155 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| exports('GetGunrunningBunkerObject', function()
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|     return GunrunningBunker
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| end)
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| 
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| GunrunningBunker = {
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|     interiorId = 258561,
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| 
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|     Ipl = {
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|         Interior = {
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|             ipl = "gr_grdlc_interior_placement_interior_1_grdlc_int_02_milo_",
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| 
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|             -- Load interiors IPLs.
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|             Load = function()
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|                 EnableIpl(GunrunningBunker.Ipl.Interior.ipl, true)
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|             end,
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|             -- Remove interiors IPLs.
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|             Remove = function()
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|                 EnableIpl(GunrunningBunker.Ipl.Interior.ipl, false)
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|             end
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|         },
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|         Exterior = {
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|             ipl = {
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|                 "gr_case0_bunkerclosed", -- Desert: 848.6175, 2996.567, 45.81612
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|                 "gr_case1_bunkerclosed",-- SmokeTree: 2126.785, 3335.04, 48.21422
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|                 "gr_case2_bunkerclosed", -- Scrapyard: 2493.654, 3140.399, 51.28789
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|                 "gr_case3_bunkerclosed", -- Oilfields: 481.0465, 2995.135, 43.96672
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|                 "gr_case4_bunkerclosed", -- RatonCanyon: -391.3216, 4363.728, 58.65862
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|                 "gr_case5_bunkerclosed", -- Grapeseed: 1823.961, 4708.14, 42.4991
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|                 "gr_case6_bunkerclosed", -- Farmhouse: 1570.372, 2254.549, 78.89397
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|                 "gr_case7_bunkerclosed", -- Paletto: -783.0755, 5934.686, 24.31475
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|                 "gr_case9_bunkerclosed", -- Route68: 24.43542, 2959.705, 58.35517
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|                 "gr_case10_bunkerclosed", -- Zancudo: -3058.714, 3329.19, 12.5844
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|                 "gr_case11_bunkerclosed" -- Great Ocean Highway: -3180.466, 1374.192, 19.9597
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|             },
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| 
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|             -- Load exteriors IPLs.
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|             Load = function()
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|                 EnableIpl(GunrunningBunker.Ipl.Exterior.ipl, true)
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|             end,
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|             -- Remove exteriors IPLs.
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|             Remove = function()
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|                 EnableIpl(GunrunningBunker.Ipl.Exterior.ipl, false)
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|             end
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|         }
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|     },
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|     Style = {
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|         default = "Bunker_Style_A",
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|         blue = "Bunker_Style_B",
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|         yellow = "Bunker_Style_C",
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| 
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|         -- Set the style (color) of the bunker.
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|         --     style: Wall color (values: GunrunningBunker.Style.default / GunrunningBunker.Style.blue / GunrunningBunker.Style.yellow)
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Set = function(style, refresh)
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|             GunrunningBunker.Style.Clear(false)
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| 
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|             SetIplPropState(GunrunningBunker.interiorId, style, true, refresh)
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|         end,
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|         -- Removes the style.
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Clear = function(refresh)
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|             SetIplPropState(GunrunningBunker.interiorId, {
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|                 GunrunningBunker.Style.default,
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|                 GunrunningBunker.Style.blue,
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|                 GunrunningBunker.Style.yellow
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|             }, false, refresh)
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|         end
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|     },
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|     Tier = {
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|         default = "standard_bunker_set",
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|         upgrade = "upgrade_bunker_set",
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| 
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|         -- Set the tier (quality) of the bunker.
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|         --     tier: Upgrade state (values: GunrunningBunker.Tier.default / GunrunningBunker.Tier.upgrade)
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Set = function(tier, refresh)
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|             GunrunningBunker.Tier.Clear(false)
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| 
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|             SetIplPropState(GunrunningBunker.interiorId, tier, true, refresh)
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|         end,
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|         -- Removes the tier.
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Clear = function(refresh)
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|             SetIplPropState(GunrunningBunker.interiorId, {
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|                 GunrunningBunker.Tier.default,
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|                 GunrunningBunker.Tier.upgrade
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|             }, false, refresh)
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|         end
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|     },
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|     Security = {
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|         noEntryGate = "",
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|         default = "standard_security_set",
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|         upgrade = "security_upgrade",
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| 
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|         -- Set the security stage of the bunker.
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|         --     security: Upgrade state (values: GunrunningBunker.Security.default / GunrunningBunker.Security.upgrade)
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Set = function(security, refresh)
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|             GunrunningBunker.Security.Clear(false)
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| 
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|             if security ~= "" then
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|                 SetIplPropState(GunrunningBunker.interiorId, security, true, refresh)
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|             else
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|                 if refresh then
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|                     RefreshInterior(GunrunningBunker.interiorId)
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|                 end
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|             end
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|         end,
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|         -- Removes the security.
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Clear = function(refresh)
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|             SetIplPropState(GunrunningBunker.interiorId, {
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|                 GunrunningBunker.Security.default,
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|                 GunrunningBunker.Security.upgrade
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|             }, false, refresh)
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|         end
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|     },
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|     Details = {
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|         office = "Office_Upgrade_set", -- Office interior
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|         officeLocked = "Office_blocker_set", -- Metal door blocking access to the office
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|         locker = "gun_locker_upgrade", -- Locker next to the office door
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|         rangeLights = "gun_range_lights", -- Lights next to the shooting range
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|         rangeWall = "gun_wall_blocker", -- Wall blocking access to the shooting range
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|         rangeLocked = "gun_range_blocker_set", -- Metal door blocking access to the shooting range
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|         schematics = "Gun_schematic_set", -- Gun schematic on the table and whiteboard
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| 
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|         -- Enable or disable a detail.
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|         --     details: Prop to enable or disable (values: GunrunningBunker.Details.office / GunrunningBunker.Details.officeLocked / GunrunningBunker.Details.locker...)
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|         --  state: Enable or Disable (values: true / false)
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|         --     refresh: Reload the whole interior (values: true / false)
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|         Enable = function(details, state, refresh)
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|             SetIplPropState(GunrunningBunker.interiorId, details, state, refresh)
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|         end
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|     },
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| 
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|     LoadDefault = function()
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|         GunrunningBunker.Ipl.Interior.Load()
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|         GunrunningBunker.Ipl.Exterior.Load()
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| 
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|         GunrunningBunker.Style.Set(GunrunningBunker.Style.default)
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|         GunrunningBunker.Tier.Set(GunrunningBunker.Tier.default)
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|         GunrunningBunker.Security.Set(GunrunningBunker.Security.default)
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| 
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.office, true)
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.officeLocked, false)
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.locker, true)
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeLights, true)
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeWall, false)
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.rangeLocked, false)
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|         GunrunningBunker.Details.Enable(GunrunningBunker.Details.schematics, false)
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| 
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|         -- Must be called in order to spawn or remove the props
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|         RefreshInterior(GunrunningBunker.interiorId)
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|     end
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| }
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