Download moonloader/(for developers)/moonloader-examples/weapon menu.lua from nttl050611/GTASA: direct link, hf CLI and curl.
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7.2 kB
| script_name("Weapon Menu") | |
| script_authors("FYP", "hnnssy", "~Au{R}oN") | |
| script_version_number(2) | |
| script_description("Weapon menu cheat. Press RightCtrl + Delete to open menu, use arrows to navigate weapons, +/- to select ammo, Enter to give weapon.") | |
| require "lib.moonloader" | |
| --- Config | |
| keysToggle = {VK_RCONTROL, VK_DELETE} | |
| defaultAmmo = 500 | |
| --- Main | |
| local weaponTextures = {"22", "31", "32", "26", "16", "34", "24", "30", "28", "25", "17", "33", | |
| "23", "37", "29", "27", "18", "9", "35", "36", "38", "39", "41", "42", | |
| "4", "8", "6", "5", "2", "3", "1", "15", "7", "10", "12", "13", "46", | |
| "JETPACK", "43", "44", "45", "14"} | |
| totalWeapons = #weaponTextures | |
| function main() | |
| menu = Menu:new(24, 6) | |
| while true do | |
| wait(0) | |
| if isKeyCheckAvailable() and isKeyComboDown(keysToggle) then | |
| menuActive = not menuActive | |
| if not loadWeaponTextures() then return end -- exit script | |
| menu:toggle(menuActive) | |
| while not isKeyComboUp(keysToggle) do wait(80) end | |
| end | |
| if menuActive then | |
| menu:process() | |
| end | |
| end | |
| end | |
| function loadWeaponTextures() | |
| if textureList == nil then | |
| textureList = loadTextures("Weapons", weaponTextures) | |
| if textureList == nil then print("Can't load txd 'Weapons'."); return false end | |
| end | |
| return true | |
| end | |
| --- Class Menu | |
| Menu = {} | |
| function Menu:new(iconSize, columns) | |
| local public = {} | |
| public.iconSize = iconSize | |
| public.columns = columns | |
| public.selectedItem = 1 | |
| public.textAlphaTick = 0 | |
| public.keyTick = {} | |
| public.ammo = defaultAmmo | |
| public.direction = {up = 1, down = 2, left = 3, right = 4} | |
| function public:toggle(show) | |
| self.textAlphaTick = 0 | |
| self.textAlpha = 0 | |
| if not menuActive then setPlayerControl(playerHandle, true) end | |
| end | |
| function public:process() | |
| setPlayerControl(playerHandle, false) | |
| useRenderCommands(true) | |
| menu:processControl() | |
| menu:draw() | |
| end | |
| function public:draw() | |
| local x, y = 648.0 - self.columns * self.iconSize, 120.0 | |
| local posX, posY = x, y | |
| local column = 1 | |
| -- draw icons | |
| for i = 1, #textureList do | |
| drawIcon(textureList[i].sprite, posX, posY, (self.selectedItem == i) and (self.iconSize + 2) or self.iconSize) | |
| if column < self.columns then | |
| column = column + 1 | |
| posX = posX + self.iconSize | |
| else | |
| column = 1 | |
| posX = x | |
| posY = posY + self.iconSize | |
| end | |
| end | |
| -- update alpha | |
| if self.textAlpha ~= 0 and gameClock() - self.textAlphaTick > 3.0 then | |
| self.textAlpha = self.textAlpha - 5 | |
| if self.textAlpha < 0 then self.textAlpha = 0 end | |
| end | |
| -- draw info | |
| if not gxtsInitialized then | |
| gxtAmmo, gxtInfo = getFreeGxtKey(), getFreeGxtKey() | |
| gxtsInitialized = true | |
| end | |
| setGxtEntry(gxtAmmo, string.format("ammo: %d", self.ammo)) | |
| setGxtEntry(gxtInfo, "hold +/- to select ammo and enter to get weapon~n~hold left shift when selecting ammo to speed up") | |
| posY = posY - self.iconSize / 2 + 4 | |
| x = x - self.iconSize / 2 | |
| self:drawText(gxtAmmo, x, posY, self.textAlpha) | |
| self:drawText(gxtInfo, x, posY + 10, self.textAlpha) | |
| end | |
| function public:processControl() | |
| if self:checkKey(VK_RETURN, 0.25) then | |
| self:giveSelectedWeapon() | |
| self:updateKeyTick(VK_RETURN) | |
| end | |
| -- weapon navigation | |
| self:processKey(VK_UP, 0.092, function() self:move(self.direction.up) end) | |
| self:processKey(VK_DOWN, 0.092, function() self:move(self.direction.down) end) | |
| self:processKey(VK_LEFT, 0.092, function() self:move(self.direction.left) end) | |
| self:processKey(VK_RIGHT, 0.092, function() self:move(self.direction.right) end) | |
| -- ammo | |
| self:processKey(VK_ADD, 0.05, function() self:addAmmo(1) end) | |
| self:processKey(VK_SUBTRACT, 0.05, function() self:addAmmo(-1) end) | |
| self:processKey(VK_OEM_PLUS, 0.05, function() self:addAmmo(1) end) | |
| self:processKey(VK_OEM_MINUS, 0.05, function() self:addAmmo(-1) end) | |
| end | |
| function public:addAmmo(ammo) | |
| self.ammo = self.ammo + (isKeyDown(VK_LSHIFT) and ammo * 10 or ammo) | |
| if self.ammo < 0 then self.ammo = 0 end | |
| end | |
| function public:move(dir) | |
| if dir == self.direction.right then | |
| self.selectedItem = self.selectedItem + 1 | |
| if self.selectedItem > totalWeapons then self.selectedItem = 1 end | |
| end | |
| if dir == self.direction.left then | |
| self.selectedItem = self.selectedItem - 1 | |
| if self.selectedItem < 1 then self.selectedItem = totalWeapons end | |
| end | |
| if dir == self.direction.down then | |
| self.selectedItem = self.selectedItem + self.columns | |
| if self.selectedItem > totalWeapons then self.selectedItem = self.selectedItem - totalWeapons end | |
| end | |
| if dir == self.direction.up then | |
| self.selectedItem = self.selectedItem - self.columns | |
| if self.selectedItem < 1 then self.selectedItem = totalWeapons + self.selectedItem end | |
| end | |
| end | |
| function public:checkKey(k, delay) | |
| return isKeyDown(k) and (not self.keyTick[k] or (gameClock() - self.keyTick[k]) > delay) | |
| end | |
| function public:processKey(k, delay, func) | |
| if self:checkKey(k, delay) then | |
| func() | |
| self:updateKeyTick(k) | |
| self.textAlphaTick = gameClock() | |
| self.textAlpha = 255 | |
| end | |
| end | |
| function public:updateKeyTick(k) | |
| self.keyTick[k] = gameClock() | |
| end | |
| function public:giveSelectedWeapon() | |
| local weap = textureList[self.selectedItem].weapon | |
| if weap == "JETPACK" then taskJetpack(playerPed) | |
| else giveWeapon(tonumber(weap), self.ammo) | |
| end | |
| end | |
| function public:drawText(gxt, x, y, alpha) | |
| setTextWrapx(640.0) | |
| setTextDropshadow(0, 0, 0, 0) | |
| setTextScale(0.29, 0.78) | |
| setTextColour(255, 255, 255, alpha) | |
| alpha = alpha - 30 | |
| if alpha < 0 then alpha = 0 end | |
| setTextEdge(1, 0, 0, 0, alpha) | |
| displayText(x, y, gxt) | |
| end | |
| setmetatable(public, self) | |
| self.__index = self | |
| return public | |
| end | |
| --- Functions | |
| function isKeyComboDown(keys) | |
| for i, k in ipairs(keys) do | |
| if not isKeyDown(k) then return false end | |
| end | |
| return true | |
| end | |
| function isKeyComboUp(keys) | |
| return not isKeyDown(keys[#keys]) | |
| end | |
| function isKeyCheckAvailable() | |
| if not isSampfuncsLoaded() then | |
| return not isPauseMenuActive() | |
| end | |
| local result = not isSampfuncsConsoleActive() and not isPauseMenuActive() | |
| if isSampLoaded() and isSampAvailable() then | |
| result = result and not sampIsChatInputActive() and not sampIsDialogActive() | |
| end | |
| return result | |
| end | |
| function giveWeapon(id, ammo) | |
| local model = getWeapontypeModel(id) | |
| if model ~= 0 then | |
| if not hasModelLoaded(model) then | |
| requestModel(model) | |
| loadAllModelsNow() | |
| while not hasModelLoaded(model) do wait(0) end | |
| end | |
| giveWeaponToChar(playerPed, id, ammo) | |
| setCurrentCharWeapon(playerPed, id) | |
| end | |
| end | |
| function loadTextures(txd, names) | |
| if not loadTextureDictionary(txd) then | |
| return nil | |
| end | |
| local textures = {} | |
| local count = 0 | |
| for _, name in ipairs(names) do | |
| local id = loadSprite(name) | |
| table.insert(textures, {weapon = name, sprite = id}) | |
| count = count + 1 | |
| end | |
| return textures | |
| end | |
| function drawIcon(id, x, y, size) | |
| setSpritesDrawBeforeFade(true) | |
| drawSprite(id, x, y, size, size, 255, 255, 255, 255) | |
| end | |