337 lines
8.3 KiB
Lua
337 lines
8.3 KiB
Lua
--================================--
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-- FIRE SCRIPT v1.7.3 --
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-- by GIMI (+ foregz, Albo1125) --
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-- License: GNU GPL 3.0 --
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--================================--
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Fire = {
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registered = {},
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random = {},
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active = {},
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binds = {},
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activeBinds = {},
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__index = self,
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init = function(o)
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o = o or {registered = {}, random = {}, active = {}, binds = {}, activeBinds = {}}
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setmetatable(o, self)
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self.__index = self
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return o
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end
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}
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function Fire:create(coords, maximumSpread, spreadChance)
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maximumSpread = maximumSpread and maximumSpread or Config.Fire.maximumSpreads
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spreadChance = spreadChance and spreadChance or Config.Fire.fireSpreadChance
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local fireIndex = highestIndex(self.active)
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fireIndex = fireIndex + 1
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self.active[fireIndex] = {
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maxSpread = maxSpread,
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spreadChance = spreadChance
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}
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self:createFlame(fireIndex, coords)
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local spread = true
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-- Spreading
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Citizen.CreateThread(
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function()
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while spread do
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Citizen.Wait(2000)
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local index, flames = highestIndex(self.active, fireIndex)
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if flames ~= 0 and flames <= maximumSpread then
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for k, v in ipairs(self.active[fireIndex]) do
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index, flames = highestIndex(self.active, fireIndex)
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local rndSpread = math.random(100)
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if count ~= 0 and flames <= maximumSpread and rndSpread <= spreadChance then
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local x = self.active[fireIndex][k].x
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local y = self.active[fireIndex][k].y
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local z = self.active[fireIndex][k].z
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local xSpread = math.random(-3, 3)
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local ySpread = math.random(-3, 3)
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coords = vector3(x + xSpread, y + ySpread, z)
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self:createFlame(fireIndex, coords)
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end
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end
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elseif flames == 0 then
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break
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end
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end
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end
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)
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self.active[fireIndex].stopSpread = function()
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spread = false
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end
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return fireIndex
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end
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function Fire:createFlame(fireIndex, coords)
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local flameIndex = highestIndex(self.active, fireIndex) + 1
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self.active[fireIndex][flameIndex] = coords
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TriggerClientEvent('fireClient:createFlame', -1, fireIndex, flameIndex, coords)
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end
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function Fire:remove(fireIndex)
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if not (self.active[fireIndex] and next(self.active[fireIndex])) then
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return false
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end
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self.active[fireIndex].stopSpread()
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TriggerClientEvent('fireClient:removeFire', -1, fireIndex)
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if self.activeBinds[fireIndex] then
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self.binds[self.activeBinds[fireIndex]][fireIndex] = nil
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if self.activeBinds[fireIndex] == self.currentRandom and next(self.binds[self.activeBinds[fireIndex]]) == nil then
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self.currentRandom = nil
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end
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end
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self.active[fireIndex] = {}
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return true
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end
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function Fire:removeFlame(fireIndex, flameIndex)
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if self.active[fireIndex] and self.active[fireIndex][flameIndex] then
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self.active[fireIndex][flameIndex] = nil
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if type(next(self.active[fireIndex])) == "string" and self.activeBinds[fireIndex] then
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self.binds[self.activeBinds[fireIndex]][fireIndex] = nil
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if self.activeBinds[fireIndex] == self.currentRandom and next(self.binds[self.activeBinds[fireIndex]]) == nil then
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self.currentRandom = nil
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end
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self.activeBinds[fireIndex] = nil
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end
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end
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TriggerClientEvent('fireClient:removeFlame', -1, fireIndex, flameIndex)
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end
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function Fire:removeAll()
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TriggerClientEvent('fireClient:removeAllFires', -1)
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for k, v in pairs(self.active) do
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if v.stopSpread then
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v.stopSpread()
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end
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end
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self.active = {}
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self.binds = {}
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self.currentRandom = nil
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end
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function Fire:register(coords)
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local registeredFireID = highestIndex(self.registered) + 1
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self.registered[registeredFireID] = {
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flames = {}
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}
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if coords then
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self.registered[registeredFireID].dispatchCoords = coords
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end
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self:saveRegistered()
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return registeredFireID
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end
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function Fire:startRegistered(registeredFireID, triggerDispatch, dispatchPlayer)
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if not self.registered[registeredFireID] then
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return false
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end
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if not self.binds[registeredFireID] then
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self.binds[registeredFireID] = {}
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end
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for k, v in pairs(self.registered[registeredFireID].flames) do
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local fireID = Fire:create(v.coords, v.spread, v.chance)
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self.binds[registeredFireID][fireID] = true
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self.activeBinds[fireID] = registeredFireID
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Citizen.Wait(10)
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end
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if self.registered[registeredFireID].dispatchCoords and triggerDispatch and dispatchPlayer then
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local dispatchCoords = self.registered[registeredFireID].dispatchCoords
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Citizen.SetTimeout(
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Config.Dispatch.timeout,
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function()
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if Config.Dispatch.enabled then
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Dispatch.expectingInfo[dispatchPlayer] = true
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end
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TriggerClientEvent('fd:dispatch', dispatchPlayer, dispatchCoords)
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end
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)
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end
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return true
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end
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function Fire:stopRegistered(registeredFireID)
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if not self.binds[registeredFireID] then
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return false
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end
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for k, v in pairs(self.binds[registeredFireID]) do
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self.activeBinds[k] = nil
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Fire:remove(k)
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Citizen.Wait(10)
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end
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self.binds[registeredFireID] = nil
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if self.currentRandom and self.currentRandom == registeredFireID then
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self.currentRandom = nil
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end
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return true
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end
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function Fire:deleteRegistered(registeredFireID)
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if not self.registered[registeredFireID] then
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return false
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end
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if self.registered[registeredFireID].random then
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self:setRandom(registeredFireID, false)
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end
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self.registered[registeredFireID] = nil
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self:saveRegistered()
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return true
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end
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function Fire:addFlame(registeredFireID, coords, spread, chance)
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if not (registeredFireID and coords and spread and chance and self.registered[registeredFireID]) then
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return false
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end
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local flameID = highestIndex(self.registered[registeredFireID].flames) + 1
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self.registered[registeredFireID].flames[flameID] = {}
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self.registered[registeredFireID].flames[flameID].coords = coords
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self.registered[registeredFireID].flames[flameID].spread = spread
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self.registered[registeredFireID].flames[flameID].chance = chance
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self:saveRegistered()
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return flameID
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end
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function Fire:deleteFlame(registeredFireID, flameID)
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if not (self.registered[registeredFireID] and self.registered[registeredFireID].flames[flameID]) then
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return false
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end
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table.remove(self.registered[registeredFireID].flames, flameID)
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self:saveRegistered()
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return true
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end
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function Fire:setRandom(registeredFireID, random)
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random = random or nil
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registeredFireID = tonumber(registeredFireID)
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if not registeredFireID or not self.registered[registeredFireID] then
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return false
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end
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self.registered[registeredFireID].random = random
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self.random[registeredFireID] = random
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self:saveRegistered()
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return true
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end
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function Fire:startSpawner(frequency, chance)
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frequency = tonumber(frequency) or Config.Fire.spawner.interval
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chance = tonumber(chance) or Config.Fire.spawner.chance
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if self._stopSpawner or not self.random or not frequency then
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return false
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end
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local spawnerActive = true
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self._stopSpawner = function()
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spawnerActive = nil
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end
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Citizen.CreateThread(
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function()
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while spawnerActive do
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if next(self.random) and not self.currentRandom and Dispatch:firefighters() >= Config.Fire.spawner.players then
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if math.random(100) < chance then
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local randomRegisteredFireID = table.random(self.random)
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local randomPlayer = Dispatch:getRandomPlayer()
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if randomRegisteredFireID and randomPlayer then
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if self:startRegistered(randomRegisteredFireID, true, randomPlayer) then
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self.currentRandom = randomRegisteredFireID
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end
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end
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end
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end
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Citizen.Wait(frequency)
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end
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end
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)
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return true
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end
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function Fire:stopSpawner()
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if self._stopSpawner then
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self._stopSpawner()
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self._stopSpawner = nil
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end
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end
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-- Saving registered fires
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function Fire:saveRegistered()
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saveData(self.registered, "fires")
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end
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function Fire:loadRegistered()
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local firesFile = loadData("fires")
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if firesFile ~= nil then
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for index, fire in pairs(firesFile) do
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for _, flame in pairs(fire.flames) do
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flame.coords = vector3(flame.coords.x, flame.coords.y, flame.coords.z)
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end
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if fire.dispatchCoords then
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fire.dispatchCoords = vector3(fire.dispatchCoords.x, fire.dispatchCoords.y, fire.dispatchCoords.z)
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end
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end
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self.registered = firesFile
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self:updateRandom()
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else
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saveData({}, "fires")
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end
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end
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function Fire:updateRandom() -- Creates a table containing all fires with random flag enabled
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self.random = {}
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if not (self.registered and next(self.registered) ~= nil) then
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return
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end
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for k, v in pairs(self.registered) do
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if v.random == true then
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self.random[k] = true
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end
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end
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end |