0.0.1
This commit is contained in:
173
resources/[standalone]/bob74_ipl/dlc_casino/arcade.lua
Normal file
173
resources/[standalone]/bob74_ipl/dlc_casino/arcade.lua
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@@ -0,0 +1,173 @@
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-- Arcade: 2732.000, -380.000, -50.000
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exports('GetDiamondArcadeObject', function()
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return DiamondArcade
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end)
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DiamondArcade = {
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interiorId = 278273,
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Style = {
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derelict = {
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"entity_set_arcade_set_derelict",
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"entity_set_arcade_set_derelict_carpet",
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"entity_set_arcade_set_derelict_clean_up"
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},
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normal = "entity_set_constant_geometry",
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Set = function(style, refresh)
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DiamondArcade.Style.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, style, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Style.derelict,
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DiamondArcade.Style.normal
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}, false, refresh)
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end
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},
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Ceiling = {
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flat = "entity_set_arcade_set_ceiling_flat",
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mirror = "entity_set_arcade_set_ceiling_mirror",
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beams = "entity_set_arcade_set_ceiling_beams",
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Set = function(ceiling, refresh)
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DiamondArcade.Ceiling.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, ceiling, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Ceiling.flat,
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DiamondArcade.Ceiling.mirror,
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DiamondArcade.Ceiling.beams
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}, false, refresh)
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end
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},
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Mural = {
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edgy = "entity_set_mural_option_01",
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stripes = "entity_set_mural_option_02",
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kawaii = "entity_set_mural_option_03",
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thought = "entity_set_mural_option_04",
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forever = "entity_set_mural_option_05",
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wireframed = "entity_set_mural_option_06",
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colors = "entity_set_mural_option_07",
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realm = "entity_set_mural_option_08",
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Set = function(mural, refresh)
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DiamondArcade.Mural.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, mural, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Mural.edgy,
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DiamondArcade.Mural.stripes,
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DiamondArcade.Mural.kawaii,
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DiamondArcade.Mural.thought,
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DiamondArcade.Mural.forever,
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DiamondArcade.Mural.wireframed,
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DiamondArcade.Mural.colors,
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DiamondArcade.Mural.realm
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}, false, refresh)
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end
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},
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Floor = {
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proper = "entity_set_floor_option_01",
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scale = "entity_set_floor_option_02",
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rainbow = "entity_set_floor_option_03",
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lab = "entity_set_floor_option_04",
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intergalactic = "entity_set_floor_option_05",
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stars = "entity_set_floor_option_06",
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playthings = "entity_set_floor_option_07",
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thunderclap = "entity_set_floor_option_08",
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Set = function(floor, refresh)
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DiamondArcade.Floor.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, floor, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Floor.proper,
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DiamondArcade.Floor.scale,
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DiamondArcade.Floor.rainbow,
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DiamondArcade.Floor.lab,
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DiamondArcade.Floor.intergalactic,
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DiamondArcade.Floor.stars,
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DiamondArcade.Floor.playthings,
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DiamondArcade.Floor.thunderclap
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}, false, refresh)
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end
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},
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Trophy = {
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claw = "entity_set_arcade_set_trophy_claw",
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love = "entity_set_arcade_set_trophy_love",
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teller = "entity_set_arcade_set_trophy_teller",
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gunner = "entity_set_arcade_set_trophy_gunner",
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king = "entity_set_arcade_set_trophy_king",
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racer = "entity_set_arcade_set_trophy_racer",
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patriot = "entity_set_arcade_set_trophy_patriot",
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monkey = "entity_set_arcade_set_trophy_monkey",
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brawler = "entity_set_arcade_set_trophy_brawler",
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retro = "entity_set_arcade_set_trophy_retro",
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cabs = "entity_set_arcade_set_trophy_cabs",
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strife = "entity_set_arcade_set_trophy_strife",
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Enable = function(trophy, state, refresh)
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SetIplPropState(DiamondArcade.interiorId, trophy, state, refresh)
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end
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},
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Plushie = {
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purple = "entity_set_plushie_01",
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green = "entity_set_plushie_02",
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blue = "entity_set_plushie_03",
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orange = "entity_set_plushie_04",
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yellow = "entity_set_plushie_05",
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red = "entity_set_plushie_06",
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princess = "entity_set_plushie_07",
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wasabi = "entity_set_plushie_08",
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master = "entity_set_plushie_09",
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Enable = function(plushie, state, refresh)
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SetIplPropState(DiamondArcade.interiorId, plushie, state, refresh)
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end
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},
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Details = {
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tv = "entity_set_big_screen",
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screens = "entity_set_screens",
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Enable = function(details, state, refresh)
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SetIplPropState(DiamondArcade.interiorId, details, state, refresh)
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end
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},
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LoadDefault = function()
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DiamondArcade.Style.Set(DiamondArcade.Style.normal, false)
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DiamondArcade.Ceiling.Set(DiamondArcade.Ceiling.flat, false)
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DiamondArcade.Mural.Set(DiamondArcade.Mural.forever, false);
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DiamondArcade.Floor.Set(DiamondArcade.Floor.proper, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.claw, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.teller, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.gunner, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.brawler, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.cabs, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.purple, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.princess, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.wasabi, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.master, true, false)
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DiamondArcade.Details.Enable(DiamondArcade.Details.tv, true, false)
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DiamondArcade.Details.Enable(DiamondArcade.Details.screens, true, false)
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RefreshInterior(DiamondArcade.interiorId)
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end
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}
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106
resources/[standalone]/bob74_ipl/dlc_casino/arcade_basement.lua
Normal file
106
resources/[standalone]/bob74_ipl/dlc_casino/arcade_basement.lua
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@@ -0,0 +1,106 @@
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-- Arcade basement: 2710.0, -360.780, -56.0
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exports('GetDiamondArcadeBasementObject', function()
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return DiamondArcadeBasement
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end)
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DiamondArcadeBasement = {
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interiorId = 278529,
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Style = {
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derelict = "set_plan_pre_setup",
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normal = {
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"set_plan_setup",
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"set_plan_scribbles"
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},
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Set = function(style, refresh)
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DiamondArcadeBasement.Style.Clear(false)
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SetIplPropState(DiamondArcadeBasement.interiorId, style, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcadeBasement.interiorId, {
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DiamondArcadeBasement.Style.derelict,
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DiamondArcadeBasement.Style.normal
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}, false, refresh)
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end
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},
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Garage = {
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garage = "set_plan_garage",
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wall = "set_plan_wall",
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Set = function(garage, refresh)
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DiamondArcadeBasement.Garage.Clear(false)
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SetIplPropState(DiamondArcadeBasement.interiorId, garage, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcadeBasement.interiorId, {
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DiamondArcadeBasement.Garage.garage,
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DiamondArcadeBasement.Garage.wall
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}, false, refresh)
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end
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},
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Bed = {
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bed = "set_plan_bed",
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trash = "set_plan_no_bed",
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Set = function(bed, refresh)
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DiamondArcadeBasement.Bed.Clear(false)
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SetIplPropState(DiamondArcadeBasement.interiorId, bed, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcadeBasement.interiorId, {
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DiamondArcadeBasement.Bed.bed,
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DiamondArcadeBasement.Bed.trash
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}, false, refresh)
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end
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},
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Details = {
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computer = "set_plan_computer",
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cabinets = "set_plan_arcade_x4",
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plans = "set_plan_plans",
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casino = "set_plan_casino",
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keypad = "set_plan_keypad",
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vault = "set_plan_vault",
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mechanic = "set_plan_mechanic",
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hacker = "set_plan_hacker",
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weapons = "set_plan_weapons",
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vaultLaser = "set_plan_vault_laser",
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vaultDrill = "set_plan_vault_drill",
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drill = "set_plan_electric_drill",
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explosives = "set_plan_plastic_explosives",
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dongle = "set_plan_hacking_device",
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cockroaches = "set_plan_cockroaches",
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stealthOutfits = "set_plan_stealth_outfits",
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securityOutfits = "set_plan_gruppe_sechs_outfits",
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helmet = "set_plan_fireman_helmet",
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drone = "set_plan_drone_parts",
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keycards = "set_plan_vault_keycard_01a",
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keycard1 = "set_plan_swipe_card_01a",
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keycard2 = "set_plan_swipe_card_01b",
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vaultLaser2 = "set_plan_vault_laser_alt",
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vaultDrill2 = "set_plan_vault_drill_alt",
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Enable = function(details, state, refresh)
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SetIplPropState(DiamondArcadeBasement.interiorId, details, state, refresh)
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end
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},
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LoadDefault = function()
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DiamondArcadeBasement.Style.Set(DiamondArcadeBasement.Style.normal, false)
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DiamondArcadeBasement.Garage.Set(DiamondArcadeBasement.Garage.garage, false)
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DiamondArcadeBasement.Bed.Set(DiamondArcadeBasement.Bed.bed, false)
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DiamondArcadeBasement.Details.Enable(DiamondArcadeBasement.Details.computer, true, false)
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DiamondArcadeBasement.Details.Enable(DiamondArcadeBasement.Details.plans, true, false)
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DiamondArcadeBasement.Details.Enable(DiamondArcadeBasement.Details.mechanic, true, false)
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DiamondArcadeBasement.Details.Enable(DiamondArcadeBasement.Details.cockroaches, true, false)
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RefreshInterior(DiamondArcadeBasement.interiorId)
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end
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}
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70
resources/[standalone]/bob74_ipl/dlc_casino/casino.lua
Normal file
70
resources/[standalone]/bob74_ipl/dlc_casino/casino.lua
Normal file
@@ -0,0 +1,70 @@
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exports('GetDiamondCasinoObject', function()
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return DiamondCasino
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end)
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DiamondCasino = {
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Ipl = {
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Building = {
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ipl = {
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"hei_dlc_windows_casino",
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"hei_dlc_casino_aircon",
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"vw_dlc_casino_door",
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"hei_dlc_casino_door"
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},
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Load = function()
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EnableIpl(DiamondCasino.Ipl.Building.ipl, true)
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end,
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Remove = function()
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EnableIpl(DiamondCasino.Ipl.Building.ipl, false)
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end
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},
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Main = {
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ipl = "vw_casino_main",
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-- Normal Version: 1110.20, 216.60 -49.45
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-- Heist Version: 2490.67, -280.40, -58.71
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Load = function()
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EnableIpl(DiamondCasino.Ipl.Main.ipl, true)
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end,
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Remove = function()
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EnableIpl(DiamondCasino.Ipl.Main.ipl, false)
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end
|
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},
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Garage = {
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ipl = "vw_casino_garage",
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-- Loading Bay Garage: 2536.276, -278.98, -64.722
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-- Vault Lobby: 2483.151, -278.58, -70.694
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-- Vault: 2516.765, -238.056, -70.737
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Load = function()
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EnableIpl(DiamondCasino.Ipl.Garage.ipl, true)
|
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end,
|
||||
Remove = function()
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EnableIpl(DiamondCasino.Ipl.Garage.ipl, false)
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||||
end
|
||||
},
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Carpark = {
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ipl = "vw_casino_carpark",
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-- Carpark Garage: 1380.000 200.000 -50.000
|
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-- VIP Carpark Garage: 1295.000 230.000 -50.000
|
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|
||||
Load = function()
|
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EnableIpl(DiamondCasino.Ipl.Carpark.ipl, true)
|
||||
end,
|
||||
Remove = function()
|
||||
EnableIpl(DiamondCasino.Ipl.Carpark.ipl, false)
|
||||
end
|
||||
}
|
||||
},
|
||||
|
||||
LoadDefault = function()
|
||||
DiamondCasino.Ipl.Building.Load()
|
||||
DiamondCasino.Ipl.Main.Load()
|
||||
DiamondCasino.Ipl.Carpark.Load()
|
||||
DiamondCasino.Ipl.Garage.Load()
|
||||
end
|
||||
}
|
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335
resources/[standalone]/bob74_ipl/dlc_casino/penthouse.lua
Normal file
335
resources/[standalone]/bob74_ipl/dlc_casino/penthouse.lua
Normal file
@@ -0,0 +1,335 @@
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||||
exports('GetDiamondPenthouseObject', function()
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return DiamondPenthouse
|
||||
end)
|
||||
|
||||
-- Penthouse: 976.636 70.295 115.164
|
||||
|
||||
DiamondPenthouse = {
|
||||
interiorId = 274689,
|
||||
|
||||
Ipl = {
|
||||
Interior = {
|
||||
ipl = "vw_casino_penthouse",
|
||||
|
||||
Load = function()
|
||||
EnableIpl(DiamondPenthouse.Ipl.Interior.ipl, true)
|
||||
SetIplPropState(DiamondPenthouse.interiorId, "Set_Pent_Tint_Shell", true, true)
|
||||
end,
|
||||
Remove = function()
|
||||
EnableIpl(DiamondPenthouse.Ipl.Interior.ipl, false)
|
||||
end
|
||||
}
|
||||
},
|
||||
Colors = {
|
||||
default = 0,
|
||||
sharp = 1,
|
||||
vibrant = 2,
|
||||
timeless = 3
|
||||
},
|
||||
Interior = {
|
||||
Walls = {
|
||||
SetColor = function(color, refresh)
|
||||
SetInteriorEntitySetColor(DiamondPenthouse.interiorId, "Set_Pent_Tint_Shell", color)
|
||||
|
||||
if refresh then
|
||||
RefreshInterior(DiamondPenthouse.interiorId)
|
||||
end
|
||||
end
|
||||
},
|
||||
Pattern = {
|
||||
pattern01 = "Set_Pent_Pattern_01",
|
||||
pattern02 = "Set_Pent_Pattern_02",
|
||||
pattern03 = "Set_Pent_Pattern_03",
|
||||
pattern04 = "Set_Pent_Pattern_04",
|
||||
pattern05 = "Set_Pent_Pattern_05",
|
||||
pattern06 = "Set_Pent_Pattern_06",
|
||||
pattern07 = "Set_Pent_Pattern_07",
|
||||
pattern08 = "Set_Pent_Pattern_08",
|
||||
pattern09 = "Set_Pent_Pattern_09",
|
||||
|
||||
Set = function(pattern, refresh)
|
||||
DiamondPenthouse.Interior.Pattern.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, pattern, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Pattern) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end,
|
||||
SetColor = function(pattern, color, refresh)
|
||||
SetInteriorEntitySetColor(DiamondPenthouse.interiorId, pattern, color)
|
||||
|
||||
if refresh then
|
||||
RefreshInterior(DiamondPenthouse.interiorId)
|
||||
end
|
||||
end
|
||||
},
|
||||
SpaBar = {
|
||||
open = "Set_Pent_Spa_Bar_Open",
|
||||
closed = "Set_Pent_Spa_Bar_Closed",
|
||||
|
||||
Set = function(state, refresh)
|
||||
DiamondPenthouse.Interior.SpaBar.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, state, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.SpaBar) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
MediaBar = {
|
||||
open = "Set_Pent_Media_Bar_Open",
|
||||
closed = "Set_Pent_Media_Bar_Closed",
|
||||
|
||||
Set = function(state, refresh)
|
||||
DiamondPenthouse.Interior.MediaBar.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, state, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.MediaBar) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Dealer = {
|
||||
open = "Set_Pent_Dealer",
|
||||
closed = "Set_Pent_NoDealer",
|
||||
|
||||
Set = function(state, refresh)
|
||||
DiamondPenthouse.Interior.Dealer.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, state, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Dealer) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Arcade = {
|
||||
none = "",
|
||||
retro = "Set_Pent_Arcade_Retro",
|
||||
modern = "Set_Pent_Arcade_Modern",
|
||||
|
||||
Set = function(arcade, refresh)
|
||||
DiamondPenthouse.Interior.Arcade.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, arcade, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Arcade) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Clutter = {
|
||||
bar = "Set_Pent_Bar_Clutter",
|
||||
clutter01 = "Set_Pent_Clutter_01",
|
||||
clutter02 = "Set_Pent_Clutter_02",
|
||||
clutter03 = "Set_Pent_Clutter_03",
|
||||
|
||||
Set = function(clutter, refresh)
|
||||
DiamondPenthouse.Interior.Clutter.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, clutter, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Clutter) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
BarLight = {
|
||||
none = "",
|
||||
light0 = "set_pent_bar_light_0",
|
||||
light1 = "set_pent_bar_light_01",
|
||||
light2 = "set_pent_bar_light_02",
|
||||
|
||||
Set = function(light, refresh)
|
||||
DiamondPenthouse.Interior.BarLight.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, light, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.BarLight) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
BarParty = {
|
||||
none = "",
|
||||
party0 = "set_pent_bar_party_0",
|
||||
party1 = "set_pent_bar_party_1",
|
||||
party2 = "set_pent_bar_party_2",
|
||||
partyafter = "set_pent_bar_party_after",
|
||||
|
||||
Set = function(party, refresh)
|
||||
DiamondPenthouse.Interior.BarParty.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, party, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.BarParty) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Blockers = {
|
||||
Guest = {
|
||||
enabled = "Set_Pent_GUEST_BLOCKER",
|
||||
disabled = "",
|
||||
|
||||
Set = function(blocker, refresh)
|
||||
DiamondPenthouse.Interior.Blockers.Guest.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Guest) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Lounge = {
|
||||
enabled = "Set_Pent_LOUNGE_BLOCKER",
|
||||
disabled = "",
|
||||
|
||||
Set = function(blocker, refresh)
|
||||
DiamondPenthouse.Interior.Blockers.Lounge.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Lounge) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Office = {
|
||||
enabled = "Set_Pent_OFFICE_BLOCKER",
|
||||
disabled = "",
|
||||
|
||||
Set = function(blocker, refresh)
|
||||
DiamondPenthouse.Interior.Blockers.Office.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Office) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Cinema = {
|
||||
enabled = "Set_Pent_CINE_BLOCKER",
|
||||
disabled = "",
|
||||
|
||||
Set = function(blocker, refresh)
|
||||
DiamondPenthouse.Interior.Blockers.Cinema.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Cinema) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Spa = {
|
||||
enabled = "Set_Pent_SPA_BLOCKER",
|
||||
disabled = "",
|
||||
|
||||
Set = function(blocker, refresh)
|
||||
DiamondPenthouse.Interior.Blockers.Spa.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Spa) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
Bar = {
|
||||
enabled = "Set_Pent_BAR_BLOCKER",
|
||||
disabled = "",
|
||||
|
||||
Set = function(blocker, refresh)
|
||||
DiamondPenthouse.Interior.Blockers.Bar.Clear(false)
|
||||
|
||||
SetIplPropState(DiamondPenthouse.interiorId, blocker, true, refresh)
|
||||
end,
|
||||
Clear = function(refresh)
|
||||
for key, value in pairs(DiamondPenthouse.Interior.Blockers.Bar) do
|
||||
if type(value) == "string" then
|
||||
SetIplPropState(DiamondPenthouse.interiorId, value, false, refresh)
|
||||
end
|
||||
end
|
||||
end
|
||||
},
|
||||
EnableAllBlockers = function()
|
||||
DiamondPenthouse.Interior.Blockers.Bar.Set(DiamondPenthouse.Interior.Blockers.Bar.enabled)
|
||||
DiamondPenthouse.Interior.Blockers.Guest.Set(DiamondPenthouse.Interior.Blockers.Guest.enabled)
|
||||
DiamondPenthouse.Interior.Blockers.Spa.Set(DiamondPenthouse.Interior.Blockers.Spa.enabled)
|
||||
DiamondPenthouse.Interior.Blockers.Cinema.Set(DiamondPenthouse.Interior.Blockers.Cinema.enabled)
|
||||
DiamondPenthouse.Interior.Blockers.Lounge.Set(DiamondPenthouse.Interior.Blockers.Lounge.enabled)
|
||||
DiamondPenthouse.Interior.Blockers.Office.Set(DiamondPenthouse.Interior.Blockers.Office.enabled)
|
||||
end,
|
||||
DisableAllBlockers = function()
|
||||
DiamondPenthouse.Interior.Blockers.Bar.Set(DiamondPenthouse.Interior.Blockers.Bar.disabled)
|
||||
DiamondPenthouse.Interior.Blockers.Guest.Set(DiamondPenthouse.Interior.Blockers.Guest.disabled)
|
||||
DiamondPenthouse.Interior.Blockers.Spa.Set(DiamondPenthouse.Interior.Blockers.Spa.disabled)
|
||||
DiamondPenthouse.Interior.Blockers.Cinema.Set(DiamondPenthouse.Interior.Blockers.Cinema.disabled)
|
||||
DiamondPenthouse.Interior.Blockers.Lounge.Set(DiamondPenthouse.Interior.Blockers.Lounge.disabled)
|
||||
DiamondPenthouse.Interior.Blockers.Office.Set(DiamondPenthouse.Interior.Blockers.Office.disabled)
|
||||
end
|
||||
}
|
||||
},
|
||||
|
||||
LoadDefault = function()
|
||||
local styleColor = DiamondPenthouse.Colors.sharp
|
||||
local stylePattern = DiamondPenthouse.Interior.Pattern.pattern01
|
||||
|
||||
DiamondPenthouse.Ipl.Interior.Load()
|
||||
|
||||
DiamondPenthouse.Interior.Walls.SetColor(styleColor)
|
||||
DiamondPenthouse.Interior.Pattern.Set(stylePattern)
|
||||
DiamondPenthouse.Interior.Pattern.SetColor(stylePattern, styleColor)
|
||||
|
||||
DiamondPenthouse.Interior.SpaBar.Set(DiamondPenthouse.Interior.SpaBar.open)
|
||||
DiamondPenthouse.Interior.MediaBar.Set(DiamondPenthouse.Interior.MediaBar.open)
|
||||
DiamondPenthouse.Interior.Dealer.Set(DiamondPenthouse.Interior.Dealer.open)
|
||||
|
||||
RefreshInterior(DiamondPenthouse.interiorId)
|
||||
end
|
||||
}
|
||||
Reference in New Issue
Block a user