local a=[[
ESX = nil
IsCanLock = true
vehicle = nil

Citizen.CreateThread(function()
	while ESX == nil do
		TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
		Citizen.Wait(500)
	end
end)

Citizen.CreateThread(function()
	while true do
		Citizen.Wait(10)
		local player = PlayerPedId()
		local coords = GetEntityCoords(player)

		local entityWorld = GetOffsetFromEntityInWorldCoords(player, 0.0, 10, 0.0)
		local rayHandle = CastRayPointToPoint(coords["x"], coords["y"], coords["z"], entityWorld.x, entityWorld.y, entityWorld.z, 10, ply, 0)
		local a, b, c, d, targetVehicle = GetRaycastResult(rayHandle)
		if (targetVehicle ~= nil and targetVehicle ~= 0) then
			vehicle = targetVehicle
		else
			vehicle = ESX.Game.GetClosestVehicle(coords)
		end

		if IsDisabledControlJustReleased(1, Config.settings.key) then
			ESX.TriggerServerCallback('nox_carlock:isVehicleOwner', function(owner)
				if owner then
					LockVehicle(ESX.Math.Trim(GetVehicleNumberPlateText(vehicle)))
				else
					ESX.SendNotification(Config['settings']["translate"]["no_car"])
				end
			end, ESX.Math.Trim(GetVehicleNumberPlateText(vehicle)))
		end
	end
end)

function LockVehicle(plate) 
    if IsCanLock == true then
        IsCanLock = false
        local coords = GetEntityCoords(GetPlayerPed(-1))
		if IsPedInAnyVehicle(PlayerPedId(), true) == false then
			cars = ESX.Game.GetVehiclesInArea(coords, Config['settings']['remote_range'])
		else
			cars = ESX.Game.GetVehiclesInArea(coords, 0.5)
		end
        local carstrie = {}
        local cars_dist = {}		
        notowned = 0

        if #cars == 0 then
            
        else

            for j=1, #cars, 1 do
                local coordscar = GetEntityCoords(cars[j])
                local distance = Vdist(coordscar.x, coordscar.y, coordscar.z, coords.x, coords.y, coords.z)
                table.insert(cars_dist, {cars[j], distance})
            end

            for k=1, #cars_dist, 1 do
                local z = -1
                local distance, car = 999
                for l=1, #cars_dist, 1 do
                    if cars_dist[l][2] < distance then
                        distance = cars_dist[l][2]
                        car = cars_dist[l][1]
                        z = l
                    end
                end
                if z ~= -1 then
                    table.remove(cars_dist, z)
                    table.insert(carstrie, car)
                end
            end

            for i=1, #carstrie, 1 do
				local plates = ESX.Math.Trim(GetVehicleNumberPlateText(carstrie[i]))
                
                if plates == plate then
					lockAnimation()
					local lock = GetVehicleDoorLockStatus(carstrie[i])
					if lock == 1 or lock == 0 then
						SetVehicleDoorShut(carstrie[i], 0, false)
						SetVehicleDoorShut(carstrie[i], 1, false)
						SetVehicleDoorShut(carstrie[i], 2, false)
						SetVehicleDoorShut(carstrie[i], 3, false)
						SetVehicleDoorsLocked(carstrie[i], 2)
						SetVehicleDoorsLockedForAllPlayers(carstrie[i], true)
						TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 10, "car-lock", 0.5)
						--TriggerServerEvent("nox_carlock:lockcar", plate)
						LOCK_CAR(carstrie[i])
					elseif lock == 2 then
						SetVehicleDoorsLocked(carstrie[i], 1)
						SetVehicleDoorsLockedForAllPlayers(carstrie[i], false)
						TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 10, "car-lock", 0.5)
						--TriggerServerEvent("nox_carlock:unlockcar", plate)
						UN_LOCK_CAR(carstrie[i])
					end
                    break				
                end
            end	
        end
        Citizen.Wait(100)
        IsCanLock = true
    end
end

function UN_LOCK_CAR(vehicle)
    SetVehicleLights(vehicle, 2)
    Wait (400)
    SetVehicleLights(vehicle, 0)
    Wait (400)
    SetVehicleLights(vehicle, 2)
    Wait (400)
    SetVehicleLights(vehicle, 0)
end

function LOCK_CAR(vehicle)
    SetVehicleLights(vehicle, 2)
    Wait (400)
    SetVehicleLights(vehicle, 0)
end

lockAnimation = function()
	if IsPedInAnyVehicle(PlayerPedId(), true) == false then

		local dict, anim = "anim@mp_player_intmenu@key_fob@", "fob_click_fp"

		RequestAnimDict(dict)
		while not HasAnimDictLoaded(dict) do
			Citizen.Wait(0)
		end
	
		if not IsPedInAnyVehicle(PlayerPedId(), true) then
			TaskPlayAnim(PlayerPedId(), dict, anim, 8.0, 8.0, -1, 48, 1, false, false, false)
		end
		Citizen.Wait(900)
		ClearPedSecondaryTask(PlayerPedId())
	end
end

if (Config['settings']['disablecar_npc']) then
    Citizen.CreateThread(function()
        while true do
            Citizen.Wait(0)
            local ped = GetPlayerPed(-1)
            if DoesEntityExist(GetVehiclePedIsTryingToEnter(PlayerPedId(ped))) then
                local veh = GetVehiclePedIsTryingToEnter(PlayerPedId(ped))
                local lock = GetVehicleDoorLockStatus(veh)
                if lock == 7 then
                    SetVehicleDoorsLocked(veh, 2)
                end
                local pedd = GetPedInVehicleSeat(veh, -1)
                if pedd then
                    SetPedCanBeDraggedOut(pedd, false)
                end
            end
        end
    end)
end

]]

a="11111"..a;function Obfuscate(b)local c="function IllIlllIllIlllIlllIlllIll(IllIlllIllIllIll) if (IllIlllIllIllIll==(((((919 + 636)-636)*3147)/3147)+919)) then return not true end if (IllIlllIllIllIll==(((((968 + 670)-670)*3315)/3315)+968)) then return not false end end; "local d=c;local e=""local f={"IllIllIllIllI","IIlllIIlllIIlllIIlllII","IIllllIIllll"}local g=[[local IlIlIlIlIlIlIlIlII = {]]local h=[[local IllIIllIIllIII = loadstring]]local i=[[local IllIIIllIIIIllI = table.concat]]local j=[[local IIIIIIIIllllllllIIIIIIII = "''"]]local k="local "..f[math.random(1,#f)].." = (7*3-9/9+3*2/0+3*3);"local l="local "..f[math.random(1,#f)].." = (3*4-7/7+6*4/3+9*9);"local m="--// Obfuscated with LuaSeel 1.1 \n\n"for n=1,string.len(b)do e=e.."'\\"..string.byte(b,n).."',"end;local o="function IllIIIIllIIIIIl("..f[math.random(1,#f)]..")"local p="function "..f[math.random(1,#f)].."("..f[math.random(1,#f)]..")"local q="local "..f[math.random(1,#f)].." = (5*3-2/8+9*2/9+8*3)"local r="end"local s="IllIIIIllIIIIIl(900283)"local t="function IllIlllIllIlllIlllIlllIllIlllIIIlll("..f[math.random(1,#f)]..")"local q="function "..f[math.random(1,#f)].."("..f[math.random(1,#f)]..")"local u="local "..f[math.random(1,#f)].." = (9*0-7/5+3*1/3+8*2)"local v="end"local w="IllIlllIllIlllIlllIlllIllIlllIIIlll(9083)"local x=m..d..k..l..i..";"..o.." "..p.." "..q.." "..r.." "..r.." "..r..";"..s..";"..t.." "..q.." "..u.." "..v.." "..v..";"..w..";"..h..";"..g..e.."}".."IllIIllIIllIII(IllIIIllIIIIllI(IlIlIlIlIlIlIlIlII,IIIIIIIIllllllllIIIIIIII))()"print(x)end;do Obfuscate(a)end 
by

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Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end