Trust aka Tiffergan Posted April 5, 2021 Share Posted April 5, 2021 (edited) Hi, I have a question, how can I block the option to set the debugging option on #grapics, I know that it can be blocked somehow because on the TOP-GTA server, when we set ourselves in options -> advanced and debug settings on #graphics, it pops up black screen saying to change to default, but I don't know what function checks whether the player has it set or not. Regards Edited April 5, 2021 by LOOah Link to comment
XaskeL Posted April 5, 2021 Share Posted April 5, 2021 (edited) local scx, scy = guiGetScreenSize( ); addEventHandler( "onClientRender", root, function ( ) if ( #engineGetVisibleTextureNames( ) < 1 ) then dxDrawRectangle( 0, 0, scx, scy, tocolor( 0, 0, 0, 255 ), false ); end end ); in theory this should work Edited April 5, 2021 by XaskeL 1 Link to comment
Moderators IIYAMA Posted April 5, 2021 Moderators Share Posted April 5, 2021 19 minutes ago, LOOah said: Hi, I have a question, how can I block the option to set the debugging option on #grapics, I know that it can be blocked somehow because on the TOP-GTA server, when we set ourselves in options -> advanced and debug settings on #graphics, it pops up black screen saying to change to default, but I don't know what function checks whether the player has it set or not. Regards Not sure which option you are referring to (I do not have access to my pc at the moment so I can't check). But the following function contains some of the settings, maybe it is in there: https://wiki.multitheftauto.com/wiki/DxGetStatus 1 Link to comment
XaskeL Posted April 5, 2021 Share Posted April 5, 2021 -- Author: XaskeL -- Created 04/05/2021 -- https://forum.multitheftauto.com/topic/130216-help-debug-settings-graphics local CGraphicsDebug = { addEventHandler = addEventHandler; dxDrawRectangle = dxDrawRectangle; dxDrawText = dxDrawText; setTimer = setTimer; engineGetVisibleTextureNames = engineGetVisibleTextureNames; localPlayer = localPlayer; guiGetScreenSize = guiGetScreenSize; resourceRoot = resourceRoot; root = root; g_bRenderInfo = false; g_iInterval = 2000; g_bOverlayDraw = true; BLACK = tocolor( 0, 0, 0, 255 ); WHITE = -1; }; CGraphicsDebug.__index = CGraphicsDebug; setmetatable( CGraphicsDebug, { __index = _G; } ); setfenv( 1, CGraphicsDebug ); local g_fScreenX, g_fScreenY = guiGetScreenSize( ); CGraphicsDebug.OnRender = function ( ) dxDrawRectangle( 0, 0, g_fScreenX, g_fScreenY, BLACK, g_bOverlayDraw ); dxDrawText( "Set debug settings to default", 0, 0, g_fScreenX, g_fScreenY, WHITE, 1.0, "bankgothic", "center", "center", false, false, g_bOverlayDraw ); end; CGraphicsDebug.OnCheck = function ( ) if ( #engineGetVisibleTextureNames( ) < 1 ) then if ( not g_bRenderInfo ) then addEventHandler( "onClientRender", root, OnRender ); g_bRenderInfo = true; return; end else if ( g_bRenderInfo ) then removeEventHandler( "onClientRender", root, OnRender ); g_bRenderInfo = false; return; end end end; CGraphicsDebug.OnStart = function ( ) setTimer( OnCheck, g_iInterval, 0 ); end; addEventHandler( "onClientResourceStart", resourceRoot, OnStart ); Code that is 100% functional and can be used in a client-side project. 1 Link to comment
Trust aka Tiffergan Posted April 5, 2021 Author Share Posted April 5, 2021 Thanks guys that help a lot Link to comment
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