
* feat(Lua): Make independent imgui independent. feat(Lua): Add a `pointer:set_address` binding. feat(Lua): Added `menu_event.Wndproc` event. fix(Lua): Fix `ImGui.SliderFloat3` binding. fix(Lua Docs): Partially fixed auto generated documentation. * fix(gui.cpp): include `lua_manager.hpp`. * fix(lua_manager.hpp): Added `draw_less_dependent_gui` function. * chore(Lua): Rename `add_independent_imgui` to `add_always_draw_imgui`. * docs(menu_event): Added docs for Wndporc event. * docs: Fixed a few more errors. * add reasoning and use native underlying format Co-authored-by: tupoy-ya <tupoy-ya@users.noreply.github.com> Co-authored-by: xiaoxiao921 <837334+xiaoxiao921@users.noreply.github.com>
144 lines
4.1 KiB
Markdown
144 lines
4.1 KiB
Markdown
# Table: script
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Table containing helper functions related to gta scripts.
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## Functions (6)
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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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**Example 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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- `func` (function): function that will be executed in a forever loop.
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**Example Usage:**
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```lua
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script.register_looped(name, func)
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```
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### `run_in_fiber(func)`
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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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**Example 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.
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**Example Usage:**
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```lua
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script.run_in_fiber(func)
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```
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### `is_active(script_name)`
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Returns true if the specified script is currently active/running.
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**Example Usage:**
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```lua
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local is_freemode_active = script.is_active("freemode")
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```
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- **Parameters:**
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- `script_name` (string): The name of the script.
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**Example Usage:**
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```lua
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script.is_active(script_name)
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```
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### `execute_as_script(script_name, func)`
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- **Parameters:**
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- `script_name` (string): Target script thread.
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- `func` (function): Function that will be executed once in the script thread.
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**Example Usage:**
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```lua
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script.execute_as_script(script_name, func)
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```
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### `add_patch(script_name, name, pattern, offset, _patch)`
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Adds a patch for the specified script.
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**Example Usage:**
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```lua
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script.add_patch("fm_content_xmas_truck", "Flickering Fix", "56 ? ? 4F ? ? 40 ? 5D ? ? ? 74", 0, {0x2B, 0x00, 0x00})
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```
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- **Parameters:**
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- `script_name` (string): The name of the script.
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- `name` (string): The name of the patch.
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- `pattern` (string): The pattern to scan for within the script.
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- `offset` (integer): The position within the pattern.
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- `_patch` (table): The bytes to be written into the script's bytecode.
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**Example Usage:**
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```lua
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script.add_patch(script_name, name, pattern, offset, _patch)
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```
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### `start_launcher_script(script_name)`
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Tries to start a launcher script. Needs to be called in the fiber pool or a loop.
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**Example Usage:**
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```lua
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script.run_in_fiber(function()
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script.start_launcher_script("am_hunt_the_beast")
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end)
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```
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- **Parameters:**
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- `script_name` (string): The name of the script.
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**Example Usage:**
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```lua
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script.start_launcher_script(script_name)
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```
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