Intial Commit
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22
42.13/media/lua/server/BTTow.lua
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22
42.13/media/lua/server/BTTow.lua
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BTtow = {}
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BTtow.Create = {}
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BTtow.Init = {}
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function BTtow.Create.towbar(vehicle, part)
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if part == nil then return end
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for j=0, 23 do
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part:setModelVisible("towbar" .. j, false)
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end
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end
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function BTtow.Init.towbar(vehicle, part)
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if part == nil then return end
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for j=0, 23 do
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part:setModelVisible("towbar" .. j, false)
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end
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if vehicle:getScript():getModelScale() > 2 or vehicle:getScript():getModelScale() < 1.5 then return end
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if vehicle:getModData()["isTowingByTowBar"] and vehicle:getModData()["towed"] then
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local z = vehicle:getScript():getPhysicsChassisShape():z()/2 - 0.1
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part:setModelVisible("towbar" .. math.floor((z*2/3-1)*10), true)
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end
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end
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71
42.13/media/lua/server/Items/TowBarItem_Distributions.lua
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71
42.13/media/lua/server/Items/TowBarItem_Distributions.lua
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require 'Items/ProceduralDistributions'
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require 'Items/SuburbsDistributions'
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require 'Items/Distributions'
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require 'Items/Distribution_BinJunk'
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require 'Items/Distribution_ClosetJunk'
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require 'Items/Distribution_DeskJunk'
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require 'Items/Distribution_ShelfJunk'
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require 'Items/Distribution_CounterJunk'
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require 'Items/Distribution_SideTableJunk'
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require 'Vehicles/VehicleDistributions'
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require 'Vehicles/VehicleDistribution_GloveBoxJunk'
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require 'Vehicles/VehicleDistribution_SeatJunk'
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require 'Vehicles/VehicleDistribution_TrunkJunk'
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----------------- TOW BAR -----------------------
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-- Mirror Jack spawn chance into TowBar in container distributions (world + vehicle containers).
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-- Intentionally excludes story-clutter floor placement tables (RandomizedWorldContent/StoryClutter).
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local TOWBAR_ITEM_TYPE = "TowBar.TowBar"
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local JACK_ITEM_TYPES = {
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["Jack"] = true,
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["Base.Jack"] = true,
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}
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local function addMissingTowBarsForJack(items)
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if type(items) ~= "table" then return end
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local jackCountByChance = {}
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local towBarCountByChance = {}
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for i = 1, #items, 2 do
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local itemType = items[i]
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local chance = tonumber(items[i + 1])
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if type(itemType) == "string" and chance ~= nil then
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if JACK_ITEM_TYPES[itemType] then
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jackCountByChance[chance] = (jackCountByChance[chance] or 0) + 1
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elseif itemType == TOWBAR_ITEM_TYPE then
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towBarCountByChance[chance] = (towBarCountByChance[chance] or 0) + 1
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end
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end
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end
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for chance, jackCount in pairs(jackCountByChance) do
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local missing = jackCount - (towBarCountByChance[chance] or 0)
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for _ = 1, missing do
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table.insert(items, TOWBAR_ITEM_TYPE)
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table.insert(items, chance)
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end
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end
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end
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local function walkContainerDistributions(root, seen)
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if type(root) ~= "table" or seen[root] then return end
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seen[root] = true
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for key, value in pairs(root) do
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if key == "items" and type(value) == "table" then
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addMissingTowBarsForJack(value)
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elseif type(value) == "table" then
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walkContainerDistributions(value, seen)
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end
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end
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end
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local seen = {}
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walkContainerDistributions(ProceduralDistributions, seen)
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walkContainerDistributions(SuburbsDistributions, seen)
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walkContainerDistributions(Distributions, seen)
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walkContainerDistributions(VehicleDistributions, seen)
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walkContainerDistributions(ClutterTables, seen)
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73
42.13/media/lua/server/TowingCommands.lua
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73
42.13/media/lua/server/TowingCommands.lua
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if isClient() then return end
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local Commands = {}
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local TowBarItemType = "TowBar.TowBar"
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function Commands.attachConstraint(player, args)
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local vehicleA = args and getVehicleById(args.vehicleA)
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local vehicleB = args and getVehicleById(args.vehicleB)
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local attachmentA = args and args.attachmentA
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local attachmentB = args and args.attachmentB
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if not vehicleA or not vehicleB or not attachmentA or not attachmentB then return end
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vehicleA:addPointConstraint(player, vehicleB, attachmentA, attachmentB)
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end
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function Commands.detachConstraint(player, args)
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local vehicle = args and getVehicleById(args.vehicle)
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if not vehicle then return end
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vehicle:breakConstraint(true, false)
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end
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function Commands.consumeTowBar(player, args)
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if not player then return end
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local inventory = player:getInventory()
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if not inventory then return end
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local towBarItem = nil
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local itemId = args and args.itemId
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if itemId then
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towBarItem = inventory:getItemWithID(itemId)
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end
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if not towBarItem then
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towBarItem = inventory:getFirstTypeRecurse(TowBarItemType)
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end
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if not towBarItem then return end
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local wasPrimary = player:isPrimaryHandItem(towBarItem)
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local wasSecondary = player:isSecondaryHandItem(towBarItem)
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player:removeFromHands(towBarItem)
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inventory:Remove(towBarItem)
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sendRemoveItemFromContainer(inventory, towBarItem)
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if wasPrimary or wasSecondary then
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sendEquip(player)
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end
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end
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function Commands.giveTowBar(player, args)
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if not player then return end
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local inventory = player:getInventory()
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if not inventory then return end
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local towBarItem = inventory:AddItem(TowBarItemType)
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if not towBarItem then return end
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sendAddItemToContainer(inventory, towBarItem)
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if args and args.equipPrimary then
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player:setPrimaryHandItem(towBarItem)
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sendEquip(player)
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end
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end
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local function onClientCommand(module, command, player, args)
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if module ~= "towbar" then return end
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local fn = Commands[command]
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if fn then
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fn(player, args or {})
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end
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end
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Events.OnClientCommand.Add(onClientCommand)
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