lua io.exists (#2771)

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Quentin
2024-02-24 11:10:58 +01:00
committed by GitHub
parent 681d6590a8
commit a548ecc074
5 changed files with 196 additions and 69 deletions

27
docs/lua/tables/io.md Normal file
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@ -0,0 +1,27 @@
# Table: io
Table for file manipulation. Modified for security purposes.
## Functions (2)
### `open()`
- **Returns:**
- `file_handle`: file handle or nil if can't read / write to the given path.
**Example Usage:**
```lua
file_handle = io.open()
```
### `exists()`
- **Returns:**
- `boolean`: True if the passed file path exists
**Example Usage:**
```lua
boolean = io.exists()
```

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@ -6,58 +6,80 @@ Table containing functions for getting information about vehicles in GTA V.
### `get_vehicle_display_name(vehicle_hash)`
- **Example Usage:**
```lua
log.info(vehicles.get_vehicle_display_name('BTYPE2'))
```
- **Parameters:**
- `vehicle_hash` (Hash): JOAAT hash of the vehicle.
- **Returns:**
- `vehicle_display_string`: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
**Example Usage:**
```lua
vehicle_display_string = vehicles.get_vehicle_display_name(vehicle_hash)
```
### `get_vehicle_display_name(vehicle_name)`
- **Example Usage:**
```lua
log.info(vehicles.get_vehicle_display_name('BTYPE2'))
```
### `get_vehicle_display_name(vehicle_name)`
- **Parameters:**
- `vehicle_name` (String): Name of the vehicle.
- **Returns:**
- `vehicle_display_string`: String: the in-game display string. If the vehicle is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- **Example Usage:**
**Example Usage:**
```lua
log.info(vehicles.get_vehicle_display_name('BTYPE2'))
vehicle_display_string = vehicles.get_vehicle_display_name(vehicle_name)
```
### `get_all_vehicles_by_class(vehicle_class)`
- **Example Usage:**
```lua
local sports_classics = vehicles.get_all_vehicles_by_class('Sports Classics')
for i = 1, #sports_classics do
log.info(sports_classics[i])
end
```
- **Parameters:**
- `vehicle_class` (String): The vehicle class.
- **Returns:**
- `vehicles`: table<int, String>: a list of all vehicles that match the class passed in. The list can contain anything from 0 to n elements.
- **Example Usage:**
**Example Usage:**
```lua
local sports_classics = vehicles.get_all_vehicles_by_class('Sports Classics')
for i = 1, #sports_classics do
log.info(sports_classics[i])
end
vehicles = vehicles.get_all_vehicles_by_class(vehicle_class)
```
### `get_all_vehicles_by_mfr(manufacturer)`
- **Example Usage:**
```lua
local albanies = vehicles.get_all_vehicles_by_mfr('Albany')
for i = 1, #albanies do
log.info(albanies[i])
end
```
- **Parameters:**
- `manufacturer` (String): The vehicle manufacturer.
- **Returns:**
- `vehicles`: table<int, String>: a list of all vehicles that match the manufacturer passed in. The list can contain anything from 0 to n elements.
- **Example Usage:**
**Example Usage:**
```lua
local albanies = vehicles.get_all_vehicles_by_mfr('Albany')
for i = 1, #albanies do
log.info(albanies[i])
end
```
vehicles = vehicles.get_all_vehicles_by_mfr(manufacturer)
```

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@ -6,38 +6,42 @@ Table containing functions for getting information about weapons in GTA V.
### `get_weapon_display_name(weapon_hash)`
- **Example Usage:**
```lua
log.info(weapons.get_weapon_display_name(joaat('WEAPON_REVOLVER')))
```
- **Parameters:**
- `weapon_hash` (Hash): JOAAT hash of the weapon.
- **Returns:**
- `weapon_display_name`: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- **Example Usage:**
**Example Usage:**
```lua
log.info(weapons.get_weapon_display_name(joaat('WEAPON_REVOLVER')))
weapon_display_name = weapons.get_weapon_display_name(weapon_hash)
```
### `get_weapon_display_name(weapon_name)`
- **Example Usage:**
```lua
log.info(weapons.get_weapon_display_name('WEAPON_REVOLVER'))
```
- **Parameters:**
- `weapon_name` (String): Name of the weapon.
- **Returns:**
- `weapon_display_name`: String: the in-game display string. If the weapon is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- **Example Usage:**
**Example Usage:**
```lua
log.info(weapons.get_weapon_display_name('WEAPON_REVOLVER'))
weapon_display_name = weapons.get_weapon_display_name(weapon_name)
```
### `get_all_weapons_of_group_type(group_hash)`
- **Parameters:**
- `group_hash` (Hash): The JOAAT hash of the group the weapon(s) belong to.
- **Returns:**
- `weapons_of_group_type`: table<int, String>: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements.
- **Example Usage:**
```lua
local pistols = weapons.get_all_weapons_of_group_type(joaat('GROUP_PISTOL'))
@ -46,14 +50,19 @@ for i = 1, #pistols do
end
```
### `get_all_weapons_of_group_type(group_name)`
- **Parameters:**
- `group_name` (String): The group the weapon(s) belong to. Can be in either GROUP_ format or not. Parameter is case-insensitive.
- `group_hash` (Hash): The JOAAT hash of the group the weapon(s) belong to.
- **Returns:**
- `weapons_of_group_type`: table<int, String>: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements.
**Example Usage:**
```lua
weapons_of_group_type = weapons.get_all_weapons_of_group_type(group_hash)
```
### `get_all_weapons_of_group_type(group_name)`
- **Example Usage:**
```lua
local pistols = weapons.get_all_weapons_of_group_type('GROUP_PISTOL')
@ -67,13 +76,18 @@ for i = 1, #pistols do
end
```
### `get_all_weapon_components(weapon_hash)`
- **Parameters:**
- `weapon_hash` (Hash): The JOAAT hash of the weapon the component(s) belong to.
- `group_name` (String): The group the weapon(s) belong to. Can be in either GROUP_ format or not. Parameter is case-insensitive.
- **Returns:**
- `weapon_components`: table<int, String>: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements.
- `weapons_of_group_type`: table<int, String>: a list of all weapons that match the group hash passed in. The list can contain anything from 0 to n elements.
**Example Usage:**
```lua
weapons_of_group_type = weapons.get_all_weapons_of_group_type(group_name)
```
### `get_all_weapon_components(weapon_hash)`
- **Example Usage:**
```lua
@ -83,14 +97,19 @@ for i = 1, #pistol_attachments do
end
```
### `get_all_weapon_components(weapon_name)`
- **Parameters:**
- `weapon_name` (String): The weapon the component(s) belong to.
- `weapon_hash` (Hash): The JOAAT hash of the weapon the component(s) belong to.
- **Returns:**
- `weapon_components`: table<int, String>: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements.
**Example Usage:**
```lua
weapon_components = weapons.get_all_weapon_components(weapon_hash)
```
### `get_all_weapon_components(weapon_name)`
- **Example Usage:**
```lua
local pistol_attachments = weapons.get_all_weapon_components('WEAPON_PISTOL')
@ -99,54 +118,87 @@ for i = 1, #pistol_attachments do
end
```
### `get_weapon_component_display_name(weapon_component_hash)`
- **Parameters:**
- `weapon_component_hash` (Hash): JOAAT hash of the weapon component.
- `weapon_name` (String): The weapon the component(s) belong to.
- **Returns:**
- `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- `weapon_components`: table<int, String>: a list of all components that match the weapon passed in. The list can contain anything from 0 to n elements.
**Example Usage:**
```lua
weapon_components = weapons.get_all_weapon_components(weapon_name)
```
### `get_weapon_component_display_name(weapon_component_hash)`
- **Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_name(joaat('COMPONENT_PISTOL_CLIP_01')))
```
- **Parameters:**
- `weapon_component_hash` (Hash): JOAAT hash of the weapon component.
- **Returns:**
- `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
**Example Usage:**
```lua
component_display_name = weapons.get_weapon_component_display_name(weapon_component_hash)
```
### `get_weapon_component_display_name(weapon_component)`
- **Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_name('COMPONENT_PISTOL_CLIP_01'))
```
- **Parameters:**
- `weapon_component` (String): The weapon component.
- **Returns:**
- `component_display_name`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- **Example Usage:**
**Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_name('COMPONENT_PISTOL_CLIP_01'))
component_display_name = weapons.get_weapon_component_display_name(weapon_component)
```
### `get_weapon_component_display_desc(weapon_component_hash)`
- **Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_desc(joaat('COMPONENT_PISTOL_CLIP_01')))
```
- **Parameters:**
- `weapon_component_hash` (Hash): JOAAT hash of the weapon component.
- **Returns:**
- `component_display_desc`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- **Example Usage:**
**Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_desc(joaat('COMPONENT_PISTOL_CLIP_01')))
component_display_desc = weapons.get_weapon_component_display_desc(weapon_component_hash)
```
### `get_weapon_component_display_desc(weapon_component)`
- **Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_desc('COMPONENT_PISTOL_CLIP_01'))
```
- **Parameters:**
- `weapon_component` (String): The weapon component.
- **Returns:**
- `component_display_desc`: String: the in-game display string. If the component is not found, or the call is made too early, a blank string will be returned. It is guranteed to return a safe value.
- **Example Usage:**
**Example Usage:**
```lua
log.info(weapons.get_weapon_component_display_desc('COMPONENT_PISTOL_CLIP_01'))
```
component_display_desc = weapons.get_weapon_component_display_desc(weapon_component)
```