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https://github.com/Mr-X-GTA/YimMenu.git
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Lua: refactor script api, more doc, add button for Open Lua Scripts Folder (#1588)
* lua manager: pass down the scripts folder to the instance instead of hard coding calls to the file manager everywhere * lua: add open lua scripts folder button * lua api: change script binding so that user cannot by mistake try to sleep or yield in a non script context
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docs/lua/classes/script_util.md
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28
docs/lua/classes/script_util.md
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# Class: script_util
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Class for gta script utils, the instance is usually given to you.
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## Functions (2)
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### `yield()`
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Yield execution.
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**Exemple Usage:**
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```lua
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script_util:yield()
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```
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### `sleep(ms)`
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Sleep for the given amount of time, time is in milliseconds.
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- **Parameters:**
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- `ms` (integer): The amount of time in milliseconds that we will sleep for.
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**Exemple Usage:**
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```lua
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script_util:sleep(ms)
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```
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@ -2,11 +2,34 @@
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Table containing helper functions related to gta scripts.
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## Functions (4)
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## Functions (2)
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### `register_looped(name, func)`
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Registers a function that will be looped as a gta script.
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**Exemple Usage:**
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```lua
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script.register_looped("nameOfMyLoopedScript", function (script)
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-- sleep until next game frame
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script:yield()
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local ModelHash = joaat("adder")
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if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
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STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
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while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
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script:yield()
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end
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local myPed = PLAYER.PLAYER_PED_ID()
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local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
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-- Spawns a networked vehicle on your current coords
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local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
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-- removes model from game memory as we no longer need it
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STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
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-- sleep for 2s
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script:sleep(2000)
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ENTITY.DELETE_ENTITY(spawnedVehicle)
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end)
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```
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- **Parameters:**
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- `name` (string): name of your new looped script
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@ -19,35 +42,37 @@ script.register_looped(name, func)
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### `run_in_fiber(func)`
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Executes a function inside the fiber pool, you can call natives inside it.
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Executes a function once inside the fiber pool, you can call natives inside it and yield or sleep.
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**Exemple Usage:**
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```lua
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script.run_in_fiber(function (script)
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-- sleep until next game frame
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script:yield()
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local ModelHash = joaat("adder")
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if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
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STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
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while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
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script:yield()
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end
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local myPed = PLAYER.PLAYER_PED_ID()
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local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
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-- Spawns a networked vehicle on your current coords
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local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
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-- removes model from game memory as we no longer need it
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STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
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-- sleep for 2s
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script:sleep(2000)
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ENTITY.DELETE_ENTITY(spawnedVehicle)
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end)
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```
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- **Parameters:**
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- `func` (function): function that will be executed once in the fiber pool, you can call natives inside it.
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- `func` (function): function that will be executed once in the fiber pool.
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**Exemple Usage:**
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```lua
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script.run_in_fiber(func)
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```
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### `yield()`
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Yield execution.
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**Exemple Usage:**
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```lua
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script.yield()
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```
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### `sleep(ms)`
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Sleep for the given amount of time, time is in milliseconds.
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- **Parameters:**
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- `ms` (integer): The amount of time in milliseconds that we will sleep for.
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**Exemple Usage:**
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```lua
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script.sleep(ms)
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```
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@ -6,6 +6,33 @@
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namespace lua::script
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{
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// Lua API: Class
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// Name: script_util
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// Class for gta script utils, the instance is usually given to you.
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class script_util
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{
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public:
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// Lua API: Function
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// Class: script_util
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// Name: yield
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// Yield execution.
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void yield()
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{
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big::script::get_current()->yield();
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}
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// Lua API: Function
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// Class: script_util
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// Name: sleep
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// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
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// Sleep for the given amount of time, time is in milliseconds.
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void sleep(int ms)
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{
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big::script::get_current()->yield(std::chrono::milliseconds(ms));
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}
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};
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static script_util dummy_script_util;
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// Lua API: Table
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// Name: script
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// Table containing helper functions related to gta scripts.
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@ -16,6 +43,29 @@ namespace lua::script
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// Param: name: string: name of your new looped script
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// Param: func: function: function that will be executed in a forever loop.
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// Registers a function that will be looped as a gta script.
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// **Exemple Usage:**
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// ```lua
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// script.register_looped("nameOfMyLoopedScript", function (script)
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// -- sleep until next game frame
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// script:yield()
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//
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// local ModelHash = joaat("adder")
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// if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
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// STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
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// while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
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// script:yield()
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// end
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// local myPed = PLAYER.PLAYER_PED_ID()
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// local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
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// -- Spawns a networked vehicle on your current coords
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// local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
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// -- removes model from game memory as we no longer need it
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// STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
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// -- sleep for 2s
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// script:sleep(2000)
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// ENTITY.DELETE_ENTITY(spawnedVehicle)
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// end)
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// ```
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static void register_looped(const std::string& name, sol::function func, sol::this_state state)
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{
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auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
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@ -24,7 +74,8 @@ namespace lua::script
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[func] {
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while (big::g_running)
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{
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auto res = func();
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auto res = func(dummy_script_util);
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if (!res.valid())
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big::g_lua_manager->handle_error(res, res.lua_state());
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@ -37,42 +88,51 @@ namespace lua::script
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// Lua API: Function
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// Table: script
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// Name: run_in_fiber
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// Param: func: function: function that will be executed once in the fiber pool, you can call natives inside it.
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// Executes a function inside the fiber pool, you can call natives inside it.
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// Param: func: function: function that will be executed once in the fiber pool.
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// Executes a function once inside the fiber pool, you can call natives inside it and yield or sleep.
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// **Exemple Usage:**
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// ```lua
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// script.run_in_fiber(function (script)
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// -- sleep until next game frame
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// script:yield()
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//
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// local ModelHash = joaat("adder")
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// if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
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// STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
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// while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
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// script:yield()
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// end
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// local myPed = PLAYER.PLAYER_PED_ID()
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// local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
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// -- Spawns a networked vehicle on your current coords
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// local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
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// -- removes model from game memory as we no longer need it
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// STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
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// -- sleep for 2s
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// script:sleep(2000)
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// ENTITY.DELETE_ENTITY(spawnedVehicle)
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// end)
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// ```
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static void run_in_fiber(sol::function func)
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{
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big::g_fiber_pool->queue_job([func] {
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auto res = func();
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auto res = func(dummy_script_util);
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if (!res.valid())
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big::g_lua_manager->handle_error(res, res.lua_state());
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});
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}
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// Lua API: Function
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// Table: script
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// Name: yield
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// Yield execution.
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static void yield()
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{
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big::script::get_current()->yield();
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}
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// Lua API: Function
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// Table: script
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// Name: sleep
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// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
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// Sleep for the given amount of time, time is in milliseconds.
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static void sleep(int ms)
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{
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big::script::get_current()->yield(std::chrono::milliseconds(ms));
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}
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static void bind(sol::state& state)
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{
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auto ns = state["script"].get_or_create<sol::table>();
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ns["register_looped"] = register_looped;
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ns["run_in_fiber"] = run_in_fiber;
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ns["yield"] = yield;
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ns["sleep"] = sleep;
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//clang-format off
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state.new_usertype<script_util>("script_util",
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"yield", &script_util::yield,
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"sleep", &script_util::sleep);
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//clang-format on
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}
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}
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namespace big
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{
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lua_manager::lua_manager()
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lua_manager::lua_manager(folder scripts_folder) :
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m_scripts_folder(scripts_folder)
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{
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m_schedule_reload_modules = false;
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m_wake_time_changed_scripts_check =
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std::chrono::high_resolution_clock::now() + m_delay_between_changed_scripts_check;
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load_all_modules();
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g_lua_manager = this;
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load_all_modules();
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}
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lua_manager::~lua_manager()
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@ -70,7 +71,7 @@ namespace big
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if (m_wake_time_changed_scripts_check <= std::chrono::high_resolution_clock::now())
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{
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for (const auto& entry : std::filesystem::directory_iterator(g_file_manager->get_project_folder("scripts").get_path()))
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for (const auto& entry : std::filesystem::directory_iterator(m_scripts_folder.get_path()))
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{
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if (entry.is_regular_file())
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{
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@ -134,7 +135,7 @@ namespace big
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void lua_manager::load_all_modules()
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{
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for (const auto& entry : std::filesystem::directory_iterator(g_file_manager->get_project_folder("scripts").get_path()))
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for (const auto& entry : std::filesystem::directory_iterator(m_scripts_folder.get_path()))
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if (entry.is_regular_file())
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load_module(entry.path().filename().string());
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}
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static constexpr std::chrono::seconds m_delay_between_changed_scripts_check = 3s;
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std::chrono::high_resolution_clock::time_point m_wake_time_changed_scripts_check;
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folder m_scripts_folder;
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public:
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bool m_schedule_reload_modules;
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public:
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lua_manager();
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lua_manager(folder scripts_folder);
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~lua_manager();
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void load_all_modules();
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@ -35,6 +37,11 @@ namespace big
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return m_modules.size();
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}
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inline const folder& get_scripts_folder() const
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{
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return m_scripts_folder;
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}
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void draw_gui(rage::joaat_t tab_hash);
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void unload_module(rage::joaat_t module_id);
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@ -51,7 +51,7 @@ namespace big
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{
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m_state.open_libraries();
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const auto scripts_folder = g_file_manager->get_project_folder("scripts");
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const auto& scripts_folder = g_lua_manager->get_scripts_folder();
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add_folder_to_require_available_paths(scripts_folder);
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@ -136,7 +136,7 @@ BOOL APIENTRY DllMain(HMODULE hmod, DWORD reason, PVOID)
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auto native_hooks_instance = std::make_unique<native_hooks>();
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LOG(INFO) << "Dynamic native hooker initialized.";
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auto lua_manager_instance = std::make_unique<lua_manager>();
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auto lua_manager_instance = std::make_unique<lua_manager>(g_file_manager->get_project_folder("scripts"));
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LOG(INFO) << "Lua manager initialized.";
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g_running = true;
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{
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g_lua_manager->m_schedule_reload_modules = true;
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}
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ImGui::SameLine();
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ImGui::Checkbox("Auto Reload Changed Scripts", &g.lua.enable_auto_reload_changed_scripts);
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if (components::button("Open Lua Scripts Folder"))
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{
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std::string command = "explorer.exe /select," + g_lua_manager->get_scripts_folder().get_path().string();
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std::system(command.c_str());
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}
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}
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}
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