// ============================================================================ // REVOLUTION MOD MENU - Client Side // Interactive GUI menu for all players // Press F5 to open/close menu, Arrow keys to navigate, Enter to select // ============================================================================ // Menu state let menuOpen = false; let currentMenu = "main"; let selectedIndex = 0; let menuStack = []; let scrollOffset = 0; // Enhanced animation state let animTime = 0; let smoothScrollY = 0; let targetScrollY = 0; let titlePulse = 0; let menuOpenAnim = 0; let selectedPulse = 0; let glowIntensity = 0; let colorShift = 0; let particleTime = 0; let screenShake = 0; let flashAlpha = 0; let currentDescription = ""; // ============================================================================ // THEME SYSTEM // ============================================================================ let currentTheme = "red"; // Default theme const themes = { black: { primary: { r: 80, g: 80, b: 80 }, accent: { r: 150, g: 150, b: 150 }, name: "Black" }, red: { primary: { r: 200, g: 30, b: 30 }, accent: { r: 255, g: 80, b: 80 }, name: "Red" }, blue: { primary: { r: 30, g: 80, b: 200 }, accent: { r: 80, g: 150, b: 255 }, name: "Blue" }, green: { primary: { r: 30, g: 160, b: 60 }, accent: { r: 80, g: 220, b: 100 }, name: "Green" }, purple: { primary: { r: 120, g: 40, b: 180 }, accent: { r: 180, g: 100, b: 255 }, name: "Purple" }, pink: { primary: { r: 200, g: 60, b: 120 }, accent: { r: 255, g: 120, b: 180 }, name: "Pink" }, gold: { primary: { r: 180, g: 140, b: 30 }, accent: { r: 255, g: 200, b: 80 }, name: "Gold" }, gray: { primary: { r: 100, g: 100, b: 110 }, accent: { r: 160, g: 160, b: 170 }, name: "Gray" } }; function getTheme() { return themes[currentTheme] || themes.red; } // Info bar configuration let infoBar = { height: 50 }; // Item descriptions const itemDescriptions = { // Player Options "player_god": "โšก Makes you invincible - you won't take any damage from bullets, explosions, or falls!", "player_noragdoll": "๐Ÿ›ก๏ธ Prevents your character from falling down when hit - stay on your feet always!", "player_superrun": "๐Ÿƒ Gives you super-speed running abilities - run faster than normal!", "player_neverwanted": "๐Ÿšซ Removes wanted levels permanently - police won't chase you!", "player_addhealth": "๐Ÿ’Š Restores your health to maximum - heals all injuries!", "player_addarmor": "๐Ÿ›ก๏ธ Adds full armor protection - bulletproof vest equipped!", "player_wanted": "โญ Set your wanted level from 0-6 stars - more stars = more police!", "player_teleport": "๐Ÿ“ Instantly teleport to any location on the map!", // Vehicle Options "spawn_vehicle": "๐Ÿš— Spawn any vehicle instantly - appears right next to you!", "veh_repair": "๐Ÿ”ง Fully repairs your current vehicle to 100% condition!", "veh_flip": "๐Ÿ”„ Flips your vehicle upright if it's upside down!", "veh_delete": "๐Ÿ’ฅ Removes all vehicles you spawned - clean up the streets!", "veh_color": "๐ŸŽจ Changes your vehicle's primary and secondary colors!", "veh_god": "๐Ÿ›ก๏ธ Makes your current vehicle indestructible - no damage!", "veh_neverdirty": "๐Ÿงผ Keeps your vehicle permanently clean and shiny!", "veh_nitro": "๐Ÿš€ Gives your vehicle instant speed boost - hold accelerator!", "veh_drift": "๐Ÿ Enables drift mode - slide around corners like a pro!", "veh_rainbow": "๐ŸŒˆ Makes your vehicle cycle through rainbow colors!", "veh_neon": "๐Ÿ’ก Adds neon underglow effects to your vehicle!", "veh_rpg": "๐Ÿ’ฅ Shoots RPG rockets from your vehicle - explosive ammo!", "veh_ghost": "๐Ÿ‘ป Vehicle becomes ghost - pass through everything!", "veh_flip": "๐Ÿ”„ Quick vehicle flip - gets you back on track instantly!", "veh_repair": "๐Ÿ”ง Instant full repair - no more engine damage!", "veh_siren": "๐Ÿš” Activates police sirens and emergency lights!", // Weapon Options "weapon_all": "๐Ÿ”ซ Gives you every weapon in the game - full arsenal!", "weapon_remove": "๐Ÿšซ Removes all weapons from your inventory - go peaceful!", "weapon_rpg": "๐Ÿ’ฅ Gives RPG with unlimited explosive rockets!", "weapon_sniper": "๐Ÿ”ญ Gives you a powerful sniper rifle for long-range kills!", "weapon_shotgun": "๐Ÿ”ซ Gives you a shotgun - devastating close range damage!", "weapon_machine": "๐Ÿ”ซ Gives you a machine gun - rapid fire automatic weapon!", "weapon_pistol": "๐Ÿ”ซ Gives you a pistol - reliable sidearm weapon!", "weapon_explosive": "๐Ÿ’ฃ Makes all your weapons explosive - bullets explode on impact!", // World Options "world_time": "๐Ÿ• Changes time of day - set any hour from midnight to midnight!", "world_weather": "๐ŸŒค Changes weather conditions - control rain, sun, storms!", "world_clear_area": "๐Ÿงน Clears all objects, vehicles, and peds around you!", "world_clear_vehicles": "๐Ÿš— Removes all vehicles in the area - clean streets!", "world_clear_peds": "๐Ÿšถ Removes all pedestrians in the area - empty streets!", "world_clear_objects": "๐Ÿ“ฆ Removes all objects in the area - clean environment!", "world_traffic": "๐Ÿšฆ Enables/disables traffic - control city vehicle flow!", "world_traffic_density": "๐Ÿ“Š Controls how many vehicles spawn - from empty to heavy traffic!", "world_timecycle": "๐ŸŽจ Applies visual time effects - day/night/cinematic filters!", "sky_color": "๐ŸŒˆ Changes sky color to different atmospheric effects!", // Fun Options "fun_launch": "๐Ÿš€ Launches you high into the sky - super jump effect!", "fun_superjump": "๐Ÿฆ˜ Gives you massive jumping ability - reach rooftops easily!", "fun_ragdoll": "๐Ÿคธ Makes your character go limp and fall - ragdoll physics!", "fun_explode": "๐Ÿ’ฅ Creates explosion at your position - destructive fun!", "fun_random_explosion": "๐Ÿ’ฃ Spawns random explosions nearby - chaos mode!", "fun_car_rain": "๐Ÿš— Makes vehicles rain from the sky - vehicle shower!", "fun_ped_invasion": "๐Ÿ‘ฅ Spawns many pedestrians around you - crowd control!", "fun_gang": "๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ Creates a gang of armed NPCs - backup crew!", "fun_army": "โš”๏ธ Deploys military forces around you - army protection!", "fun_money_rain": "๐Ÿ’ฐ Makes money pickups fall from the sky - get rich!", "fun_weapon_shower": "๐Ÿ”ซ Drops weapons from above - weapon rain effect!", "fun_screen_shake": "๐Ÿ“ณ Shakes the screen violently - earthquake effect!", "fun_flash": "๐Ÿ’ก Creates bright camera flash - temporary blindness!", "fun_drunk": "๐Ÿบ Makes screen wobble - drunk vision effect!", "fun_matrix": "๐Ÿ’ป Matrix digital rain effect - sci-fi visual!", "fun_thermal": "๐ŸŒก๏ธ Thermal vision mode - see heat signatures!", "fun_night": "๐ŸŒ™ Night vision mode - see clearly in darkness!", // Toggle States "godMode": "๐Ÿ›ก๏ธ GOD MODE - Complete invincibility and unlimited health!", "invincible": "โšก INVINCIBLE - Cannot be killed or damaged!", "superRun": "๐Ÿƒ SUPER SPEED - Run 3x faster than normal!", "noRagdoll": "๐Ÿšถ NO RAGDOLL - Never fall down, always stay standing!", "neverWanted": "๐Ÿšซ NEVER WANTED - Police ignore you completely!", "vehGodMode": "๐Ÿ›ก๏ธ VEHICLE GOD MODE - Your car can't be destroyed!", "driveOnWater": "๐ŸŒŠ DRIVE ON WATER - Cars float and work on water!", "rainbowCar": "๐ŸŒˆ RAINBOW CAR - Vehicle cycles through all colors!", "driftMode": "๐Ÿ DRIFT MODE - Easy drifting and skidding!", "neonLights": "๐Ÿ’ก NEON LIGHTS - Glowing underglow effects!", "flyMode": "โœˆ๏ธ FLY MODE - Move freely through the air!", "vehShootRPG": "๐Ÿ’ฅ VEHICLE ROCKETS - Your car shoots explosive ammo!", "rainbowSky": "๐ŸŒˆ RAINBOW SKY - Sky cycles through rainbow colors!", "explosiveAmmo": "๐Ÿ’ฃ EXPLOSIVE AMMO - All bullets create explosions!", "moonGravity": "๐ŸŒ™ MOON GRAVITY - Low gravity physics, super jumps!", "drunkMode": "๐Ÿบ DRUNK MODE - Screen wobbles and controls reversed!", "matrixMode": "๐Ÿ’ป MATRIX MODE - Digital rain effect overlay!", "thermalVision": "๐ŸŒก๏ธ THERMAL VISION - See heat signatures in dark!", "nightVision": "๐ŸŒ™ NIGHT VISION - Enhanced vision in darkness!" }; let matrixEffect = 0; // Font for text rendering (will be loaded on resource start) let menuFont = null; let titleFont = null; // Menu dimensions in pixels - positioned on right side const menu = { x: 1050, y: 100, width: 340, headerHeight: 60, itemHeight: 42, footerHeight: 35, maxVisibleItems: 11 }; // Player list cache let playerList = []; // Vehicle handling values let handlingMods = { grip: 1.0, acceleration: 1.0, topSpeed: 1.0, braking: 1.0, driftMode: false }; // ============================================================================ // MENU DATA STRUCTURE // ============================================================================ const menuData = { main: { title: "REVOLUTION", items: [ { label: "Self Options", action: "submenu", target: "self" }, { label: "Vehicle Spawner", action: "submenu", target: "vehicles" }, { label: "Vehicle Options", action: "submenu", target: "vehicleOptions" }, { label: "Network Options", action: "submenu", target: "network" }, { label: "Teleport Locations", action: "submenu", target: "teleport" }, { label: "World Options", action: "submenu", target: "world" }, { label: "Weapons", action: "submenu", target: "weapons" }, { label: "Fun Options", action: "submenu", target: "fun" }, { label: "--- Settings ---", action: "none" }, { label: "Mod Menu Theme", action: "submenu", target: "themes" } ] }, themes: { title: "MOD MENU THEME", items: [ { label: "Black", action: "theme", value: "black" }, { label: "Red", action: "theme", value: "red" }, { label: "Blue", action: "theme", value: "blue" }, { label: "Green", action: "theme", value: "green" }, { label: "Purple", action: "theme", value: "purple" }, { label: "Pink", action: "theme", value: "pink" }, { label: "Gold", action: "theme", value: "gold" }, { label: "Gray", action: "theme", value: "gray" } ] }, self: { title: "SELF OPTIONS", items: [ { label: "Restore Health", action: "self_health" }, { label: "Restore Armor", action: "self_armor" }, { label: "Max Health & Armor", action: "self_max" }, { label: "Give All Weapons", action: "self_weapons" }, { label: "Clear Wanted Level", action: "self_wanted" }, { label: "--- Toggles ---", action: "none" }, { label: "God Mode", action: "toggle", target: "godMode", state: false }, { label: "Invincible", action: "toggle", target: "invincible", state: false }, { label: "Super Run", action: "toggle", target: "superRun", state: false }, { label: "No Ragdoll", action: "toggle", target: "noRagdoll", state: false }, { label: "Never Wanted", action: "toggle", target: "neverWanted", state: false }, { label: "--- Actions ---", action: "none" }, { label: "Respawn", action: "self_respawn" }, { label: "Suicide", action: "self_suicide" }, { label: "Change Skin", action: "submenu", target: "skins" } ] }, skins: { title: "PLAYER SKINS", items: [ { label: "Niko Bellic", action: "skin", value: -1667301416 }, { label: "Roman Bellic", action: "skin", value: -163448165 }, { label: "Little Jacob", action: "skin", value: 1936355839 }, { label: "Brucie Kibbutz", action: "skin", value: -1938475496 }, { label: "Playboy X", action: "skin", value: 970234525 }, { label: "Johnny Klebitz", action: "skin", value: -1784875845 }, { label: "Luis Lopez", action: "skin", value: -1403507487 }, { label: "Police Officer", action: "skin", value: -1320879687 }, { label: "Random Skin", action: "skin_random" } ] }, vehicles: { title: "VEHICLE SPAWNER", items: [ { label: "Sports Cars", action: "submenu", target: "veh_sports" }, { label: "Muscle Cars", action: "submenu", target: "veh_muscle" }, { label: "Sedans", action: "submenu", target: "veh_sedans" }, { label: "SUVs & Trucks", action: "submenu", target: "veh_suv" }, { label: "Compacts", action: "submenu", target: "veh_compacts" }, { label: "Motorcycles", action: "submenu", target: "veh_bikes" }, { label: "Emergency", action: "submenu", target: "veh_emergency" }, { label: "Aircraft", action: "submenu", target: "veh_aircraft" }, { label: "Boats", action: "submenu", target: "veh_boats" }, { label: "Commercial", action: "submenu", target: "veh_commercial" }, { label: "Special", action: "submenu", target: "veh_special" }, { label: "Taxis", action: "submenu", target: "veh_taxis" }, { label: "--- Vehicle Options ---", action: "none" }, { label: "Delete My Vehicles", action: "vehicle_delete" }, { label: "Repair Current", action: "veh_repair" }, { label: "Flip Current", action: "veh_flip" } ] }, veh_sports: { title: "SPORTS CARS", items: [ { label: "Infernus", action: "spawn_vehicle", value: "infernus" }, { label: "Turismo", action: "spawn_vehicle", value: "turismo" }, { label: "Comet", action: "spawn_vehicle", value: "comet" }, { label: "Banshee", action: "spawn_vehicle", value: "banshee" }, { label: "Sultan", action: "spawn_vehicle", value: "sultan" }, { label: "Coquette", action: "spawn_vehicle", value: "coquette" }, { label: "Super GT", action: "spawn_vehicle", value: "super gt" }, { label: "Sultan RS", action: "spawn_vehicle", value: "sultan rs" } ] }, veh_muscle: { title: "MUSCLE CARS", items: [ { label: "Buccaneer", action: "spawn_vehicle", value: "buccaneer" }, { label: "Dukes", action: "spawn_vehicle", value: "dukes" }, { label: "Faction", action: "spawn_vehicle", value: "faction" }, { label: "Ruiner", action: "spawn_vehicle", value: "ruiner" }, { label: "Sabre", action: "spawn_vehicle", value: "sabre" }, { label: "Sabre GT", action: "spawn_vehicle", value: "sabregt" }, { label: "Vigero", action: "spawn_vehicle", value: "vigero" }, { label: "Phoenix", action: "spawn_vehicle", value: "phoenix" } ] }, veh_suv: { title: "SUVs & TRUCKS", items: [ { label: "Patriot", action: "spawn_vehicle", value: "patriot" }, { label: "Cavalcade", action: "spawn_vehicle", value: "cavalcade" }, { label: "Huntley", action: "spawn_vehicle", value: "huntley" }, { label: "Landstalker", action: "spawn_vehicle", value: "landstalker" }, { label: "Rancher", action: "spawn_vehicle", value: "rancher" }, { label: "Bobcat", action: "spawn_vehicle", value: "bobcat" } ] }, veh_bikes: { title: "MOTORCYCLES", items: [ { label: "NRG 900", action: "spawn_vehicle", value: "nrg900" }, { label: "PCJ 600", action: "spawn_vehicle", value: "pcj" }, { label: "Sanchez", action: "spawn_vehicle", value: "sanchez" }, { label: "Faggio", action: "spawn_vehicle", value: "faggio" }, { label: "Freeway", action: "spawn_vehicle", value: "freeway" } ] }, veh_emergency: { title: "EMERGENCY", items: [ { label: "Police Cruiser", action: "spawn_vehicle", value: "police" }, { label: "Police Cruiser 2", action: "spawn_vehicle", value: "police2" }, { label: "FBI Car", action: "spawn_vehicle", value: "fbi" }, { label: "NOOSE Cruiser", action: "spawn_vehicle", value: "noose" }, { label: "Ambulance", action: "spawn_vehicle", value: "ambulance" }, { label: "Fire Truck", action: "spawn_vehicle", value: "firetruk" }, { label: "Taxi", action: "spawn_vehicle", value: "taxi" }, { label: "Stretch Limo", action: "spawn_vehicle", value: "stretch" } ] }, veh_aircraft: { title: "AIRCRAFT", items: [ { label: "Annihilator", action: "spawn_vehicle", value: "annihilator" }, { label: "Maverick", action: "spawn_vehicle", value: "maverick" }, { label: "Police Maverick", action: "spawn_vehicle", value: "polmav" }, { label: "Tour Maverick", action: "spawn_vehicle", value: "tourmav" } ] }, veh_boats: { title: "BOATS", items: [ { label: "Dinghy", action: "spawn_vehicle", value: "dinghy" }, { label: "Jetmax", action: "spawn_vehicle", value: "jetmax" }, { label: "Marquis", action: "spawn_vehicle", value: "marquis" }, { label: "Predator", action: "spawn_vehicle", value: "predator" }, { label: "Reefer", action: "spawn_vehicle", value: "reefer" }, { label: "Squalo", action: "spawn_vehicle", value: "squalo" }, { label: "Tropic", action: "spawn_vehicle", value: "tropic" }, { label: "Tuga", action: "spawn_vehicle", value: "tuga" } ] }, veh_sedans: { title: "SEDANS", items: [ { label: "Admiral", action: "spawn_vehicle", value: "admiral" }, { label: "Cavalcade", action: "spawn_vehicle", value: "cavalcade" }, { label: "Cognoscenti", action: "spawn_vehicle", value: "cognoscenti" }, { label: "Emperor", action: "spawn_vehicle", value: "emperor" }, { label: "Esperanto", action: "spawn_vehicle", value: "esperanto" }, { label: "Feroci", action: "spawn_vehicle", value: "feroci" }, { label: "Feltzer", action: "spawn_vehicle", value: "feltzer" }, { label: "Intruder", action: "spawn_vehicle", value: "intruder" }, { label: "Landstalker", action: "spawn_vehicle", value: "landstalker" }, { label: "Lokus", action: "spawn_vehicle", value: "lokus" }, { label: "Marbella", action: "spawn_vehicle", value: "marbella" }, { label: "Merit", action: "spawn_vehicle", value: "merit" }, { label: "Oracle", action: "spawn_vehicle", value: "oracle" }, { label: "Pinnacle", action: "spawn_vehicle", value: "pinnacle" }, { label: "Premiere", action: "spawn_vehicle", value: "premiere" }, { label: "Presidente", action: "spawn_vehicle", value: "presidente" }, { label: "Primo", action: "spawn_vehicle", value: "primo" }, { label: "Rebla", action: "spawn_vehicle", value: "rebla" }, { label: "Romero", action: "spawn_vehicle", value: "romero" }, { label: "Schafter", action: "spawn_vehicle", value: "schafter" }, { label: "Sentinel", action: "spawn_vehicle", value: "sentinel" }, { label: "Solair", action: "spawn_vehicle", value: "solair" }, { label: "Stratum", action: "spawn_vehicle", value: "stratum" }, { label: "Stretch", action: "spawn_vehicle", value: "stretch" }, { label: "Vincent", action: "spawn_vehicle", value: "vincent" }, { label: "Virgo", action: "spawn_vehicle", value: "virgo" }, { label: "Willard", action: "spawn_vehicle", value: "willard" }, { label: "Washington", action: "spawn_vehicle", value: "washington" } ] }, veh_compacts: { title: "COMPACTS", items: [ { label: "Blista", action: "spawn_vehicle", value: "blista" }, { label: "Futo", action: "spawn_vehicle", value: "futo" }, { label: "Ingot", action: "spawn_vehicle", value: "ingot" }, { label: "PMP 600", action: "spawn_vehicle", value: "pmp 600" }, { label: "Sultan RS", action: "spawn_vehicle", value: "sultan rs" } ] }, veh_commercial: { title: "COMMERCIAL", items: [ { label: "Airtug", action: "spawn_vehicle", value: "airtug" }, { label: "Benson", action: "spawn_vehicle", value: "benson" }, { label: "Biff", action: "spawn_vehicle", value: "biff" }, { label: "Boxville", action: "spawn_vehicle", value: "boxville" }, { label: "Burrito", action: "spawn_vehicle", value: "burrito" }, { label: "Burrito 2", action: "spawn_vehicle", value: "burrito2" }, { label: "Cabby", action: "spawn_vehicle", value: "cabby" }, { label: "Flatbed", action: "spawn_vehicle", value: "flatbed" }, { label: "Forklift", action: "spawn_vehicle", value: "forklift" }, { label: "Mule", action: "spawn_vehicle", value: "mule" }, { label: "Packer", action: "spawn_vehicle", value: "packer" }, { label: "Pony", action: "spawn_vehicle", value: "pony" }, { label: "Speedo", action: "spawn_vehicle", value: "speedo" }, { label: "Stockade", action: "spawn_vehicle", value: "stockade" }, { label: "Trashmaster", action: "spawn_vehicle", value: "trashmaster" }, { label: "Yankee", action: "spawn_vehicle", value: "yankee" } ] }, veh_special: { title: "SPECIAL VEHICLES", items: [ { label: "Mr Tasty", action: "spawn_vehicle", value: "mr tasty" }, { label: "Cablecar", action: "spawn_vehicle", value: "cablecar" }, { label: "Subway", action: "spawn_vehicle", value: "subway" }, { label: "El Train", action: "spawn_vehicle", value: "el train" } ] }, veh_taxis: { title: "TAXIS", items: [ { label: "Taxi", action: "spawn_vehicle", value: "taxi" }, { label: "Taxi 2", action: "spawn_vehicle", value: "taxi2" }, { label: "Roman's Taxi", action: "spawn_vehicle", value: "roman's taxi" } ] }, vehicleOptions: { title: "VEHICLE OPTIONS", items: [ { label: "Repair Vehicle", action: "veh_repair" }, { label: "Flip Vehicle", action: "veh_flip" }, { label: "Vehicle Colors", action: "submenu", target: "veh_colors" }, { label: "God Mode", action: "toggle", target: "vehGodMode", state: false }, { label: "Nitro Boost", action: "veh_nitro" }, { label: "Drive On Water", action: "toggle", target: "driveOnWater", state: false }, { label: "Rainbow Color", action: "toggle", target: "rainbowCar", state: false }, { label: "Drift Mode", action: "toggle", target: "driftMode", state: false }, { label: "Neon Lights", action: "submenu", target: "veh_neons" }, { label: "Fly Mode", action: "toggle", target: "flyMode", state: false }, { label: "Shoot RPG", action: "toggle", target: "vehShootRPG", state: false } ] }, veh_neons: { title: "NEON LIGHTS", items: [ { label: "Toggle Neons", action: "toggle", target: "neonLights", state: false }, { label: "Red Neons", action: "neon_color", value: { r: 255, g: 0, b: 0 } }, { label: "Blue Neons", action: "neon_color", value: { r: 0, g: 100, b: 255 } }, { label: "Green Neons", action: "neon_color", value: { r: 0, g: 255, b: 0 } }, { label: "Purple Neons", action: "neon_color", value: { r: 255, g: 0, b: 255 } }, { label: "Pink Neons", action: "neon_color", value: { r: 255, g: 100, b: 200 } }, { label: "Yellow Neons", action: "neon_color", value: { r: 255, g: 255, b: 0 } }, { label: "White Neons", action: "neon_color", value: { r: 255, g: 255, b: 255 } }, { label: "Cyan Neons", action: "neon_color", value: { r: 0, g: 255, b: 255 } }, { label: "Orange Neons", action: "neon_color", value: { r: 255, g: 150, b: 0 } } ] }, veh_colors: { title: "VEHICLE COLORS", items: [ { label: "Black", action: "veh_color", value: [0, 0] }, { label: "White", action: "veh_color", value: [1, 1] }, { label: "Dark Gray", action: "veh_color", value: [2, 2] }, { label: "Light Gray", action: "veh_color", value: [3, 3] }, { label: "Red", action: "veh_color", value: [27, 27] }, { label: "Dark Red", action: "veh_color", value: [28, 28] }, { label: "Orange", action: "veh_color", value: [38, 38] }, { label: "Yellow", action: "veh_color", value: [42, 42] }, { label: "Dark Yellow", action: "veh_color", value: [43, 43] }, { label: "Green", action: "veh_color", value: [53, 53] }, { label: "Dark Green", action: "veh_color", value: [54, 54] }, { label: "Blue", action: "veh_color", value: [51, 51] }, { label: "Dark Blue", action: "veh_color", value: [52, 52] }, { label: "Light Blue", action: "veh_color", value: [55, 55] }, { label: "Purple", action: "veh_color", value: [39, 39] }, { label: "Pink", action: "veh_color", value: [40, 40] }, { label: "Brown", action: "veh_color", value: [41, 41] }, { label: "Beige", action: "veh_color", value: [56, 56] }, { label: "Bronze", action: "veh_color", value: [57, 57] }, { label: "Silver", action: "veh_color", value: [58, 58] }, { label: "Gold", action: "veh_color", value: [59, 59] }, { label: "Chrome", action: "veh_color", value: [60, 60] }, { label: "--- Two Tone ---", action: "none" }, { label: "Black/Red", action: "veh_color", value: [0, 27] }, { label: "Black/White", action: "veh_color", value: [0, 1] }, { label: "Red/Black", action: "veh_color", value: [27, 0] }, { label: "Blue/White", action: "veh_color", value: [51, 1] }, { label: "Green/White", action: "veh_color", value: [53, 1] }, { label: "Random", action: "veh_color_random" } ] }, network: { title: "NETWORK OPTIONS", items: [ { label: "Refresh Player List", action: "refresh_players" }, { label: "--- Players ---", action: "none" } ] }, teleport: { title: "TELEPORT LOCATIONS", items: [ { label: "Star Junction", action: "teleport", value: { x: -252.0, y: 947.0, z: 15.0 } }, { label: "Middle Park", action: "teleport", value: { x: -365.0, y: 1163.0, z: 14.0 } }, { label: "Airport", action: "teleport", value: { x: 2140.0, y: 465.0, z: 6.0 } }, { label: "Broker Bridge", action: "teleport", value: { x: 932.0, y: -495.0, z: 15.0 } }, { label: "Alderney City", action: "teleport", value: { x: -1149.0, y: 380.0, z: 21.0 } }, { label: "Happiness Island", action: "teleport", value: { x: -722.0, y: -17.0, z: 3.0 } } ] }, world: { title: "WORLD OPTIONS", items: [ { label: "--- Time Control ---", action: "none" }, { label: "Dawn (5:00)", action: "world_time", value: 5 }, { label: "Morning (8:00)", action: "world_time", value: 8 }, { label: "Noon (12:00)", action: "world_time", value: 12 }, { label: "Afternoon (15:00)", action: "world_time", value: 15 }, { label: "Evening (18:00)", action: "world_time", value: 18 }, { label: "Dusk (20:00)", action: "world_time", value: 20 }, { label: "Night (0:00)", action: "world_time", value: 0 }, { label: "Midnight (23:00)", action: "world_time", value: 23 }, { label: "--- Weather Control ---", action: "none" }, { label: "Sunny/Clear", action: "world_weather", value: 1 }, { label: "Cloudy", action: "world_weather", value: 3 }, { label: "Overcast", action: "world_weather", value: 2 }, { label: "Light Rain", action: "world_weather", value: 4 }, { label: "Heavy Rain", action: "world_weather", value: 5 }, { label: "Thunderstorm", action: "world_weather", value: 7 }, { label: "Foggy", action: "world_weather", value: 6 }, { label: "Snowy", action: "world_weather", value: 8 }, { label: "--- Environment ---", action: "none" }, { label: "Clear Area", action: "world_clear_area" }, { label: "Clear Vehicles", action: "world_clear_vehicles" }, { label: "Clear Peds", action: "world_clear_peds" }, { label: "Clear Objects", action: "world_clear_objects" }, { label: "Traffic ON", action: "world_traffic", value: true }, { label: "Traffic OFF", action: "world_traffic", value: false }, { label: "Set Traffic Density", action: "submenu", target: "world_traffic_density" }, { label: "--- Visual Effects ---", action: "none" }, { label: "Rainbow Sky", action: "toggle", target: "rainbowSky", state: false }, { label: "Sky Colors", action: "submenu", target: "sky_colors" }, { label: "Timecycle Modifier", action: "submenu", target: "world_timecycles" } ] }, sky_colors: { title: "SKY COLORS", items: [ { label: "Default Sky", action: "sky_color", value: 0 }, { label: "Red Sky", action: "sky_color", value: 1 }, { label: "Blue Sky", action: "sky_color", value: 2 }, { label: "Green Sky", action: "sky_color", value: 3 }, { label: "Purple Sky", action: "sky_color", value: 4 }, { label: "Orange Sky", action: "sky_color", value: 5 }, { label: "Pink Sky", action: "sky_color", value: 6 }, { label: "Yellow Sky", action: "sky_color", value: 7 }, { label: "Cyan Sky", action: "sky_color", value: 8 }, { label: "Black Sky", action: "sky_color", value: 9 }, { label: "White Sky", action: "sky_color", value: 10 } ] }, world_traffic_density: { title: "TRAFFIC DENSITY", items: [ { label: "No Traffic", action: "world_traffic_density", value: 0.0 }, { label: "Very Light", action: "world_traffic_density", value: 0.2 }, { label: "Light", action: "world_traffic_density", value: 0.4 }, { label: "Normal", action: "world_traffic_density", value: 0.6 }, { label: "Heavy", action: "world_traffic_density", value: 0.8 }, { label: "Very Heavy", action: "world_traffic_density", value: 1.0 }, { label: "Maximum", action: "world_traffic_density", value: 1.5 } ] }, world_timecycles: { title: "TIMECYCLE MODIFIERS", items: [ { label: "Default", action: "world_timecycle", value: "default" }, { label: "Bright", action: "world_timecycle", value: "bright" }, { label: "Dark", action: "world_timecycle", value: "dark" }, { label: "Foggy", action: "world_timecycle", value: "foggy" }, { label: "Hazy", action: "world_timecycle", value: "hazy" }, { label: "Night", action: "world_timecycle", value: "night" }, { label: "Sunset", action: "world_timecycle", value: "sunset" }, { label: "Sunrise", action: "world_timecycle", value: "sunrise" }, { label: "Clear Modifier", action: "world_timecycle_clear" } ] }, weapons: { title: "WEAPONS", items: [ { label: "Get All Weapons", action: "weapon_all" }, { label: "Explosive Ammo", action: "toggle", target: "explosiveAmmo", state: false }, { label: "--- Give Weapon ---", action: "none" }, { label: "Pistol", action: "weapon", value: 5 }, { label: "Desert Eagle", action: "weapon", value: 6 }, { label: "Shotgun", action: "weapon", value: 9 }, { label: "SMG", action: "weapon", value: 12 }, { label: "Assault Rifle", action: "weapon", value: 14 }, { label: "Sniper Rifle", action: "weapon", value: 16 }, { label: "RPG", action: "weapon", value: 18 } ] }, fun: { title: "FUN OPTIONS", items: [ { label: "--- Physics Fun ---", action: "none" }, { label: "Launch Me Up", action: "fun_launch" }, { label: "Super Jump", action: "fun_superjump" }, { label: "Moon Gravity", action: "toggle", target: "moonGravity", state: false }, { label: "Drunk Mode", action: "toggle", target: "drunkMode", state: false }, { label: "Ragdoll", action: "fun_ragdoll" }, { label: "--- Chaos Mode ---", action: "none" }, { label: "Explode Me", action: "fun_explode" }, { label: "Random Explosion", action: "fun_random_explosion" }, { label: "Car Rain", action: "fun_car_rain" }, { label: "Ped Invasion", action: "fun_ped_invasion" }, { label: "Weapon Shower", action: "fun_weapon_shower" }, { label: "--- Spawning ---", action: "none" }, { label: "Spawn Random Ped", action: "fun_ped" }, { label: "Spawn Gang", action: "fun_gang" }, { label: "Spawn Army", action: "fun_army" }, { label: "Spawn Money Rain", action: "fun_money_rain" }, { label: "--- Visual Effects ---", action: "none" }, { label: "Screen Shake", action: "fun_screen_shake" }, { label: "Flash Screen", action: "fun_flash" }, { label: "Matrix Mode", action: "toggle", target: "matrixMode", state: false }, { label: "Thermal Vision", action: "toggle", target: "thermalVision", state: false }, { label: "Night Vision", action: "toggle", target: "nightVision", state: false } ] } }; // Enhanced toggle states let toggleStates = { godMode: false, invincible: false, superRun: false, noRagdoll: false, neverWanted: false, vehGodMode: false, driveOnWater: false, rainbowCar: false, driftMode: false, neonLights: false, flyMode: false, vehShootRPG: false, rainbowSky: false, explosiveAmmo: false, moonGravity: false, drunkMode: false, matrixMode: false, thermalVision: false, nightVision: false }; // Neon objects storage let neonObjects = []; let neonColor = { r: 255, g: 0, b: 255 }; // Default purple // Rainbow color cycling let rainbowHue = 0; let skyColorIndex = 0; // Sky colors for selection const skyColors = [ { name: "Default", r: -1, g: -1, b: -1 }, { name: "Red", r: 255, g: 50, b: 50 }, { name: "Blue", r: 50, g: 100, b: 255 }, { name: "Green", r: 50, g: 255, b: 100 }, { name: "Purple", r: 180, g: 50, b: 255 }, { name: "Orange", r: 255, g: 150, b: 50 }, { name: "Pink", r: 255, g: 100, b: 200 }, { name: "Yellow", r: 255, g: 255, b: 100 }, { name: "Cyan", r: 100, g: 255, b: 255 } ]; // Last shot time for RPG vehicle let lastVehShot = 0; // ============================================================================ // FONT LOADING // ============================================================================ addEventHandler("OnResourceReady", function(event, resource) { // Use built-in default font (no external TTF file needed) // Signature: lucasFont.createDefaultFont(float size, string family, [string style = "Regular"]) try { menuFont = lucasFont.createDefaultFont(16.0, "Arial", "Regular"); if (menuFont != null) { console.log("[ModMenu] Default font created successfully"); } } catch(e) { console.log("[ModMenu] Could not create default font: " + e); // Try alternative font try { menuFont = lucasFont.createDefaultFont(16.0, "Tahoma"); console.log("[ModMenu] Fallback font created"); } catch(e2) { console.log("[ModMenu] Fallback font also failed: " + e2); } } if (menuFont == null) { console.log("[ModMenu] Font creation failed - text won't render"); } }); // ============================================================================ // INPUT HANDLING // ============================================================================ addEventHandler("OnKeyUp", function(event, key, scanCode, mods) { // F5 to toggle menu (NOT F6) if (key === SDLK_F5) { menuOpen = !menuOpen; if (menuOpen) { currentMenu = "main"; selectedIndex = 0; scrollOffset = 0; menuStack = []; // Show cursor only - NO second param to avoid pause menu gui.showCursor(true); // Block phone when menu opens try { natives.destroyMobilePhone(); } catch(e) {} } else { // Hide cursor only gui.showCursor(false); } return; } // Block phone on ANY key press while menu is open if (menuOpen) { try { natives.destroyMobilePhone(); } catch(e) {} } if (!menuOpen) return; // Navigation - simple key handling if (key === SDLK_UP) { navigateUp(); } else if (key === SDLK_DOWN) { navigateDown(); } else if (key === SDLK_RETURN || key === SDLK_KP_ENTER) { selectItem(); } else if (key === SDLK_BACKSPACE || key === SDLK_ESCAPE) { goBack(); } }); function navigateUp() { let items = getCurrentMenuItems(); do { selectedIndex--; if (selectedIndex < 0) { selectedIndex = items.length - 1; } } while (items[selectedIndex] && items[selectedIndex].action === "none"); updateScroll(items); } function navigateDown() { let items = getCurrentMenuItems(); do { selectedIndex++; if (selectedIndex >= items.length) { selectedIndex = 0; } } while (items[selectedIndex] && items[selectedIndex].action === "none"); updateScroll(items); } function updateScroll(items) { if (selectedIndex < scrollOffset) { scrollOffset = selectedIndex; } else if (selectedIndex >= scrollOffset + menu.maxVisibleItems) { scrollOffset = selectedIndex - menu.maxVisibleItems + 1; } } function goBack() { if (menuStack.length > 0) { let prev = menuStack.pop(); currentMenu = prev.menu; selectedIndex = prev.index; scrollOffset = prev.scroll; } else { menuOpen = false; // IMPORTANT: Enable controls when closing menu gui.showCursor(false); } } function getCurrentMenuItems() { if (currentMenu === "network") { return getNetworkMenuItems(); } return menuData[currentMenu] ? menuData[currentMenu].items : []; } function getNetworkMenuItems() { let items = [ { label: "Refresh Player List", action: "refresh_players" }, { label: "--- Players (" + playerList.length + ") ---", action: "none" } ]; for (let i = 0; i < playerList.length; i++) { items.push({ label: playerList[i].name + " [ID: " + playerList[i].id + "]", action: "teleport_to_player_direct", playerData: playerList[i] }); } if (playerList.length === 0) { items.push({ label: "(No players found)", action: "none" }); items.push({ label: "(Click Refresh above)", action: "none" }); } return items; } // Refresh player list function function refreshPlayerList() { // Request player list from server triggerNetworkEvent("ModMenu:GetPlayers"); showNotification("Refreshing players..."); } // ============================================================================ // ACTION HANDLING // ============================================================================ let selectedPlayer = null; // Update current description function updateDescription() { let items = getCurrentMenuItems(); let item = items[selectedIndex]; if (!item) { currentDescription = ""; return; } // Get description based on action or target if (item.action === "toggle") { currentDescription = itemDescriptions[item.target] || ""; } else if (itemDescriptions[item.action]) { currentDescription = itemDescriptions[item.action] || ""; } else if (itemDescriptions[item.value]) { currentDescription = itemDescriptions[item.value] || ""; } else { currentDescription = ""; } } function selectItem() { let items = getCurrentMenuItems(); let item = items[selectedIndex]; if (!item || item.action === "none") return; // Update description before handling action updateDescription(); switch (item.action) { case "submenu": if (item.target === "player_options" && item.playerData) { selectedPlayer = item.playerData; openPlayerMenu(item.playerData); } else { menuStack.push({ menu: currentMenu, index: selectedIndex, scroll: scrollOffset }); currentMenu = item.target; selectedIndex = 0; scrollOffset = 0; // Auto-refresh player list when entering network menu if (item.target === "network") { refreshPlayerList(); } } break; case "toggle": toggleStates[item.target] = !toggleStates[item.target]; item.state = toggleStates[item.target]; triggerNetworkEvent("ModMenu:Toggle", item.target, toggleStates[item.target]); showNotification(item.label + ": " + (toggleStates[item.target] ? "ON" : "OFF")); break; case "spawn_vehicle": triggerNetworkEvent("ModMenu:SpawnVehicle", item.value); showNotification("Spawning: " + item.label); break; case "teleport": triggerNetworkEvent("ModMenu:Teleport", item.value.x, item.value.y, item.value.z); showNotification("Teleporting..."); break; case "self_health": triggerNetworkEvent("ModMenu:SelfOption", "health"); showNotification("Health restored!"); break; case "self_armor": triggerNetworkEvent("ModMenu:SelfOption", "armor"); showNotification("Armor restored!"); break; case "self_max": triggerNetworkEvent("ModMenu:SelfOption", "max"); showNotification("Max health & armor!"); break; case "self_weapons": triggerNetworkEvent("ModMenu:SelfOption", "weapons"); showNotification("All weapons given!"); break; case "self_wanted": triggerNetworkEvent("ModMenu:SelfOption", "wanted"); showNotification("Wanted cleared!"); break; case "self_respawn": triggerNetworkEvent("ModMenu:SelfOption", "respawn"); showNotification("Respawning..."); break; case "self_suicide": triggerNetworkEvent("ModMenu:SelfOption", "suicide"); break; case "skin": triggerNetworkEvent("ModMenu:ChangeSkin", item.value); showNotification("Skin changed!"); break; case "skin_random": triggerNetworkEvent("ModMenu:ChangeSkin", "random"); showNotification("Random skin!"); break; case "veh_repair": triggerNetworkEvent("ModMenu:VehicleOption", "repair"); showNotification("Repaired!"); break; case "veh_flip": triggerNetworkEvent("ModMenu:VehicleOption", "flip"); showNotification("Flipped!"); break; case "veh_nitro": triggerNetworkEvent("ModMenu:VehicleOption", "nitro"); showNotification("NITRO!"); break; case "veh_color": triggerNetworkEvent("ModMenu:VehicleColor", item.value[0], item.value[1]); showNotification("Color changed!"); break; case "veh_color_random": let c1 = Math.floor(Math.random() * 132); let c2 = Math.floor(Math.random() * 132); triggerNetworkEvent("ModMenu:VehicleColor", c1, c2); showNotification("Random color!"); break; case "vehicle_delete": triggerNetworkEvent("ModMenu:DeleteVehicles"); showNotification("Deleted!"); break; case "world_time": triggerNetworkEvent("ModMenu:WorldTime", item.value); showNotification("Time: " + item.value + ":00"); break; case "world_weather": triggerNetworkEvent("ModMenu:WorldWeather", item.value); showNotification("Weather changed!"); break; case "weapon": triggerNetworkEvent("ModMenu:GiveWeapon", item.value); showNotification("Weapon given!"); break; case "weapon_all": triggerNetworkEvent("ModMenu:SelfOption", "weapons"); showNotification("All weapons!"); break; case "refresh_players": refreshPlayerList(); break; case "teleport_to_player": if (selectedPlayer) { triggerNetworkEvent("ModMenu:TeleportToPlayer", selectedPlayer.id); showNotification("Teleporting to " + selectedPlayer.name); } break; case "teleport_to_player_direct": if (item.playerData) { triggerNetworkEvent("ModMenu:TeleportToPlayer", item.playerData.id); showNotification("Teleporting to " + item.playerData.name); } break; case "fun_launch": triggerNetworkEvent("ModMenu:Fun", "launch"); showNotification("LAUNCH!"); break; case "fun_explode": triggerNetworkEvent("ModMenu:Fun", "explode"); break; case "fun_ped": triggerNetworkEvent("ModMenu:Fun", "ped"); showNotification("Ped spawned!"); break; case "fun_ragdoll": triggerNetworkEvent("ModMenu:Fun", "ragdoll"); break; case "neon_color": neonColor = item.value; showNotification("Neon color: " + item.label.replace(" Neons", "")); break; case "sky_color": skyColorIndex = item.value; if (skyColorIndex === 0) { // Reset to default try { natives.releaseSkybox(); } catch(e) {} showNotification("Default sky"); } else { showNotification("Sky: " + item.value); } break; case "world_clear_area": if (localPlayer) { try { let pos = localPlayer.position; natives.clearArea(pos.x, pos.y, pos.z, 50.0, true); showNotification("Area cleared!"); } catch(e) {} } break; case "world_clear_vehicles": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); natives.clearAreaOfCars(pos.x, pos.y, pos.z, 100.0); showNotification("Vehicles cleared!"); } catch(e) {} break; case "world_clear_peds": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); natives.clearAreaOfChars(pos.x, pos.y, pos.z, 100.0); showNotification("Peds cleared!"); } catch(e) {} break; case "world_clear_objects": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); natives.clearAreaOfObjects(pos.x, pos.y, pos.z, 100.0); showNotification("Objects cleared!"); } catch(e) {} break; case "world_traffic": try { natives.setTrafficEnabled(item.value); showNotification("Traffic: " + (item.value ? "ENABLED" : "DISABLED")); } catch(e) {} break; case "world_traffic_density": try { natives.trafficDensity(item.value); showNotification("Traffic density: " + item.value); } catch(e) {} break; case "world_timecycle": try { if (item.value === "clear") { natives.clearTimecycleModifier(); showNotification("Timecycle cleared!"); } else { natives.setTimecycleModifier(item.value); showNotification("Timecycle: " + item.value); } } catch(e) {} break; case "world_timecycle_clear": try { natives.clearTimecycleModifier(); showNotification("Timecycle cleared!"); } catch(e) {} break; case "fun_superjump": if (localPlayer) { try { let vel = localPlayer.velocity; vel.z = 15.0; localPlayer.velocity = vel; showNotification("SUPER JUMP!"); } catch(e) {} } break; case "fun_random_explosion": if (localPlayer) { try { let pos = localPlayer.position; let offsetX = (Math.random() - 0.5) * 20; let offsetY = (Math.random() - 0.5) * 20; natives.addExplosion(pos.x + offsetX, pos.y + offsetY, pos.z, Math.floor(Math.random() * 26), 5.0, true, false, 1.0); showNotification("Random explosion!"); } catch(e) {} } break; case "fun_car_rain": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); let carModels = ["infernus", "banshee", "sultan"]; for (let i = 0; i < 10; i++) { let randomModel = carModels[Math.floor(Math.random() * carModels.length)]; let spawnX = pos.x + (Math.random() - 0.5) * 30; let spawnY = pos.y + (Math.random() - 0.5) * 30; let spawnZ = pos.z + 10 + Math.random() * 20; let modelHash = vehicleHashes[randomModel]; if (modelHash) { natives.requestModel(modelHash); setTimeout(() => { if (natives.hasModelLoaded(modelHash)) { let car = natives.createCar(modelHash, new Vec3(spawnX, spawnY, spawnZ), true); if (car) { let vel = new Vec3((Math.random() - 0.5) * 5, (Math.random() - 0.5) * 5, -10); car.velocity = vel; } natives.markModelAsNoLongerNeeded(modelHash); } }, 500); } } showNotification("CAR RAIN!"); screenShake = 1.0; } catch(e) {} break; case "fun_ped_invasion": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); for (let i = 0; i < 20; i++) { let spawnX = pos.x + (Math.random() - 0.5) * 50; let spawnY = pos.y + (Math.random() - 0.5) * 50; let spawnZ = pos.z; let ped = natives.createChar(4, -1, new Vec3(spawnX, spawnY, spawnZ), true); if (ped) { natives.warpCharIntoCar(ped, localPlayer.vehicle); } } showNotification("PED INVASION!"); screenShake = 0.5; } catch(e) {} break; case "fun_gang": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); for (let i = 0; i < 8; i++) { let spawnX = pos.x + (Math.random() - 0.5) * 20; let spawnY = pos.y + (Math.random() - 0.5) * 20; let spawnZ = pos.z; let ped = natives.createChar(4, -1, new Vec3(spawnX, spawnY, spawnZ), true); if (ped) { natives.giveWeaponToChar(ped, 14, 500, false); // AK47 natives.giveWeaponToChar(ped, 18, 10, false); // RPG } } showNotification("GANG SPAWNED!"); screenShake = 0.3; } catch(e) {} break; case "fun_army": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); let armyModels = ["fbi", "police", "nstockade"]; for (let i = 0; i < 15; i++) { let spawnX = pos.x + (Math.random() - 0.5) * 40; let spawnY = pos.y + (Math.random() - 0.5) * 40; let spawnZ = pos.z; let ped = natives.createChar(4, -1, new Vec3(spawnX, spawnY, spawnZ), true); if (ped) { natives.giveWeaponToChar(ped, 14, 1000, false); // AK47 natives.giveWeaponToChar(ped, 16, 100, false); // Sniper natives.giveWeaponToChar(ped, 18, 50, false); // RPG } } showNotification("ARMY DEPLOYED!"); screenShake = 0.8; } catch(e) {} break; case "fun_money_rain": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); for (let i = 0; i < 50; i++) { let spawnX = pos.x + (Math.random() - 0.5) * 30; let spawnY = pos.y + (Math.random() - 0.5) * 30; let spawnZ = pos.z + 10 + Math.random() * 30; natives.createMoneyPickup(new Vec3(spawnX, spawnY, spawnZ), 100, true); } showNotification("MONEY RAIN! $$$"); flashAlpha = 0.5; } catch(e) {} break; case "fun_weapon_shower": try { let pos = localPlayer ? localPlayer.position : new Vec3(0, 0, 0); let weapons = [5, 6, 9, 12, 14, 16, 18]; // Pistol, Deagle, Shotgun, SMG, AK, Sniper, RPG for (let i = 0; i < 30; i++) { let spawnX = pos.x + (Math.random() - 0.5) * 25; let spawnY = pos.y + (Math.random() - 0.5) * 25; let spawnZ = pos.z + 10 + Math.random() * 25; let weaponId = weapons[Math.floor(Math.random() * weapons.length)]; natives.createPickup(weaponId, 2, new Vec3(spawnX, spawnY, spawnZ), true); } showNotification("WEAPON SHOWER!"); screenShake = 0.4; } catch(e) {} break; case "fun_screen_shake": screenShake = 1.5; showNotification("SCREEN SHAKE!"); break; case "fun_flash": flashAlpha = 1.0; showNotification("FLASH!"); break; case "theme": currentTheme = item.value; showNotification("Theme: " + themes[item.value].name); break; } } function openPlayerMenu(playerData) { menuData.player_options = { title: playerData.name, items: [ { label: "Teleport to Player", action: "teleport_to_player" } ] }; menuStack.push({ menu: currentMenu, index: selectedIndex, scroll: scrollOffset }); currentMenu = "player_options"; selectedIndex = 0; scrollOffset = 0; } // ============================================================================ // NETWORK HANDLERS // ============================================================================ addNetworkHandler("ModMenu:PlayerList", function(playerNames, playerIds) { playerList = []; // Parse pipe-separated strings if (playerNames && playerNames.length > 0) { let names = playerNames.split("|"); let ids = playerIds.split("|"); for (let i = 0; i < names.length; i++) { playerList.push({ name: names[i], id: parseInt(ids[i]) }); } } showNotification("Found " + playerList.length + " players"); console.log("[ModMenu] Player list updated: " + playerList.length + " players"); }); addNetworkHandler("ModMenu:Notification", function(msg) { showNotification(msg); }); // ============================================================================ // EXECUTE HANDLERS - Client-side natives execution // ============================================================================ // Execute weather change using GTA IV native addNetworkHandler("ModMenu:ExecuteWeather", function(weatherId) { try { natives.forceWeatherNow(weatherId); showNotification("Weather changed!"); } catch(e) { console.log("[ModMenu] Weather error: " + e); } }); // Execute time change using GTA IV native addNetworkHandler("ModMenu:ExecuteTime", function(hour) { try { natives.forceTimeOfDay(hour, 0); showNotification("Time: " + hour + ":00"); } catch(e) { console.log("[ModMenu] Time error: " + e); } }); // Execute self options using natives addNetworkHandler("ModMenu:ExecuteSelfOption", function(option) { if (!localPlayer) { showNotification("Player not ready"); return; } try { switch(option) { case "health": localPlayer.health = 200; showNotification("Health restored!"); break; case "armor": localPlayer.armour = 100; showNotification("Armor restored!"); break; case "max": localPlayer.health = 200; localPlayer.armour = 100; showNotification("Max health & armor!"); break; case "weapons": // Give weapons using natives natives.giveWeaponToChar(localPlayer, 5, 500, false); // Pistol natives.giveWeaponToChar(localPlayer, 6, 500, false); // Deagle natives.giveWeaponToChar(localPlayer, 9, 100, false); // Shotgun natives.giveWeaponToChar(localPlayer, 12, 500, false); // SMG natives.giveWeaponToChar(localPlayer, 14, 500, false); // AK natives.giveWeaponToChar(localPlayer, 16, 50, false); // Sniper natives.giveWeaponToChar(localPlayer, 18, 10, false); // RPG showNotification("All weapons given!"); break; case "wanted": natives.alterWantedLevel(0, 0); natives.applyWantedLevelChangeNow(0); showNotification("Wanted cleared!"); break; case "suicide": // Kill the player properly using explode head native natives.explodeCharHead(localPlayer); showNotification("Goodbye!"); break; } } catch(e) { console.log("[ModMenu] Self option error: " + e); showNotification("Action failed"); } }); // Execute teleport addNetworkHandler("ModMenu:ExecuteTeleport", function(x, y, z) { if (!localPlayer) return; try { let pos = new Vec3(x, y, z); localPlayer.position = pos; showNotification("Teleported!"); } catch(e) { console.log("[ModMenu] Teleport error: " + e); } }); // Execute teleport to player - get target player position and teleport addNetworkHandler("ModMenu:ExecuteTeleportToPlayer", function(targetId) { if (!localPlayer) return; try { // Find the target player in the player list let clients = getClients(); for (let i = 0; i < clients.length; i++) { if (clients[i].index == targetId && clients[i].player) { let targetPos = clients[i].player.position; let pos = new Vec3(targetPos.x + 2, targetPos.y, targetPos.z); localPlayer.position = pos; showNotification("Teleported to player!"); return; } } showNotification("Player not found"); } catch(e) { console.log("[ModMenu] Teleport to player error: " + e); showNotification("Teleport failed"); } }); // Vehicle model names (cleaned up for proper spawning) const vehicleModels = [ // Sports Cars "infernus", "turismo", "comet", "banshee", "sultan", "coquette", // Muscle Cars "buccaneer", "dukes", "faction", "ruiner", "sabre", "sabregt", "vigero", // Sedans "admiral", "cavalcade", "cognoscenti", "emperor", "esperanto", "feroci", "feltzer", "intruder", "landstalker", "lokus", "marbella", "merit", "oracle", "pinnacle", "premiere", "presidente", "primo", "rebla", "romero", "schafter", "sentinel", "solair", "stratum", "stretch", "vincent", "virgo", "willard", "washington", // SUVs & Trucks "bobcat", "boxville", "biff", "burrito", "chavos", "dilettante", "flatbed", "forklift", "habanero", "huntley", "moonbeam", "mule", "packer", "patriot", "perennial", "pony", "rancher", "speedo", "stockade", "trashmaster", "yankee", // Compacts "blista", "futo", "ingot", "pmp600", "sultanrs", // Motorcycles "faggio", "hellfury", "nrg900", "pcj600", "sanchez", "zombie", // Emergency "ambulance", "firetruk", "police", "police2", "police3", "police4", "nstockade", "pstockade", "fbi", "noose", // Helicopters "annihilator", "maverick", "polmav", "tourmav", // Boats "dinghy", "jetmax", "marquis", "predator", "reefer", "squalo", "tropic", "tuga", // Commercial "airtug", "benson", "biff", "boxville", "burrito", "burrito2", "cabby", "flatbed", "forklift", "mule", "packer", "pony", "speedo", "stockade", "trashmaster", "yankee", // Special "mrtasty", "cablecar", "subway", "eltrain", // Taxis "taxi", "taxi2", "romantaxi" ]; // Vehicle model hashes - SIGNED 32-bit integers from GTAConnected wiki // DO NOT use 0x prefix with decimal numbers! Use actual values. const vehicleHashes = { // Sports Cars "infernus": 418536135, "turismo": -1896659641, "comet": 1063483177, "banshee": -1041692462, "sultan": 970598228, "coquette": 108773431, "supergt": 1821991593, "futo": 2016857647, // Muscle Cars "buccaneer": -682211828, "dukes": 723973206, "faction": -2119578145, "fortune": 627033353, "ruiner": -227741703, "sabre": -449022887, "sabregt": -1685021548, "stallion": 1923400478, "vigero": -825837129, // Sedans "admiral": 1264341792, "cognoscenti": -2030171296, "emperor": -685276541, "esperanto": -276900515, "feroci": 974744810, "feltzer": -1097828879, "intruder": 886934177, "lokus": -37030056, "marbella": 1304597482, "merit": -1260881538, "oracle": 1348744438, "pinnacle": 131140572, "premier": -1883869285, "presidente": -1962071130, "primo": -1150599089, "rebla": 83136452, "romero": 627094268, "schafter": -322343873, "sentinel": 1349725314, "solair": 1344573448, "stratum": 1723137093, "stretch": -1961627517, "vincent": -583281407, "virgo": -498054846, "willard": 1937616578, "washington": 1777363799, // SUVs & Trucks "bobcat": 1075851868, "cavalcade": 2006918058, "habanero": 884422927, "huntley": 486987393, "landstalker": 1269098716, "patriot": -808457413, "rancher": 1390084576, // Vans & Commercial "benson": 2053223216, "biff": 850991848, "boxville": -1987130134, "burrito": -1346687836, "burrito2": -907477130, "cabby": 1884962369, "flatbed": 1353720154, "forklift": 1491375716, "moonbeam": 525509695, "mule": 904750859, "packer": 569305213, "perennial": -2077743597, "pony": -119658072, "speedo": -810318068, "stockade": 1747439474, "trashmaster": 1917016601, "yankee": -1099960214, // Compacts "blista": -344943009, "chavos": -67282078, "dilettante": -1130810103, "ingot": -1289722222, "pmp600": 1376298265, "sultanrs": -295689028, // Motorcycles "bobber": -1830458836, "faggio": -1842748181, "freeway": 1534326199, "hellfury": 584879743, "nrg900": 1203311498, "pcj600": -909201658, "sanchez": 788045382, "zombie": -570033273, // Emergency "ambulance": 1171614426, "firetruk": 1938952078, "police": 2046537925, "police2": -1627000575, "policepatriot": -350085182, "fbi": 1127131465, "noose": 148777611, "nstockade": -1900572838, "pstockade": 1911513875, // Helicopters "annihilator": 837858166, "maverick": -1660661558, "polmav": 353883353, "tourmav": 2027357303, // Boats "dinghy": 1033245328, "jetmax": 861409633, "marquis": -1043459709, "predator": -488123221, "reefer": 1759673526, "squalo": 400514754, "tropic": 290013743, "tuga": 1064455782, // Commercial & Special "airtug": 1560980623, "bus": -713569950, "mrtasty": 583100975, // Trains (may not spawn) "cablecar": -960289747, "subway": 800869680, "eltrain": -1953988645, // Taxis "taxi": -956048545, "taxi2": 1208856469, "romantaxi": -1932515764 }; // Execute vehicle spawn using natives addNetworkHandler("ModMenu:ExecuteSpawnVehicle", function(vehicleName) { try { if (!localPlayer) { showNotification("Not ready"); return; } // Clean up vehicle name and map to correct hash let cleanName = vehicleName.replace(/[^a-zA-Z0-9]/g, '').toLowerCase(); let modelHash = vehicleHashes[cleanName]; if (!modelHash) { showNotification("Unknown vehicle: " + cleanName); return; } console.log("[ModMenu] Spawning vehicle: " + vehicleName + " (hash: " + modelHash + ")"); // Request the model first natives.requestModel(modelHash); // Wait for model to load then spawn let attempts = 0; let spawnInterval = setInterval(function() { attempts++; if (natives.hasModelLoaded(modelHash)) { clearInterval(spawnInterval); let pos = localPlayer.position; let heading = localPlayer.heading || 0; // Spawn position in front of player let spawnX = pos.x + Math.sin(-heading) * 5; let spawnY = pos.y + Math.cos(-heading) * 5; let spawnZ = pos.z + 0.5; // Create spawn position as Vec3 (GTAConnected requires Vec3) let spawnPos = new Vec3(spawnX, spawnY, spawnZ); // Create the car - GTAConnected: createCar(hash, Vec3, bool) let vehicle = natives.createCar(modelHash, spawnPos, true); if (vehicle) { // Set vehicle heading to match player natives.setCarHeading(vehicle, heading); // Warp player into the vehicle natives.warpCharIntoCar(localPlayer, vehicle); showNotification("Spawned: " + vehicleName); console.log("[ModMenu] Vehicle spawned successfully"); } else { showNotification("Failed to create vehicle"); } // Mark model as no longer needed natives.markModelAsNoLongerNeeded(modelHash); } else if (attempts > 100) { clearInterval(spawnInterval); showNotification("Model load timeout for: " + vehicleName); } }, 50); // Check every 50ms instead of 100ms } catch(e) { console.log("[ModMenu] Vehicle spawn error: " + e); showNotification("Error: " + e); } }); // Execute vehicle options addNetworkHandler("ModMenu:ExecuteVehicleOption", function(option) { if (!localPlayer || !localPlayer.vehicle) { showNotification("Get in a vehicle first!"); return; } try { let veh = localPlayer.vehicle; switch(option) { case "repair": natives.fixCar(veh); showNotification("Vehicle repaired!"); break; case "flip": let rot = veh.rotation; veh.rotation = new Vec3(0, 0, rot.z); showNotification("Vehicle flipped!"); break; case "nitro": // Boost vehicle forward using velocity let heading = veh.heading || 0; let speed = 50.0; let vx = Math.sin(heading) * speed * -1; let vy = Math.cos(heading) * speed; let vel = new Vec3(vx, vy, 5); veh.velocity = vel; showNotification("NITRO!"); break; } } catch(e) { console.log("[ModMenu] Vehicle option error: " + e); } }); // Execute vehicle color change addNetworkHandler("ModMenu:ExecuteVehicleColor", function(color1, color2) { if (!localPlayer || !localPlayer.vehicle) { showNotification("Get in a vehicle first!"); return; } try { natives.changeCarColour(localPlayer.vehicle, color1, color2); showNotification("Color changed!"); } catch(e) { console.log("[ModMenu] Color change error: " + e); } }); // Execute weapon give addNetworkHandler("ModMenu:ExecuteGiveWeapon", function(weaponId) { if (!localPlayer) return; try { natives.giveWeaponToChar(localPlayer, weaponId, 500, false); showNotification("Weapon given!"); } catch(e) { console.log("[ModMenu] Weapon error: " + e); } }); // Execute fun options addNetworkHandler("ModMenu:ExecuteFun", function(option) { if (!localPlayer) return; try { let pos = localPlayer.position; switch(option) { case "launch": let launchPos = new Vec3(pos.x, pos.y, pos.z + 50); localPlayer.position = launchPos; showNotification("LAUNCH!"); break; case "explode": natives.addExplosion(pos.x, pos.y, pos.z, 0, 5.0, true, false, 1.0); break; case "ragdoll": natives.switchPedToRagdoll(localPlayer, 1000, 1000, 0, true, true, false); break; } } catch(e) { console.log("[ModMenu] Fun option error: " + e); } }); // Execute skin change addNetworkHandler("ModMenu:ExecuteSkinChange", function(skinId) { if (!localPlayer) return; try { if (skinId === "random") { let skins = [-1667301416, -163448165, 1936355839, -1938475496, 970234525]; skinId = skins[Math.floor(Math.random() * skins.length)]; } // Request the model first natives.requestModel(skinId); // Wait for model to load then change skin let attempts = 0; let skinInterval = setInterval(function() { attempts++; if (natives.hasModelLoaded(skinId)) { clearInterval(skinInterval); // Change player model using player index 0 natives.changePlayerModel(0, skinId); natives.markModelAsNoLongerNeeded(skinId); showNotification("Skin changed!"); } else if (attempts > 50) { clearInterval(skinInterval); showNotification("Skin load failed"); } }, 100); } catch(e) { console.log("[ModMenu] Skin change error: " + e); } }); // ============================================================================ // RENDERING - REVOLUTION MOD MENU (Red & Black Eye-Melting Theme) // ============================================================================ // Smooth animation update with original effects addEventHandler("OnProcess", function(event) { // Update animation time - SMOOTHED animTime += 0.02; titlePulse += 0.04; selectedPulse += 0.06; colorShift += 0.01; particleTime += 0.05; // Enhanced visual effects glowIntensity = Math.sin(animTime * 3) * 0.5 + 0.5; // Screen shake decay if (screenShake > 0) { screenShake -= 0.1; if (screenShake < 0) screenShake = 0; } // Flash effect decay if (flashAlpha > 0) { flashAlpha -= 0.05; if (flashAlpha < 0) flashAlpha = 0; } // Matrix effect if (toggleStates.matrixMode) { matrixEffect += 0.1; } else { matrixEffect *= 0.9; } // Apply continuous effects when menu is closed if (!menuOpen && localPlayer) { try { // Moon gravity if (toggleStates.moonGravity) { localPlayer.gravity = 0.1; } else if (localPlayer.gravity !== 9.8) { localPlayer.gravity = 9.8; } // Drunk mode if (toggleStates.drunkMode) { natives.setGameSpeed(0.8 + Math.sin(animTime * 2) * 0.2); natives.forceCameraShake(0.1, 0.1, 1.0); } else { natives.setGameSpeed(1.0); } // Visual effects if (toggleStates.thermalVision) { natives.setDrawInfrared(true); natives.setDrawNightvision(false); } else if (toggleStates.nightVision) { natives.setDrawNightvision(true); natives.setDrawInfrared(false); } else { natives.setDrawInfrared(false); natives.setDrawNightvision(false); } } catch(e) {} } // Smooth scroll interpolation - very smooth smoothScrollY += (targetScrollY - smoothScrollY) * 0.15; // Menu open animation - smooth transition if (menuOpen && menuOpenAnim < 1) { menuOpenAnim += 0.08; if (menuOpenAnim > 1) { menuOpenAnim = 1; } } else if (!menuOpen && menuOpenAnim > 0) { menuOpenAnim -= 0.12; if (menuOpenAnim < 0) menuOpenAnim = 0; } }); // Enhanced eye-melting menu rendering (optimized) addEventHandler("OnDrawnHUD", function(event) { if (menuOpenAnim <= 0) return; let currentData = menuData[currentMenu]; let items = getCurrentMenuItems(); let title = currentData ? currentData.title : currentMenu.toUpperCase(); let visibleCount = Math.min(items.length, menu.maxVisibleItems); let totalHeight = menu.headerHeight + (visibleCount * menu.itemHeight) + menu.footerHeight; let animAlpha = Math.floor(255 * menuOpenAnim); // Calculate animated position (smooth slide in from right) let slideOffset = (1 - menuOpenAnim) * 120; let baseX = menu.x + slideOffset; let baseY = menu.y; // ===== SMOOTH PULSING OUTER GLOW (THEMED) ===== let theme = getTheme(); let glowPulse = Math.sin(animTime * 2) * 0.3 + 0.7; let glowSize = 10 + Math.sin(animTime * 1.5) * 4; // Theme-colored glow with smooth pulse let glowIntensityMult = 0.8 + Math.sin(animTime * 2) * 0.2; for (let g = 4; g >= 1; g--) { let gAlpha = Math.floor((40 / g) * glowPulse * menuOpenAnim); let gCol = toColour( Math.floor(theme.primary.r * glowIntensityMult), Math.floor(theme.primary.g * glowIntensityMult), Math.floor(theme.primary.b * glowIntensityMult), gAlpha ); drawRect(baseX - glowSize * g, baseY - glowSize * g, menu.width + glowSize * g * 2, totalHeight + glowSize * g * 2 + 10, gCol); } // ===== MAIN BACKGROUND - Deep Black ===== let bgColor = toColour(8, 8, 12, Math.floor(245 * menuOpenAnim)); drawRect(baseX, baseY, menu.width, totalHeight + 10, bgColor); // ===== SMOOTH ANIMATED BORDER (THEMED) ===== let borderPulse = Math.sin(animTime * 3) * 0.2 + 0.8; let borderColor = toColour( Math.floor(theme.primary.r * borderPulse), Math.floor(theme.primary.g * borderPulse), Math.floor(theme.primary.b * borderPulse), Math.floor(220 * menuOpenAnim) ); // Smooth border thickness let borderW = 3 + Math.sin(animTime * 3) * 0.8; drawRect(baseX, baseY, menu.width, borderW, borderColor); // Top drawRect(baseX, baseY + totalHeight + 10 - borderW, menu.width, borderW, borderColor); // Bottom drawRect(baseX, baseY, borderW, totalHeight + 10, borderColor); // Left drawRect(baseX + menu.width - borderW, baseY, borderW, totalHeight + 10, borderColor); // Right // Corner accents - smooth brighter theme color let cornerSize = 15 + Math.sin(animTime * 2) * 4; let cornerColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(200 * menuOpenAnim)); drawRect(baseX, baseY, cornerSize, 3, cornerColor); drawRect(baseX, baseY, 3, cornerSize, cornerColor); drawRect(baseX + menu.width - cornerSize, baseY, cornerSize, 3, cornerColor); drawRect(baseX + menu.width - 3, baseY, 3, cornerSize, cornerColor); drawRect(baseX, baseY + totalHeight + 7, cornerSize, 3, cornerColor); drawRect(baseX, baseY + totalHeight + 10 - cornerSize, 3, cornerSize, cornerColor); drawRect(baseX + menu.width - cornerSize, baseY + totalHeight + 7, cornerSize, 3, cornerColor); drawRect(baseX + menu.width - 3, baseY + totalHeight + 10 - cornerSize, 3, cornerSize, cornerColor); // ===== HEADER - Smooth Black to Theme Gradient ===== let headerMult = 0.7 + Math.sin(animTime * 2) * 0.15; let headerLeft = toColour( Math.floor(theme.primary.r * headerMult), Math.floor(theme.primary.g * headerMult * 0.3), Math.floor(theme.primary.b * headerMult * 0.3), animAlpha ); let headerRight = toColour( Math.floor(theme.primary.r * 0.3), Math.floor(theme.primary.g * 0.1), Math.floor(theme.primary.b * 0.1), animAlpha ); drawGradientRect(baseX + 4, baseY + 4, menu.width - 8, menu.headerHeight - 4, headerLeft, headerRight); // Header smooth glow line let lineGlow = Math.sin(animTime * 4) * 0.3 + 0.7; let headerLineColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(150 * lineGlow * menuOpenAnim)); drawRect(baseX + 4, baseY + menu.headerHeight - 2, menu.width - 8, 2, headerLineColor); // ===== ANIMATED TITLE ===== let titleY = baseY + 10; // Title glow effect (themed) let titleGlowPulse = Math.sin(titlePulse) * 0.5 + 0.5; let titleGlowColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(100 * titleGlowPulse * menuOpenAnim)); drawText("REVOLUTION", baseX + 14, titleY + 2, titleGlowColor, 24); drawText("REVOLUTION", baseX + 8, titleY + 2, titleGlowColor, 24); // Title shadow let shadowColor = toColour(0, 0, 0, Math.floor(200 * menuOpenAnim)); drawText("REVOLUTION", baseX + 12, titleY + 3, shadowColor, 24); // Main title - pulsing theme to white let titlePulseVal = Math.sin(titlePulse * 2) * 0.3 + 0.7; let titleColor = toColour( Math.floor(255 * titlePulseVal + theme.accent.r * (1 - titlePulseVal)), Math.floor(255 * titlePulseVal + theme.accent.g * (1 - titlePulseVal)), Math.floor(255 * titlePulseVal + theme.accent.b * (1 - titlePulseVal)), animAlpha ); drawText("REVOLUTION", baseX + 10, titleY, titleColor, 24); // Subtitle with flicker let betaFlicker = Math.sin(animTime * 8) > 0.3 ? 1 : 0.7; let betaColor = toColour(180, 180, 180, Math.floor(180 * betaFlicker * menuOpenAnim)); drawText("ModMenu (Beta)", baseX + 12, titleY + 30, betaColor, 11); // Smooth animated line under title (themed) let lineWidth = 100 + Math.sin(animTime * 3) * 30; let linePulseMult = Math.sin(animTime * 4) * 0.2 + 0.8; let underlineColor = toColour( Math.floor(theme.primary.r * linePulseMult), Math.floor(theme.primary.g * linePulseMult), Math.floor(theme.primary.b * linePulseMult), Math.floor(220 * menuOpenAnim) ); drawRect(baseX + (menu.width - lineWidth) / 2, baseY + menu.headerHeight - 6, lineWidth, 2, underlineColor); // ===== MENU ITEMS ===== let yPos = baseY + menu.headerHeight; targetScrollY = scrollOffset * menu.itemHeight; for (let i = scrollOffset; i < scrollOffset + visibleCount && i < items.length; i++) { let item = items[i]; let isSelected = (i === selectedIndex); let itemY = yPos + (i - scrollOffset) * menu.itemHeight; // Selection animation - smoother let selectOffset = 0; let selectGlow = 0; if (isSelected) { selectOffset = Math.sin(selectedPulse) * 2; selectGlow = Math.sin(selectedPulse * 1.5) * 0.3 + 0.7; } if (isSelected) { // ===== SELECTED ITEM - Pulsing Theme Color ===== let selMult = 0.6 + selectGlow * 0.35; let selColor = toColour( Math.floor(theme.primary.r * selMult), Math.floor(theme.primary.g * selMult * 0.3), Math.floor(theme.primary.b * selMult * 0.3), Math.floor(230 * menuOpenAnim) ); // Outer glow let selGlowColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(50 * menuOpenAnim)); drawRect(baseX + 2, itemY - 3, menu.width - 4, menu.itemHeight + 6, selGlowColor); // Main selection background drawRect(baseX + 6 + selectOffset, itemY, menu.width - 12, menu.itemHeight - 2, selColor); // Left indicator bar - smooth bright theme pulsing let barPulse = Math.sin(selectedPulse * 1.5) * 0.2 + 0.8; let barColor = toColour( Math.floor(theme.accent.r * barPulse), Math.floor(theme.accent.g * barPulse), Math.floor(theme.accent.b * barPulse), animAlpha ); drawRect(baseX + 6, itemY, 5, menu.itemHeight - 2, barColor); // Right edge highlight let rightColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(100 * menuOpenAnim)); drawRect(baseX + menu.width - 8, itemY, 2, menu.itemHeight - 2, rightColor); } else if (item.action === "none") { // Separator (themed) let sepColor = toColour( Math.floor(theme.primary.r * 0.2), Math.floor(theme.primary.g * 0.1), Math.floor(theme.primary.b * 0.1), Math.floor(180 * menuOpenAnim) ); drawRect(baseX + 6, itemY, menu.width - 12, menu.itemHeight - 2, sepColor); // Separator line let sepLineColor = toColour( Math.floor(theme.primary.r * 0.5), Math.floor(theme.primary.g * 0.2), Math.floor(theme.primary.b * 0.2), Math.floor(150 * menuOpenAnim) ); drawRect(baseX + 20, itemY + menu.itemHeight/2 - 1, menu.width - 40, 1, sepLineColor); } else { // Normal item - dark with subtle theme tint let normTint = 0.1 + (i % 2) * 0.02; let normColor = toColour( Math.floor(theme.primary.r * normTint + 15), Math.floor(theme.primary.g * normTint * 0.5 + 10), Math.floor(theme.primary.b * normTint * 0.5 + 12), Math.floor(200 * menuOpenAnim) ); drawRect(baseX + 6, itemY, menu.width - 12, menu.itemHeight - 2, normColor); // Subtle left border on hover area (themed) let leftBorderColor = toColour( Math.floor(theme.primary.r * 0.4), Math.floor(theme.primary.g * 0.1), Math.floor(theme.primary.b * 0.1), Math.floor(100 * menuOpenAnim) ); drawRect(baseX + 6, itemY, 2, menu.itemHeight - 2, leftBorderColor); } // Item text let textX = baseX + 22 + (isSelected ? selectOffset + 6 : 0); let textBright = isSelected ? 255 : 200; let textColor = toColour(textBright, textBright, textBright, animAlpha); if (item.action === "none") { let sepTextColor = toColour( Math.floor(theme.accent.r * 0.6), Math.floor(theme.accent.g * 0.5), Math.floor(theme.accent.b * 0.5), Math.floor(200 * menuOpenAnim) ); drawText(item.label, baseX + 20, itemY + 12, sepTextColor, 11); } else { drawText(item.label, textX, itemY + 12, textColor, 14); } // ===== TOGGLE INDICATORS ===== if (item.action === "toggle") { let isOn = toggleStates[item.target]; let stateText = isOn ? "ON" : "OFF"; let stateX = baseX + menu.width - 60; if (isOn) { // GREEN ON - Smooth Pulsing let greenPulse = Math.sin(animTime * 3) * 40 + 215; let onBgColor = toColour(30, Math.floor(greenPulse * 0.4), 30, animAlpha); let onTextColor = toColour(80, Math.floor(greenPulse), 80, animAlpha); drawRect(stateX - 8, itemY + 8, 52, 24, onBgColor); // Green border let onBorderColor = toColour(50, Math.floor(greenPulse), 50, animAlpha); drawRect(stateX - 8, itemY + 8, 52, 2, onBorderColor); drawRect(stateX - 8, itemY + 30, 52, 2, onBorderColor); drawText(stateText, stateX + 5, itemY + 12, onTextColor, 13); } else { // RED OFF let offBgColor = toColour(80, 25, 30, animAlpha); let offTextColor = toColour(255, 90, 90, animAlpha); drawRect(stateX - 8, itemY + 8, 52, 24, offBgColor); // Red border let offBorderColor = toColour(150, 40, 50, animAlpha); drawRect(stateX - 8, itemY + 8, 52, 2, offBorderColor); drawRect(stateX - 8, itemY + 30, 52, 2, offBorderColor); drawText(stateText, stateX + 2, itemY + 12, offTextColor, 13); } } // Submenu arrow - smoother (themed) if (item.action === "submenu") { let arrowX = baseX + menu.width - 32 + (isSelected ? Math.sin(animTime * 5) * 3 : 0); let arrowBright = isSelected ? 1.0 : 0.6; let arrowColor = toColour( Math.floor(theme.accent.r * arrowBright), Math.floor(theme.accent.g * arrowBright), Math.floor(theme.accent.b * arrowBright), animAlpha ); drawText(">>", arrowX, itemY + 12, arrowColor, 14); } } // ===== FOOTER (THEMED) ===== let footerY = yPos + visibleCount * menu.itemHeight; let footerColor = toColour( Math.floor(theme.primary.r * 0.1), Math.floor(theme.primary.g * 0.05), Math.floor(theme.primary.b * 0.05 + 8), Math.floor(230 * menuOpenAnim) ); drawRect(baseX + 4, footerY, menu.width - 8, menu.footerHeight, footerColor); // Footer top line (themed) let footerLineColor = toColour( Math.floor(theme.primary.r * 0.6), Math.floor(theme.primary.g * 0.2), Math.floor(theme.primary.b * 0.25), Math.floor(180 * menuOpenAnim) ); drawRect(baseX + 4, footerY, menu.width - 8, 2, footerLineColor); // Footer text let footerTextColor = toColour(180, 170, 170, Math.floor(200 * menuOpenAnim)); drawText("UP/DOWN | ENTER | BACK", baseX + 25, footerY + 10, footerTextColor, 11); // ===== SCROLL BAR (THEMED) ===== if (items.length > menu.maxVisibleItems) { let scrollTrackColor = toColour( Math.floor(theme.primary.r * 0.2), Math.floor(theme.primary.g * 0.08), Math.floor(theme.primary.b * 0.1), Math.floor(150 * menuOpenAnim) ); let scrollTrackY = baseY + menu.headerHeight + 5; let scrollTrackH = visibleCount * menu.itemHeight - 10; drawRect(baseX + menu.width - 12, scrollTrackY, 6, scrollTrackH, scrollTrackColor); let scrollPct = scrollOffset / Math.max(1, items.length - visibleCount); let scrollBarH = Math.max(30, scrollTrackH * (visibleCount / items.length)); let scrollBarY = scrollTrackY + scrollPct * (scrollTrackH - scrollBarH); let scrollPulse = Math.sin(animTime * 2) * 0.15 + 0.85; let scrollBarColor = toColour( Math.floor(theme.primary.r * scrollPulse), Math.floor(theme.primary.g * scrollPulse * 0.3), Math.floor(theme.primary.b * scrollPulse * 0.35), Math.floor(220 * menuOpenAnim) ); drawRect(baseX + menu.width - 12, scrollBarY, 6, scrollBarH, scrollBarColor); } // ===== INFO BAR (THEMED) ===== if (currentDescription && currentDescription.length > 0) { let infoY = baseY + totalHeight + 15; let infoBarHeight = infoBar.height; // Background with glow effect let infoGlowPulse = Math.sin(animTime * 2) * 0.3 + 0.7; let infoBgColor = toColour( Math.floor(theme.primary.r * 0.1), Math.floor(theme.primary.g * 0.05), Math.floor(theme.primary.b * 0.07 + 10), Math.floor(220 * menuOpenAnim) ); drawRect(baseX, infoY, menu.width, infoBarHeight, infoBgColor); // Animated themed border (matching menu style) let infoBorderPulse = Math.sin(animTime * 3) * 0.2 + 0.8; let infoBorderColor = toColour( Math.floor(theme.primary.r * infoBorderPulse), Math.floor(theme.primary.g * infoBorderPulse * 0.2), Math.floor(theme.primary.b * infoBorderPulse * 0.25), Math.floor(200 * menuOpenAnim) ); drawRect(baseX, infoY, menu.width, 3, infoBorderColor); // Top drawRect(baseX, infoY + infoBarHeight - 3, menu.width, 3, infoBorderColor); // Bottom drawRect(baseX, infoY, 3, infoBarHeight, infoBorderColor); // Left drawRect(baseX + menu.width - 3, infoY, 3, infoBarHeight, infoBorderColor); // Right // Corner accents (themed) let infoCornerSize = 12 + Math.sin(animTime * 2) * 3; let infoCornerColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(180 * menuOpenAnim)); drawRect(baseX, infoY, infoCornerSize, 3, infoCornerColor); drawRect(baseX, infoY, 3, infoCornerSize, infoCornerColor); drawRect(baseX + menu.width - infoCornerSize, infoY, infoCornerSize, 3, infoCornerColor); drawRect(baseX + menu.width - 3, infoY, 3, infoCornerSize, infoCornerColor); drawRect(baseX, infoY + infoBarHeight - 3, infoCornerSize, 3, infoCornerColor); drawRect(baseX, infoY + infoBarHeight - infoCornerSize, 3, infoCornerSize, infoCornerColor); drawRect(baseX + menu.width - infoCornerSize, infoY + infoBarHeight - 3, infoCornerSize, 3, infoCornerColor); drawRect(baseX + menu.width - 3, infoY + infoBarHeight - infoCornerSize, 3, infoCornerSize, infoCornerColor); // Description text with glow effect let textGlow = Math.sin(animTime * 4) * 0.4 + 0.6; let glowColor = toColour(theme.accent.r, theme.accent.g, theme.accent.b, Math.floor(30 * textGlow * menuOpenAnim)); drawText(currentDescription, baseX + 14, infoY + 18, glowColor, 14); // Main description text let textColor = toColour(255, 255, 255, Math.floor(255 * menuOpenAnim)); drawText(currentDescription, baseX + 12, infoY + 18, textColor, 12); // "INFO" label (themed) let labelColor = toColour( Math.floor(theme.accent.r * 0.8), Math.floor(theme.accent.g * 0.5), Math.floor(theme.accent.b * 0.5), Math.floor(200 * menuOpenAnim) ); drawText("INFO", baseX + 12, infoY + 2, labelColor, 10); } }); // Draw rectangle using graphics API function drawRect(x, y, w, h, colour) { try { let pos = new Vec2(x, y); let size = new Vec2(w, h); graphics.drawRectangle(null, pos, size, colour, colour, colour, colour); } catch(e) {} } // Draw gradient rectangle (left color to right color) function drawGradientRect(x, y, w, h, colourLeft, colourRight) { try { let pos = new Vec2(x, y); let size = new Vec2(w, h); graphics.drawRectangle(null, pos, size, colourLeft, colourRight, colourLeft, colourRight); } catch(e) {} } // Draw text using loaded font or fallback function drawText(text, x, y, colour, size) { if (menuFont != null) { try { let pos = new Vec2(x, y); menuFont.render(text, pos, menu.width, 0.0, 0.0, size, colour, false, false, false, true); } catch(e) {} } } // ============================================================================ // NOTIFICATIONS - Animated // ============================================================================ let notifications = []; function showNotification(text) { notifications.push({ text: text, time: Date.now(), duration: 1500 }); } addEventHandler("OnDrawnHUD", function(event) { let now = Date.now(); let yPos = 180; for (let i = 0; i < notifications.length; i++) { let notif = notifications[i]; let elapsed = now - notif.time; if (elapsed < notif.duration) { // Animated notification let progress = elapsed / notif.duration; let slideIn = Math.min(1, elapsed / 200) * 300; let fadeOut = elapsed > notif.duration - 300 ? (notif.duration - elapsed) / 300 : 1; let alpha = Math.floor(220 * fadeOut); // Rainbow border let notifHue = (animTime * 80 + i * 60) % 360; let notifRGB = hsvToRgb(notifHue, 0.8, 0.8); // Glow let glowCol = toColour(notifRGB.r, notifRGB.g, notifRGB.b, Math.floor(40 * fadeOut)); drawRect(10 - slideIn + 300, yPos - 3, 290, 36, glowCol); // Background let bgColor = toColour(20, 20, 30, alpha); drawRect(15 - slideIn + 300, yPos, 280, 30, bgColor); // Border let borderCol = toColour(notifRGB.r, notifRGB.g, notifRGB.b, alpha); drawRect(15 - slideIn + 300, yPos, 3, 30, borderCol); // Text let textColor = toColour(255, 255, 255, alpha); drawText(notif.text, 25 - slideIn + 300, yPos + 8, textColor, 13); yPos += 40; } } notifications = notifications.filter(function(n) { return now - n.time < n.duration; }); }); // ============================================================================ // STATUS INDICATOR - Shows active toggles at bottom of screen // ============================================================================ addEventHandler("OnDrawnHUD", function(event) { // Get active toggles let activeToggles = []; // Define display names for toggles let toggleDisplayNames = { godMode: "God Mode", invincible: "Invincible", superRun: "Super Run", noRagdoll: "No Ragdoll", neverWanted: "Never Wanted", vehGodMode: "Vehicle God Mode", driveOnWater: "Drive On Water", rainbowCar: "Rainbow Car", driftMode: "Drift Mode", neonLights: "Neon Lights", flyMode: "Fly Mode", vehShootRPG: "Vehicle RPG", rainbowSky: "Rainbow Sky", explosiveAmmo: "Explosive Ammo", moonGravity: "Moon Gravity", drunkMode: "Drunk Mode", matrixMode: "Matrix Mode", thermalVision: "Thermal Vision", nightVision: "Night Vision" }; // Collect active toggles for (let key in toggleStates) { if (toggleStates[key] === true && toggleDisplayNames[key]) { activeToggles.push(toggleDisplayNames[key]); } } // Only draw if there are active toggles if (activeToggles.length === 0) return; // Screen dimensions (approximate - GTAConnected usually uses 1920x1080 ref) let screenWidth = 1920; let screenHeight = 1080; // Position at bottom center let statusText = activeToggles.join(" | "); let textWidth = statusText.length * 7; // Approximate character width let boxWidth = textWidth + 40; let boxHeight = 28; let boxX = (screenWidth - boxWidth) / 2; let boxY = screenHeight - 45; // Background - dark semi-transparent let bgColor = toColour(15, 15, 20, 180); drawRect(boxX, boxY, boxWidth, boxHeight, bgColor); // Border - green to indicate active let borderColor = toColour(50, 200, 80, 220); drawRect(boxX, boxY, boxWidth, 2, borderColor); // Top drawRect(boxX, boxY + boxHeight - 2, boxWidth, 2, borderColor); // Bottom drawRect(boxX, boxY, 2, boxHeight, borderColor); // Left drawRect(boxX + boxWidth - 2, boxY, 2, boxHeight, borderColor); // Right // Text - bright green for ON status let textColor = toColour(80, 255, 120, 255); drawText(statusText, boxX + 20, boxY + 6, textColor, 12); }); // ============================================================================ // TOGGLE EFFECTS // ============================================================================ // Track last toggle states to only call native when changed let lastGodMode = false; let lastInvincible = false; let lastSuperRun = false; let lastNoRagdoll = false; let lastVehGodMode = false; let lastDriftMode = false; let processCounter = 0; addEventHandler("OnProcess", function(event) { if (!localPlayer) return; processCounter++; // Player god mode - use invincibility native + health if (toggleStates.godMode !== lastGodMode) { try { natives.setCharInvincible(localPlayer, toggleStates.godMode); } catch(e) {} lastGodMode = toggleStates.godMode; } // Keep health topped up in god mode as backup if (toggleStates.godMode) { if (localPlayer.health < 200) localPlayer.health = 200; if (localPlayer.armour < 100) localPlayer.armour = 100; } // Invincible toggle - separate from god mode, just invincibility if (toggleStates.invincible !== lastInvincible) { try { natives.setCharInvincible(localPlayer, toggleStates.invincible); natives.setCharProofs(localPlayer, toggleStates.invincible, toggleStates.invincible, toggleStates.invincible, toggleStates.invincible, toggleStates.invincible); } catch(e) {} lastInvincible = toggleStates.invincible; } // Super Run - increase movement speed if (toggleStates.superRun !== lastSuperRun) { try { if (toggleStates.superRun) { natives.setCharMoveAnimSpeedMultiplier(localPlayer, 3.0); } else { natives.setCharMoveAnimSpeedMultiplier(localPlayer, 1.0); } } catch(e) {} lastSuperRun = toggleStates.superRun; } // No Ragdoll - prevent ragdoll if (toggleStates.noRagdoll !== lastNoRagdoll) { try { natives.setPedCanRagdoll(localPlayer, !toggleStates.noRagdoll); } catch(e) {} lastNoRagdoll = toggleStates.noRagdoll; } // Keep preventing ragdoll every frame if (toggleStates.noRagdoll) { try { natives.setPedCanRagdoll(localPlayer, false); // Cancel any active ragdoll if (natives.isPedRagdoll(localPlayer)) { natives.switchPedToAnimated(localPlayer, true); } } catch(e) {} } // Never wanted - clear wanted level if (toggleStates.neverWanted) { try { natives.clearWantedLevel(0); } catch(e) { localPlayer.wantedLevel = 0; } } // Vehicle-specific toggles if (localPlayer.vehicle) { let veh = localPlayer.vehicle; // Vehicle god mode if (toggleStates.vehGodMode !== lastVehGodMode) { try { natives.setCarCanBeDamaged(veh, !toggleStates.vehGodMode); } catch(e) {} lastVehGodMode = toggleStates.vehGodMode; } if (toggleStates.vehGodMode) { try { natives.fixCar(veh); } catch(e) {} } // Drive on water - keep vehicle above water level if (toggleStates.driveOnWater) { try { let pos = veh.position; let waterZ = 0; // Sea level in GTA IV if (pos.z < waterZ + 1) { // Keep car floating on water let vel = veh.velocity; veh.position = new Vec3(pos.x, pos.y, waterZ + 0.8); // Maintain forward momentum but cancel downward if (vel.z < 0) { veh.velocity = new Vec3(vel.x, vel.y, 0); } } } catch(e) {} } // Rainbow car color - cycle through colors if (toggleStates.rainbowCar && processCounter % 5 === 0) { try { rainbowHue = (rainbowHue + 3) % 360; let rgb = hsvToRgb(rainbowHue, 1, 1); // Use closest GTA color (cycle through color indices) let colorIndex = Math.floor(rainbowHue / 3) % 132; natives.changeCarColour(veh, colorIndex, colorIndex); } catch(e) {} } // Drift mode - reduce traction if (toggleStates.driftMode !== lastDriftMode) { try { if (toggleStates.driftMode) { // Make car slide more natives.setCarCanBeVisiblyDamaged(veh, false); } } catch(e) {} lastDriftMode = toggleStates.driftMode; } if (toggleStates.driftMode) { // Apply sideways slip when turning try { let vel = veh.velocity; let speed = Math.sqrt(vel.x * vel.x + vel.y * vel.y); if (speed > 10) { // Add slight sideways force for drift effect let heading = veh.heading || 0; let slideX = Math.cos(heading) * 0.5; let slideY = -Math.sin(heading) * 0.5; veh.velocity = new Vec3(vel.x + slideX, vel.y + slideY, vel.z); } } catch(e) {} } // Fly mode - WASD controls altitude if (toggleStates.flyMode) { try { let pos = veh.position; let vel = veh.velocity; let heading = veh.heading || 0; // Anti-gravity - keep vehicle airborne if (vel.z < 0) { veh.velocity = new Vec3(vel.x, vel.y, vel.z * 0.5); } // Lift vehicle veh.position = new Vec3(pos.x, pos.y, pos.z + 0.1); // Apply forward force based on heading let forwardX = Math.sin(heading) * -2; let forwardY = Math.cos(heading) * 2; veh.velocity = new Vec3(vel.x + forwardX * 0.1, vel.y + forwardY * 0.1, 0.5); } catch(e) {} } // Vehicle shoots RPG if (toggleStates.vehShootRPG) { let now = Date.now(); if (now - lastVehShot > 500) { // Fire every 500ms when key held try { let pos = veh.position; let heading = veh.heading || 0; // Shoot from front of vehicle let frontX = pos.x + Math.sin(heading) * -5; let frontY = pos.y + Math.cos(heading) * 5; let fromPos = new Vec3(frontX, frontY, pos.z + 1); let toX = frontX + Math.sin(heading) * -100; let toY = frontY + Math.cos(heading) * 100; let toPos = new Vec3(toX, toY, pos.z + 1); // Shoot projectile natives.shootSingleBulletBetweenCoords( fromPos.x, fromPos.y, fromPos.z, toPos.x, toPos.y, toPos.z, 100, true, 18, localPlayer, true, true, 100 ); lastVehShot = now; } catch(e) {} } } } // Rainbow sky effect if (toggleStates.rainbowSky && processCounter % 3 === 0) { try { rainbowHue = (rainbowHue + 2) % 360; let rgb = hsvToRgb(rainbowHue, 0.7, 1); natives.setSkyboxTint(rgb.r, rgb.g, rgb.b); } catch(e) {} } // Static sky color if (!toggleStates.rainbowSky && skyColorIndex > 0) { try { let color = skyColors[skyColorIndex]; natives.setSkyboxTint(color.r, color.g, color.b); } catch(e) {} } // COMPLETELY disable phone when menu is open if (menuOpen) { try { // Multiple methods to kill phone natives.destroyMobilePhone(); natives.scriptIsUsingMobilePhone(true); // Block player input to phone natives.taskUseMobilePhone(localPlayer, false); // Force phone off if (natives.getPlayerIsUsingMobilePhone(0)) { natives.destroyMobilePhone(); } } catch(e) {} } }); // HSV to RGB conversion for rainbow effects function hsvToRgb(h, s, v) { let r, g, b; let i = Math.floor(h / 60) % 6; let f = h / 60 - i; let p = v * (1 - s); let q = v * (1 - f * s); let t = v * (1 - (1 - f) * s); switch (i) { case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break; case 4: r = t; g = p; b = v; break; case 5: r = v; g = p; b = q; break; } return { r: Math.round(r * 255), g: Math.round(g * 255), b: Math.round(b * 255) }; } // Neon lights rendering - draw colored lights under vehicle addEventHandler("OnDrawnHUD", function(event) { if (!toggleStates.neonLights || !localPlayer || !localPlayer.vehicle) return; try { let veh = localPlayer.vehicle; let pos = veh.position; // Draw light coronas under the car (simulated neons) let offsets = [ { x: 1.5, y: 2, z: -0.3 }, // Front right { x: -1.5, y: 2, z: -0.3 }, // Front left { x: 1.5, y: -2, z: -0.3 }, // Rear right { x: -1.5, y: -2, z: -0.3 }, // Rear left { x: 0, y: 2.5, z: -0.3 }, // Front center { x: 0, y: -2.5, z: -0.3 } // Rear center ]; let heading = veh.heading || 0; let cosH = Math.cos(heading); let sinH = Math.sin(heading); for (let i = 0; i < offsets.length; i++) { let off = offsets[i]; // Rotate offset by vehicle heading let worldX = pos.x + (off.x * cosH - off.y * sinH); let worldY = pos.y + (off.x * sinH + off.y * cosH); let worldZ = pos.z + off.z; // Draw corona/light at position natives.drawCorona( worldX, worldY, worldZ, 50.0, 0, 0, neonColor.r, neonColor.g, neonColor.b ); } } catch(e) {} }); // Explosive ammo - detect player shooting let lastPlayerPos = null; addEventHandler("OnPedWeaponShoot", function(event, ped, weapon) { if (!toggleStates.explosiveAmmo) return; if (ped !== localPlayer) return; try { // Create explosion at impact point // Since we can't get exact impact, create small explosion in front let pos = localPlayer.position; let heading = localPlayer.heading || 0; let dist = 20; // Distance in front let expX = pos.x + Math.sin(heading) * -dist; let expY = pos.y + Math.cos(heading) * dist; // Small delay then explode setTimeout(function() { try { natives.addExplosion(expX, expY, pos.z, 0, 2.0, true, false, 0.5); } catch(e) {} }, 100); } catch(e) {} }); // ============================================================================ // INITIALIZATION // ============================================================================ addEventHandler("OnResourceStart", function(event, resource) { console.log("[ModMenu] Client loaded - Press F5 to open menu"); }); console.log("[ModMenu] Script initialized");