  if not isSampfuncsLoaded() then
    return not isPauseMenuActive()
  end
  local result = not isSampfuncsConsoleActive() and not isPauseMenuActive()
  if isSampLoaded() and isSampAvailable() then
    result = result and not sampIsChatInputActive() and not sampIsDialogActive()
  end
  return result
end

function giveWeapon(id, ammo)
  local model = getWeapontypeModel(id)
  if model ~= 0 then
    if not hasModelLoaded(model) then
      requestModel(model)
      loadAllModelsNow()
      while not hasModelLoaded(model) do wait(0) end
    end
    giveWeaponToChar(playerPed, id, ammo)
    setCurrentCharWeapon(playerPed, id)
  end
end

function loadTextures(txd, names)
  if not loadTextureDictionary(txd) then
		return nil
	end

  local textures = {}
  local count = 0
  for _, name in ipairs(names) do
    local id = loadSprite(name)
    table.insert(textures, {weapon = name, sprite = id})
    count = count + 1
  end

  return textures
end

function drawIcon(id, x, y, size)
  setSpritesDrawBeforeFade(true)
  drawSprite(id, x, y, size, size, 255, 255, 255, 255)
end