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5 Screenshots

About This File

  • Custom Animated TV screens all over the club (plus the main giant dotted one)
  • Custom Exterior (all black design, illuminated Galaxy logo with "galaxy" effect, "Entrance" sign)
  • Working exterior LODs
  • Custom entrance w/ new and rearranged props
  • Luxurious and exclusive "glamourous  interior design"
  • Clean bathrooms, clean floors, clean dancefloor
  • The "Underground" transformed into multifunctional room with private pool, private DJ set, private game room, private library
  • Reduced amount of "laser lights"
  • Two pole dancing spots for podium dancers
  • LED dancefloor
  • Illuminated stairs
  • Removed Rockstar's DJ collisions that would prevent you from reaching the console
  • "Back room" transformed into security room and closed from the underground part
  • VIP area on the first floor rearranged so it's easier for many people to sit and move
  • Cleaning room behind the upper bar transformed into bar deposit
  • Removed elevator from the main office and underground corridor
  • Closed door between the underground and the main office
  • Underground corridor enlarged and transformed into VIP stripper room
  • Underground ramp demolished and transformed into secret meeting room and secret office

    NOTES:

    Gamebuild version 2189 or higher is required
  • Nice 1

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Recommended Comments

Niclqs_12

Posted

client.lua:
 

  

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1
L0_1 = {}
L1_1 = {}
L2_1 = {}
L3_1 = vector3
L4_1 = 372.8982
L5_1 = 280.748
L6_1 = 91.97
L3_1 = L3_1(L4_1, L5_1, L6_1)
L2_1.Palo = L3_1
L3_1 = {}
L4_1 = vector3
L5_1 = 364.1441
L6_1 = 275.8171
L7_1 = 91.97
L4_1 = L4_1(L5_1, L6_1, L7_1)
L3_1.Palo = L4_1
L4_1 = {}
L5_1 = vector3
L6_1 = 384.6561
L7_1 = 252.7216
L8_1 = 92.63
L5_1 = L5_1(L6_1, L7_1, L8_1)
L4_1.Palo = L5_1
L1_1[1] = L2_1
L1_1[2] = L3_1
L1_1[3] = L4_1
L0_1.Posizioni = L1_1
L1_1 = false
L2_1 = false
L3_1 = 0
L4_1 = 0
L5_1 = Citizen
L5_1 = L5_1.CreateThread
function L6_1()
  local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  L0_2 = Config
  L0_2 = L0_2.TargetSystem
  if "ox_target" ~= L0_2 then
    L0_2 = Config
    L0_2 = L0_2.TargetSystem
    if "qb_target" ~= L0_2 then
      goto lbl_23
    end
  end
  L0_2 = pairs
  L1_2 = L0_1.Posizioni
  L0_2, L1_2, L2_2, L3_2 = L0_2(L1_2)
  for L4_2, L5_2 in L0_2, L1_2, L2_2, L3_2 do
    L6_2 = addTargetForPole
    L7_2 = L5_2.Palo
    L8_2 = "pole_"
    L9_2 = L4_2
    L8_2 = L8_2 .. L9_2
    L6_2(L7_2, L8_2)
  end
  goto lbl_94
  ::lbl_23::
  while true do
    L0_2 = Citizen
    L0_2 = L0_2.Wait
    L1_2 = 10
    L0_2(L1_2)
    L0_2 = L1_1
    if L0_2 then
      L0_2 = L2_1
      if not L0_2 then
        L0_2 = L3_1
        L1_2 = L4_1
        if L0_2 == L1_2 then
          L0_2 = L3_1
          if 0 ~= L0_2 then
            L0_2 = pairs
            L1_2 = L0_1.Posizioni
            L0_2, L1_2, L2_2, L3_2 = L0_2(L1_2)
            for L4_2, L5_2 in L0_2, L1_2, L2_2, L3_2 do
              L6_2 = GetEntityCoords
              L7_2 = PlayerPedId
              L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2()
              L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
              L7_2 = L5_2.Palo
              L6_2 = L6_2 - L7_2
              L6_2 = #L6_2
              if L6_2 <= 1.0 then
                L6_2 = Drawing
                L6_2 = L6_2.draw3DText
                L7_2 = L5_2.Palo
                L8_2 = Config
                L8_2 = L8_2.Text3D
                L9_2 = 6
                L10_2 = 1.0
                L11_2 = 0.8
                L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
                L6_2 = IsControlJustReleased
                L7_2 = 0
                L8_2 = Config
                L8_2 = L8_2.DanceKey
                L6_2 = L6_2(L7_2, L8_2)
                if L6_2 then
                  L6_2 = startPoleDance
                  L7_2 = L5_2.Palo
                  L6_2(L7_2)
                else
                  L6_2 = IsControlJustReleased
                  L7_2 = 0
                  L8_2 = Config
                  L8_2 = L8_2.StopKey
                  L6_2 = L6_2(L7_2, L8_2)
                  if L6_2 then
                    L6_2 = ClearPedTasksImmediately
                    L7_2 = PlayerPedId
                    L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2()
                    L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
                  end
                end
              end
            end
        end
      end
    end
    else
      L0_2 = Citizen
      L0_2 = L0_2.Wait
      L1_2 = 500
      L0_2(L1_2)
    end
  end
  ::lbl_94::
end
L5_1(L6_1)
function L5_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
  L2_2 = vector3
  L3_2 = A0_2.x
  L3_2 = L3_2 - 0.05
  L4_2 = A0_2.y
  L4_2 = L4_2 - 0.3
  L5_2 = A0_2.z
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  L3_2 = Config
  L3_2 = L3_2.TargetSystem
  if "ox_target" == L3_2 then
    L3_2 = exports
    L3_2 = L3_2.ox_target
    L4_2 = L3_2
    L3_2 = L3_2.addBoxZone
    L5_2 = {}
    L5_2.coords = L2_2
    L6_2 = vec3
    L7_2 = 0.5
    L8_2 = 0.5
    L9_2 = 2.0
    L6_2 = L6_2(L7_2, L8_2, L9_2)
    L5_2.size = L6_2
    L5_2.rotation = 0
    L5_2.debug = false
    L6_2 = {}
    L7_2 = {}
    L7_2.name = A1_2
    L7_2.event = "custom:event:startPoleDance"
    L8_2 = Config
    L8_2 = L8_2.Icon
    L7_2.icon = L8_2
    L8_2 = Config
    L8_2 = L8_2.Text
    L7_2.label = L8_2
    L6_2[1] = L7_2
    L5_2.options = L6_2
    L3_2(L4_2, L5_2)
  else
    L3_2 = Config
    L3_2 = L3_2.TargetSystem
    if "qb_target" == L3_2 then
      L3_2 = exports
      L3_2 = L3_2["qb-target"]
      L4_2 = L3_2
      L3_2 = L3_2.AddBoxZone
      L5_2 = A1_2
      L6_2 = L2_2
      L7_2 = 0.5
      L8_2 = 0.5
      L9_2 = {}
      L9_2.name = A1_2
      L9_2.heading = 0
      L9_2.debugPoly = false
      L10_2 = L2_2.z
      L10_2 = L10_2 - 1.0
      L9_2.minZ = L10_2
      L10_2 = L2_2.z
      L10_2 = L10_2 + 1.0
      L9_2.maxZ = L10_2
      L10_2 = {}
      L11_2 = {}
      L12_2 = {}
      L12_2.event = "custom:event:startPoleDance"
      L13_2 = Config
      L13_2 = L13_2.Icon
      L12_2.icon = L13_2
      L13_2 = Config
      L13_2 = L13_2.Text
      L12_2.label = L13_2
      L11_2[1] = L12_2
      L10_2.options = L11_2
      L10_2.distance = 2.5
      L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
    end
  end
end
addTargetForPole = L5_1
L5_1 = RegisterNetEvent
L6_1 = "custom:event:startPoleDance"
L5_1(L6_1)
L5_1 = AddEventHandler
L6_1 = "custom:event:startPoleDance"
function L7_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = vector3
  L2_2 = A0_2.coords
  L2_2 = L2_2.x
  L2_2 = L2_2 + 0.05
  L3_2 = A0_2.coords
  L3_2 = L3_2.y
  L3_2 = L3_2 + 0.3
  L4_2 = A0_2.coords
  L4_2 = L4_2.z
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  L2_2 = startPoleDance
  L3_2 = L1_2
  L2_2(L3_2)
end
L5_1(L6_1, L7_1)
function L5_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
  L1_2 = PlayerPedId
  L1_2 = L1_2()
  L2_2 = LoadDict
  L3_2 = "mini@strip_club@pole_dance@pole_dance1"
  L2_2(L3_2)
  L2_2 = NetworkCreateSynchronisedScene
  L3_2 = A0_2
  L4_2 = vector3
  L5_2 = 0.0
  L6_2 = 0.0
  L7_2 = 0.0
  L4_2 = L4_2(L5_2, L6_2, L7_2)
  L5_2 = 2
  L6_2 = false
  L7_2 = true
  L8_2 = 1065353216
  L9_2 = 0
  L10_2 = 1.3
  L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
  L3_2 = NetworkAddPedToSynchronisedScene
  L4_2 = L1_2
  L5_2 = L2_2
  L6_2 = "mini@strip_club@pole_dance@pole_dance1"
  L7_2 = "pd_dance_01"
  L8_2 = 1.5
  L9_2 = -4.0
  L10_2 = 1
  L11_2 = 1
  L12_2 = 1148846080
  L13_2 = 0
  L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
  L3_2 = NetworkStartSynchronisedScene
  L4_2 = L2_2
  L3_2(L4_2)
end
startPoleDance = L5_1
function L5_1(A0_2)
  local L1_2, L2_2
  while true do
    L1_2 = HasAnimDictLoaded
    L2_2 = A0_2
    L1_2 = L1_2(L2_2)
    if L1_2 then
      break
    end
    L1_2 = Wait
    L2_2 = 0
    L1_2(L2_2)
    L1_2 = RequestAnimDict
    L2_2 = A0_2
    L1_2(L2_2)
  end
end
LoadDict = L5_1
L5_1 = setmetatable
L6_1 = {}
L7_1 = Drawing
L5_1 = L5_1(L6_1, L7_1)
Drawing = L5_1
L5_1 = Drawing
L6_1 = Drawing
L5_1.__index = L6_1
L5_1 = Drawing
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2)
  local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2
  L5_2 = table
  L5_2 = L5_2.unpack
  L6_2 = GetGameplayCamCoords
  L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 = L6_2()
  L5_2, L6_2, L7_2 = L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2)
  L8_2 = GetDistanceBetweenCoords
  L9_2 = L5_2
  L10_2 = L6_2
  L11_2 = L7_2
  L12_2 = A0_2
  L13_2 = 1
  L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2, L13_2)
  L9_2 = 1
  L9_2 = L9_2 / L8_2
  L9_2 = L9_2 * 2
  L10_2 = GetGameplayCamFov
  L10_2 = L10_2()
  L11_2 = 1
  L10_2 = L11_2 / L10_2
  L10_2 = L10_2 * 100
  L11_2 = L9_2 * L10_2
  L12_2 = SetTextScale
  L13_2 = A3_2 * L11_2
  L14_2 = A4_2 * L11_2
  L12_2(L13_2, L14_2)
  L12_2 = SetTextFont
  L13_2 = A2_2
  L12_2(L13_2)
  L12_2 = SetTextProportional
  L13_2 = 1
  L12_2(L13_2)
  L12_2 = SetTextColour
  L13_2 = 255
  L14_2 = 255
  L15_2 = 255
  L16_2 = 150
  L12_2(L13_2, L14_2, L15_2, L16_2)
  L12_2 = SetTextDropshadow
  L13_2 = 1
  L14_2 = 1
  L15_2 = 1
  L16_2 = 0
  L17_2 = 255
  L12_2(L13_2, L14_2, L15_2, L16_2, L17_2)
  L12_2 = SetTextEdge
  L13_2 = 2
  L14_2 = 0
  L15_2 = 0
  L16_2 = 0
  L17_2 = 220
  L12_2(L13_2, L14_2, L15_2, L16_2, L17_2)
  L12_2 = SetTextDropShadow
  L12_2()
  L12_2 = SetTextOutline
  L12_2()
  L12_2 = SetTextEntry
  L13_2 = "STRING"
  L12_2(L13_2)
  L12_2 = SetTextCentre
  L13_2 = 1
  L12_2(L13_2)
  L12_2 = AddTextComponentString
  L13_2 = A1_2
  L12_2(L13_2)
  L12_2 = SetDrawOrigin
  L13_2 = A0_2 - 0.1
  L14_2 = 0
  L12_2(L13_2, L14_2)
  L12_2 = DrawText
  L13_2 = 0.0
  L14_2 = 0.0
  L12_2(L13_2, L14_2)
  L12_2 = ClearDrawOrigin
  L12_2()
end
L5_1.draw3DText = L6_1
L5_1 = Citizen
L5_1 = L5_1.CreateThread
function L6_1()
  local L0_2, L1_2, L2_2, L3_2, L4_2
  while true do
    L0_2 = PlayerPedId
    L1_2 = -1
    L0_2 = L0_2(L1_2)
    L1_2 = IsPedDeadOrDying
    L2_2 = L0_2
    L1_2 = L1_2(L2_2)
    L2_1 = L1_2
    L1_2 = IsPedOnFoot
    L2_2 = L0_2
    L3_2 = true
    L1_2 = L1_2(L2_2, L3_2)
    L1_1 = L1_2
    L1_2 = GetInteriorAtCoords
    L2_2 = 376.913
    L3_2 = 275.425
    L4_2 = 90.196
    L1_2 = L1_2(L2_2, L3_2, L4_2)
    L4_1 = L1_2
    L1_2 = GetInteriorFromEntity
    L2_2 = L0_2
    L1_2 = L1_2(L2_2)
    L3_1 = L1_2
    L1_2 = Citizen
    L1_2 = L1_2.Wait
    L2_2 = 500
    L1_2(L2_2)
  end
end
L5_1(L6_1)
L5_1 = 0
L6_1 = 3000
function L7_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = GetGameTimer
  L1_2 = L1_2()
  L2_2 = L5_1
  L2_2 = L1_2 - L2_2
  L3_2 = L6_1
  if L2_2 < L3_2 then
    return
  end
  L2_2 = PlayerPedId
  L2_2 = L2_2()
  L3_2 = GetInteriorFromEntity
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  L4_2 = Config
  L4_2 = L4_2.StopKey
  if A0_2 == L4_2 then
    L4_2 = L4_1
    if L3_2 == L4_2 then
      L4_2 = ClearPedTasksImmediately
      L5_2 = L2_2
      L4_2(L5_2)
      L5_1 = L1_2
    end
  end
end
L8_1 = RegisterKeyMapping
L9_1 = "+stopActionGalaxy"
L10_1 = "Stop dancing"
L11_1 = "keyboard"
L12_1 = "X"
L8_1(L9_1, L10_1, L11_1, L12_1)
L8_1 = RegisterCommand
L9_1 = "+stopActionGalaxy"
function L10_1()
  local L0_2, L1_2
  L0_2 = L7_1
  L1_2 = Config
  L1_2 = L1_2.StopKey
  L0_2(L1_2)
end
L11_1 = false
L8_1(L9_1, L10_1, L11_1)
L8_1 = RegisterCommand
L9_1 = "-stopActionGalaxy"
function L10_1()
  local L0_2, L1_2
end
L11_1 = false
L8_1(L9_1, L10_1, L11_1)
cityofcenturions

Posted

all looks good inside, but, you can not walk on the front door, it opens bu it looks like a collision is in the way

Jaiden2011

Posted

This whole file is fucked up bad leaker

 

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