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streetname.lua

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Jan 28th, 2017
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  1. local streetName = {}
  2.  
  3. -- Configuration. Please be careful when editing. It does not check for errors.
  4. streetName.show = true
  5. streetName.position = {x = 0.5, y = 0.02, centered = true}
  6. streetName.textSize = 0.35
  7. streetName.textColour = {r = 255, g = 255, b = 255, a = 255}
  8. -- End of configuration
  9.  
  10.  
  11. Citizen.CreateThread( function()
  12.     local lastStreetA = 0
  13.     local lastStreetB = 0
  14.     local lastStreetName = {}
  15.    
  16.     while streetName.show do
  17.         Wait( 0 )
  18.        
  19.         local playerPos = GetEntityCoords( GetPlayerPed( -1 ), true )
  20.         local streetA, streetB = Citizen.InvokeNative( 0x2EB41072B4C1E4C0, playerPos.x, playerPos.y, playerPos.z, Citizen.PointerValueInt(), Citizen.PointerValueInt() )
  21.         local street = {}
  22.        
  23.         if not ((streetA == lastStreetA or streetA == lastStreetB) and (streetB == lastStreetA or streetB == lastStreetB)) then
  24.             -- Ignores the switcharoo while doing circles on intersections
  25.             lastStreetA = streetA
  26.             lastStreetB = streetB
  27.         end
  28.        
  29.         if lastStreetA ~= 0 then
  30.             table.insert( street, GetStreetNameFromHashKey( lastStreetA ) )
  31.         end
  32.        
  33.         if lastStreetB ~= 0 then
  34.             table.insert( street, GetStreetNameFromHashKey( lastStreetB ) )
  35.         end
  36.        
  37.         drawText( table.concat( street, " & " ), streetName.position.x, streetName.position.y, {
  38.             size = streetName.textSize,
  39.             colour = streetName.textColour,
  40.             outline = true,
  41.             centered = streetName.position.centered
  42.         })
  43.     end
  44. end)
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