// ============================================================================ // 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; // Animation state let animTime = 0; let smoothScrollY = 0; let targetScrollY = 0; let titlePulse = 0; let menuOpenAnim = 0; let selectedPulse = 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" } ] }, 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: "SUVs & Trucks", action: "submenu", target: "veh_suv" }, { 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: "Delete My Vehicles", action: "vehicle_delete" } ] }, 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: "Buffalo", action: "spawn_vehicle", value: "buffalo" } ] }, veh_muscle: { title: "MUSCLE CARS", items: [ { label: "Sabre GT", action: "spawn_vehicle", value: "sabregt" }, { label: "Stallion", action: "spawn_vehicle", value: "stalion" }, { label: "Vigero", action: "spawn_vehicle", value: "vigero" }, { label: "Dukes", action: "spawn_vehicle", value: "dukes" }, { 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" } ] }, veh_bikes: { title: "MOTORCYCLES", items: [ { label: "NRG 900", action: "spawn_vehicle", value: "nrg900" }, { label: "PCJ 600", action: "spawn_vehicle", value: "pcj600" }, { label: "Sanchez", action: "spawn_vehicle", value: "sanchez" }, { label: "Faggio", action: "spawn_vehicle", value: "faggio" } ] }, veh_emergency: { title: "EMERGENCY", items: [ { label: "Police Cruiser", action: "spawn_vehicle", value: "police" }, { label: "FBI Car", action: "spawn_vehicle", value: "fbi" }, { label: "Ambulance", action: "spawn_vehicle", value: "ambulance" }, { label: "Fire Truck", action: "spawn_vehicle", value: "firetruk" } ] }, 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" } ] }, veh_boats: { title: "BOATS", items: [ { label: "Jetmax", action: "spawn_vehicle", value: "jetmax" }, { label: "Predator", action: "spawn_vehicle", value: "predator" }, { label: "Tropic", action: "spawn_vehicle", value: "tropic" } ] }, 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: "Red", action: "veh_color", value: [27, 27] }, { label: "Blue", action: "veh_color", value: [51, 51] }, { label: "Yellow", action: "veh_color", value: [42, 42] }, { label: "Green", action: "veh_color", value: [53, 53] }, { 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: "Morning (8:00)", action: "world_time", value: 8 }, { label: "Noon (12:00)", action: "world_time", value: 12 }, { label: "Evening (18:00)", action: "world_time", value: 18 }, { label: "Night (0:00)", action: "world_time", value: 0 }, { label: "Sunny", action: "world_weather", value: 1 }, { label: "Cloudy", action: "world_weather", value: 3 }, { label: "Rainy", action: "world_weather", value: 4 }, { label: "Thunder", action: "world_weather", value: 7 }, { label: "--- Sky Effects ---", action: "none" }, { label: "Rainbow Sky", action: "toggle", target: "rainbowSky", state: false }, { label: "Sky Colors", action: "submenu", target: "sky_colors" } ] }, 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 } ] }, 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: "Launch Me Up", action: "fun_launch" }, { label: "Explode Me", action: "fun_explode" }, { label: "Spawn Ped", action: "fun_ped" }, { label: "Ragdoll", action: "fun_ragdoll" } ] } }; // 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 }; // 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 if (key === SDLK_F5) { menuOpen = !menuOpen; if (menuOpen) { currentMenu = "main"; selectedIndex = 0; scrollOffset = 0; menuStack = []; // Show cursor and DISABLE controls (second param = false disables controls) gui.showCursor(true, false); } else { // Hide cursor and ENABLE controls (second param = true enables controls) gui.showCursor(false, true); } return; } 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, true); } } 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; function selectItem() { let items = getCurrentMenuItems(); let item = items[selectedIndex]; if (!item || item.action === "none") return; 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: " + skyColors[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(players) { playerList = players; showNotification("Found " + players.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 hashes for GTA IV const vehicleHashes = { "infernus": 0x18F25AC7, "turismo": 0x185484E1, "comet": 0x067BC037, "banshee": 0xC1E908D2, "sultan": 0x39DA2754, "coquette": 0x067BC037, "feltzer": 0x8911B9F5, "buffalo": 0xEDD516C6, "sabregt": 0x9B909C94, "stalion": 0x72A4C31E, "vigero": 0xCEC6B9B7, "dukes": 0x2B26F456, "phoenix": 0x831A21D5, "patriot": 0xCFCFEB3B, "cavalcade": 0x779F23AA, "huntley": 0x1D06D681, "landstalker": 0x4BA4E8DC, "nrg900": 0x6F039A67, "pcj600": 0xC9CEAF06, "sanchez": 0x2EF89E46, "faggio": 0x9229E4EB, "police": 0x79FBB0C5, "police2": 0x9F05F101, "fbi": 0x432EA949, "ambulance": 0x45D56ADA, "firetruk": 0x73920F8E, "annihilator": 0x31F0B376, "maverick": 0x9D0450CA, "polmav": 0x1517D4D9, "jetmax": 0x33581161, "predator": 0xE2E7D4AB, "tropic": 0x1149422F, "taxi": 0xC703DB5F, "stretch": 0x8B13F083, "bus": 0xD577C962 }; // Execute vehicle spawn using natives addNetworkHandler("ModMenu:ExecuteSpawnVehicle", function(vehicleName) { try { if (!localPlayer) { showNotification("Not ready"); return; } let modelHash = vehicleHashes[vehicleName]; if (!modelHash) { showNotification("Unknown vehicle"); return; } // 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; let spawnPos = new Vec3(pos.x, pos.y, pos.z + 1); // Create the car let vehicle = natives.createCar(modelHash, spawnPos, true); if (vehicle) { natives.setCarHeading(vehicle, heading); // Warp player into the vehicle natives.warpCharIntoCar(localPlayer, vehicle); showNotification("Spawned: " + vehicleName); } else { showNotification("Failed to create"); } // Mark model as no longer needed natives.markModelAsNoLongerNeeded(modelHash); } else if (attempts > 50) { clearInterval(spawnInterval); showNotification("Model load timeout"); } }, 100); } catch(e) { console.log("[ModMenu] Vehicle 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 (Eye-Melting Animated UI) // ============================================================================ // Animation update addEventHandler("OnProcess", function(event) { // Update animation time animTime += 0.05; titlePulse += 0.08; selectedPulse += 0.12; // Smooth scroll interpolation smoothScrollY += (targetScrollY - smoothScrollY) * 0.2; // Menu open animation if (menuOpen && menuOpenAnim < 1) { menuOpenAnim += 0.1; if (menuOpenAnim > 1) menuOpenAnim = 1; } else if (!menuOpen && menuOpenAnim > 0) { menuOpenAnim -= 0.15; if (menuOpenAnim < 0) menuOpenAnim = 0; } }); // Main menu rendering 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; // Animation scale effect let scale = menuOpenAnim; let animAlpha = Math.floor(255 * menuOpenAnim); // Calculate animated position (slide in from right) let slideOffset = (1 - menuOpenAnim) * 100; let baseX = menu.x + slideOffset; let baseY = menu.y; // ===== OUTER GLOW EFFECT ===== let glowPulse = Math.sin(animTime * 2) * 0.3 + 0.7; let glowSize = 8 + Math.sin(animTime * 3) * 3; // Rainbow glow colors cycling let glowHue = (animTime * 50) % 360; let glowRGB = hsvToRgb(glowHue, 1, 1); let glowColor = toColour(glowRGB.r, glowRGB.g, glowRGB.b, Math.floor(80 * glowPulse * menuOpenAnim)); // Draw multiple glow layers for (let g = 3; g >= 1; g--) { let gAlpha = Math.floor((30 / g) * menuOpenAnim); let gCol = toColour(glowRGB.r, glowRGB.g, glowRGB.b, gAlpha); drawRect(baseX - glowSize * g, baseY - glowSize * g, menu.width + glowSize * g * 2, totalHeight + glowSize * g * 2 + 10, gCol); } // ===== MAIN BACKGROUND ===== // Gradient background effect (dark with subtle color) let bgHue = (animTime * 20) % 360; let bgRGB = hsvToRgb(bgHue, 0.3, 0.15); let bgColor = toColour(bgRGB.r, bgRGB.g, bgRGB.b, Math.floor(230 * menuOpenAnim)); drawRect(baseX, baseY, menu.width, totalHeight + 10, bgColor); // Inner border glow let borderHue = (animTime * 60) % 360; let borderRGB = hsvToRgb(borderHue, 1, 1); let borderColor = toColour(borderRGB.r, borderRGB.g, borderRGB.b, Math.floor(150 * menuOpenAnim)); drawRect(baseX, baseY, menu.width, 3, borderColor); // Top drawRect(baseX, baseY + totalHeight + 7, menu.width, 3, borderColor); // Bottom drawRect(baseX, baseY, 3, totalHeight + 10, borderColor); // Left drawRect(baseX + menu.width - 3, baseY, 3, totalHeight + 10, borderColor); // Right // ===== HEADER ===== // Animated gradient header let headerHue1 = (animTime * 40) % 360; let headerHue2 = (animTime * 40 + 60) % 360; let headerRGB1 = hsvToRgb(headerHue1, 0.8, 0.6); let headerRGB2 = hsvToRgb(headerHue2, 0.8, 0.4); // Draw gradient header (left to right color transition) let headerLeft = toColour(headerRGB1.r, headerRGB1.g, headerRGB1.b, animAlpha); let headerRight = toColour(headerRGB2.r, headerRGB2.g, headerRGB2.b, animAlpha); drawGradientRect(baseX + 3, baseY + 3, menu.width - 6, menu.headerHeight - 3, headerLeft, headerRight); // ===== TITLE WITH GLOW ===== let titleGlow = Math.sin(titlePulse) * 0.4 + 0.6; let titleHue = (animTime * 80) % 360; let titleRGB = hsvToRgb(titleHue, 0.6, 1); let titleColor = toColour( Math.floor(255 * titleGlow + titleRGB.r * (1 - titleGlow)), Math.floor(255 * titleGlow + titleRGB.g * (1 - titleGlow)), Math.floor(255 * titleGlow + titleRGB.b * (1 - titleGlow)), animAlpha ); // Draw glowing title text let titleY = baseY + 8; // Title shadow/glow layers let shadowColor = toColour(0, 0, 0, Math.floor(150 * menuOpenAnim)); drawText("REVOLUTION", baseX + 12, titleY + 2, shadowColor, 22); // Main title drawText("REVOLUTION", baseX + 10, titleY, titleColor, 22); // Subtitle (Beta) let betaColor = toColour(200, 200, 200, Math.floor(180 * menuOpenAnim)); drawText("ModMenu (Beta)", baseX + 10, titleY + 26, betaColor, 12); // Animated decoration line under title let lineWidth = 80 + Math.sin(animTime * 4) * 20; let lineHue = (animTime * 100) % 360; let lineRGB = hsvToRgb(lineHue, 1, 1); let lineColor = toColour(lineRGB.r, lineRGB.g, lineRGB.b, Math.floor(200 * menuOpenAnim)); drawRect(baseX + menu.width/2 - lineWidth/2, baseY + menu.headerHeight - 5, lineWidth, 2, lineColor); // ===== 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; // Smooth selection animation offset let selectOffset = 0; let selectGlow = 0; if (isSelected) { selectOffset = Math.sin(selectedPulse) * 3; selectGlow = Math.sin(selectedPulse * 2) * 0.3 + 0.7; } // Item background if (isSelected) { // Selected item - rainbow pulsing background let selHue = (animTime * 60 + i * 30) % 360; let selRGB = hsvToRgb(selHue, 0.7, 0.5); let selColor = toColour(selRGB.r, selRGB.g, selRGB.b, Math.floor((180 + selectGlow * 50) * menuOpenAnim)); // Selection glow let selGlowColor = toColour(selRGB.r, selRGB.g, selRGB.b, Math.floor(60 * menuOpenAnim)); drawRect(baseX + 3, itemY - 2, menu.width - 6, menu.itemHeight + 4, selGlowColor); drawRect(baseX + 5 + selectOffset, itemY, menu.width - 10, menu.itemHeight - 2, selColor); // Selection indicator bar let barColor = toColour(255, 255, 255, Math.floor(230 * menuOpenAnim)); drawRect(baseX + 5, itemY, 4, menu.itemHeight - 2, barColor); } else if (item.action === "none") { // Separator - darker with subtle color let sepColor = toColour(60, 60, 80, Math.floor(150 * menuOpenAnim)); drawRect(baseX + 5, itemY, menu.width - 10, menu.itemHeight - 2, sepColor); } else { // Normal item - subtle gradient let normColor = toColour(35, 35, 50, Math.floor(180 * menuOpenAnim)); drawRect(baseX + 5, itemY, menu.width - 10, menu.itemHeight - 2, normColor); } // Item text let textX = baseX + 20 + (isSelected ? selectOffset + 5 : 0); let textColor = toColour(255, 255, 255, Math.floor((isSelected ? 255 : 200) * menuOpenAnim)); if (item.action === "none") { // Separator text - dimmer, centered let sepTextColor = toColour(150, 150, 180, Math.floor(180 * menuOpenAnim)); drawText(item.label, baseX + 15, itemY + 12, sepTextColor, 12); } else { drawText(item.label, textX, itemY + 12, textColor, 14); } // Toggle state indicator with colors if (item.action === "toggle") { let isOn = toggleStates[item.target]; let stateText = isOn ? "ON" : "OFF"; let stateX = baseX + menu.width - 55; if (isOn) { // Green pulsing ON let greenPulse = Math.sin(animTime * 5) * 30 + 225; let onColor = toColour(50, Math.floor(greenPulse), 50, animAlpha); let onTextColor = toColour(100, 255, 100, animAlpha); drawRect(stateX - 5, itemY + 8, 45, 22, onColor); drawText(stateText, stateX + 5, itemY + 12, onTextColor, 12); } else { // Red OFF let offColor = toColour(120, 40, 40, animAlpha); let offTextColor = toColour(255, 100, 100, animAlpha); drawRect(stateX - 5, itemY + 8, 45, 22, offColor); drawText(stateText, stateX + 3, itemY + 12, offTextColor, 12); } } // Submenu arrow with animation if (item.action === "submenu") { let arrowX = baseX + menu.width - 30 + (isSelected ? Math.sin(animTime * 8) * 3 : 0); let arrowColor = toColour(200, 200, 255, Math.floor((isSelected ? 255 : 150) * menuOpenAnim)); drawText(">>", arrowX, itemY + 12, arrowColor, 14); } } // ===== FOOTER ===== let footerY = yPos + visibleCount * menu.itemHeight; let footerHue = (animTime * 30 + 180) % 360; let footerRGB = hsvToRgb(footerHue, 0.5, 0.2); let footerColor = toColour(footerRGB.r, footerRGB.g, footerRGB.b, Math.floor(200 * menuOpenAnim)); drawRect(baseX + 3, footerY, menu.width - 6, menu.footerHeight, footerColor); // Footer text let footerTextColor = toColour(180, 180, 200, Math.floor(200 * menuOpenAnim)); drawText("UP/DOWN | ENTER | BACK", baseX + 20, footerY + 10, footerTextColor, 11); // Scroll indicator if (items.length > menu.maxVisibleItems) { let scrollPct = scrollOffset / (items.length - visibleCount); let scrollBarH = 100; let scrollBarY = baseY + menu.headerHeight + scrollPct * (visibleCount * menu.itemHeight - scrollBarH); let scrollColor = toColour(255, 255, 255, Math.floor(100 * menuOpenAnim)); drawRect(baseX + menu.width - 8, scrollBarY, 4, scrollBarH, scrollColor); } }); // 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; }); }); // ============================================================================ // 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 { // Destroy any active phone natives.destroyMobilePhone(); // Prevent phone from being created natives.scriptIsUsingMobilePhone(true); // Disable phone input natives.setPlayerControlForPhone(0, false); // Block cellphone functionality natives.disablePlayerSprint(0, true); } catch(e) {} } else { try { // Re-enable phone controls when menu closed natives.scriptIsUsingMobilePhone(false); natives.setPlayerControlForPhone(0, true); natives.disablePlayerSprint(0, false); } 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");