Tons of errors, unusable right now.
Housing is obfuscated with errors, so it's not repairable.
Probably gonna need 20 credits back. I'm st...
Honestly the code looks crazy as like l1 l2 etc as variables but give it chat gpt and ask it to fix the specific issue your having and it works, tho Ive not tested absojletely everything in it yet there may be other errors to fix, once its tested properly ill update but for now
-- =========================
-- QS unified NUI focus patch (bottom-only)
-- =========================
local QS_uiOpen = false
-- central focus helper (ties cursor to focus; runs tablet anims; clears camera flag)
local function QS_SetFocus(state, notablet)
SetNuiFocus(state, state) -- keep mouse visibility tied to focus
if SetNuiFocusKeepInput then SetNuiFocusKeepInput(false) end
if state then
if not notablet and TabletAnimation then
TabletAnimation(true, nil, true)
end
else
if Globals then Globals.CameraCreateMenu = false end
if TabletAnimation then TabletAnimation(false, nil, true) end
end
end
-- one place that closes every UI and fully drops focus/cursor
local function QS_CloseAll()
if ToggleNewMDT then ToggleNewMDT(false) end
if TogleMdt then TogleMdt(false) end
if ToggleLargue then ToggleLargue(false) end
QS_SetFocus(false)
-- safety: double-clear in case anything stuck around
SetNuiFocus(false, false)
if SetNuiFocusKeepInput then SetNuiFocusKeepInput(false) end
QS_uiOpen = false
end
-- NUI asks to change focus (called from the React/HTML side)
RegisterNUICallback("SetNuiFocus", function(data, cb)
local focused = data and data.focused == true
local notablet = data and data.notablet == true
QS_uiOpen = focused
QS_SetFocus(focused, notablet)
if cb then cb({ ok = true }) end
end)
-- If your UI sends a "CloseAll" NUI event, handle it here too.
-- (If you already have another CloseAll handler above, keep only one to avoid duplicates.)
RegisterNUICallback("CloseAll", function(_, cb)
QS_CloseAll()
if cb then cb({ ok = true }) end
end)
-- While any QS UI is open, block pause/back & make ESC close MDT instead of pausing.
CreateThread(function()
while true do
if QS_uiOpen then
-- Disable pause/escape/back
DisableControlAction(0, 200, true) -- ESC / frontend pause
DisableControlAction(0, 199, true) -- Pause/Break
DisableControlAction(0, 322, true) -- ESC (in-game)
DisableControlAction(0, 202, true) -- Back (frontend)
DisableControlAction(0, 177, true) -- Backspace/Cancel
if IsDisabledControlJustReleased(0, 200)
or IsDisabledControlJustReleased(0, 322)
or IsDisabledControlJustReleased(0, 202)
or IsDisabledControlJustReleased(0, 177) then
QS_CloseAll()
end
Wait(0)
else
Wait(250)
end
end
end)
— end
For now I placed this at the bottom of the client and I can open and close everything, and everything seemed to work fine tho as I mentioned I haven't actually gone through and tested gameplay just yet other that checking dispatch calls come through, and the first options are clickable and useable