refactor: remove cl_sync.lua code

This commit is contained in:
Dan
2021-02-23 12:45:27 +00:00
parent 17da8b58c0
commit cbde49abe3

View File

@@ -30,47 +30,3 @@
---------------------------------------------------------------------------------------]]--
local DECOR_TYPES =
{
FLOAT = 1,
BOOL = 2,
INT = 3
}
SYNC = {}
SYNC.decors =
{
{ "wk_wars2x__radarEnabled", DECOR_TYPES.BOOL },
{ "wk_wars2x__frontAntennaLocked", DECOR_TYPES.BOOL },
{ "wk_wars2x__rearAntennaLocked", DECOR_TYPES.BOOL }
}
SYNC.data_types =
{
radarEnabled = 1,
frontAntEnabled = 2,
frontAntMode = 3,
frontAntLockState = 4,
rearAntEnabled = 5,
rearAntMode = 6,
rearAntennaLockState = 7
}
-- Create a thread to register the decorators that will be used
Citizen.CreateThread( function()
for _, v in pairs( SYNC.decors ) do
DecorRegister( v[1], v[2] )
end
end )
function SYNC:IsRadarOn()
return DecorGetBool( PLY.veh, "wk_wars2x__radarEnabled" )
end
-- data could be:
-- { _type = SYNC.radarEnabled, state = false }
-- { _type = SYNC.frontAntMode, state = 2 }
function SYNC:SendMessage( target, data )
end