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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