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Merge 'esx_multicharacter' into esx-legacy
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|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,335 @@
|
||||
ESX = exports['es_extended']:getSharedObject()
|
||||
if ESX.GetConfig().Multichar then
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while not ESX.PlayerLoaded do
|
||||
Citizen.Wait(0)
|
||||
if NetworkIsPlayerActive(PlayerId()) then
|
||||
exports.spawnmanager:setAutoSpawn(false)
|
||||
DoScreenFadeOut(0)
|
||||
while not GetResourceState('esx_menu_default') == 'started' do
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
TriggerEvent("esx_multicharacter:SetupCharacters")
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
local canRelog, cam, spawned = true, nil, nil
|
||||
local Characters = {}
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupCharacters')
|
||||
AddEventHandler('esx_multicharacter:SetupCharacters', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
spawned = false
|
||||
cam = CreateCam("DEFAULT_SCRIPTED_CAMERA", true)
|
||||
local playerPed = PlayerPedId()
|
||||
SetEntityCoords(playerPed, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z, true, false, false, false)
|
||||
SetEntityHeading(playerPed, Config.Spawn.w)
|
||||
local offset = GetOffsetFromEntityInWorldCoords(playerPed, 0, 1.7, 0.4)
|
||||
DoScreenFadeOut(0)
|
||||
SetCamActive(cam, true)
|
||||
RenderScriptCams(true, false, 1, true, true)
|
||||
SetCamCoord(cam, offset.x, offset.y, offset.z)
|
||||
PointCamAtCoord(cam, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z + 1.3)
|
||||
ESX.UI.Menu.CloseAll()
|
||||
ESX.UI.HUD.SetDisplay(0.0)
|
||||
StartLoop()
|
||||
ShutdownLoadingScreen()
|
||||
ShutdownLoadingScreenNui()
|
||||
TriggerEvent('esx:loadingScreenOff')
|
||||
Citizen.Wait(200)
|
||||
TriggerServerEvent("esx_multicharacter:SetupCharacters")
|
||||
end)
|
||||
|
||||
StartLoop = function()
|
||||
hidePlayers = true
|
||||
MumbleSetVolumeOverride(PlayerId(), 0.0)
|
||||
Citizen.CreateThread(function()
|
||||
local keys = {18, 27, 172, 173, 174, 175, 176, 177, 187, 188, 191, 201, 108, 109}
|
||||
while hidePlayers do
|
||||
DisableAllControlActions(0)
|
||||
for i = 1, #keys do
|
||||
EnableControlAction(0, keys[i], true)
|
||||
end
|
||||
SetEntityVisible(PlayerPedId(), 0, 0)
|
||||
SetLocalPlayerVisibleLocally(1)
|
||||
SetPlayerInvincible(PlayerId(), 1)
|
||||
ThefeedHideThisFrame()
|
||||
HideHudComponentThisFrame(11)
|
||||
HideHudComponentThisFrame(12)
|
||||
HideHudComponentThisFrame(21)
|
||||
HideHudAndRadarThisFrame()
|
||||
Citizen.Wait(0)
|
||||
local vehicles = GetGamePool('CVehicle')
|
||||
for i = 1, #vehicles do
|
||||
SetEntityLocallyInvisible(vehicles[i])
|
||||
end
|
||||
end
|
||||
local playerId, playerPed = PlayerId(), PlayerPedId()
|
||||
MumbleSetVolumeOverride(playerId, -1.0)
|
||||
SetEntityVisible(playerPed, 1, 0)
|
||||
SetPlayerInvincible(playerId, 0)
|
||||
FreezeEntityPosition(playerPed, false)
|
||||
Citizen.Wait(10000)
|
||||
canRelog = true
|
||||
end)
|
||||
Citizen.CreateThread(function()
|
||||
local playerPool = {}
|
||||
while hidePlayers do
|
||||
local players = GetActivePlayers()
|
||||
for i = 1, #players do
|
||||
local player = players[i]
|
||||
if player ~= PlayerId() and not playerPool[player] then
|
||||
playerPool[player] = true
|
||||
NetworkConcealPlayer(player, true, true)
|
||||
end
|
||||
end
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
for k in pairs(playerPool) do
|
||||
NetworkConcealPlayer(k, false, false)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SetupCharacter = function(index)
|
||||
if spawned == false then
|
||||
exports.spawnmanager:spawnPlayer({
|
||||
x = Config.Spawn.x,
|
||||
y = Config.Spawn.y,
|
||||
z = Config.Spawn.z,
|
||||
heading = Config.Spawn.w,
|
||||
model = Characters[index].model or `mp_m_freemode_01`,
|
||||
skipFade = true
|
||||
}, function()
|
||||
canRelog = false
|
||||
if Characters[index] then
|
||||
local skin = Characters[index].skin or Config.Default
|
||||
if not Characters[index].model then
|
||||
if Characters[index].sex == _('female') then skin.sex = 1 else skin.sex = 0 end
|
||||
end
|
||||
TriggerEvent('skinchanger:loadSkin', skin)
|
||||
end
|
||||
DoScreenFadeIn(400)
|
||||
end)
|
||||
repeat Citizen.Wait(200) until not IsScreenFadedOut()
|
||||
|
||||
elseif Characters[index] and Characters[index].skin then
|
||||
if Characters[spawned] and Characters[spawned].model then
|
||||
RequestModel(Characters[index].model)
|
||||
while not HasModelLoaded(Characters[index].model) do
|
||||
RequestModel(Characters[index].model)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
SetPlayerModel(PlayerId(), Characters[index].model)
|
||||
SetModelAsNoLongerNeeded(Characters[index].model)
|
||||
end
|
||||
TriggerEvent('skinchanger:loadSkin', Characters[index].skin)
|
||||
end
|
||||
spawned = index
|
||||
local playerPed = PlayerPedId()
|
||||
FreezeEntityPosition(PlayerPedId(), true)
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
SetEntityAlpha(playerPed, 255)
|
||||
SendNUIMessage({
|
||||
action = "openui",
|
||||
character = Characters[spawned]
|
||||
})
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupUI')
|
||||
AddEventHandler('esx_multicharacter:SetupUI', function(data, slots)
|
||||
DoScreenFadeOut(0)
|
||||
Characters = data
|
||||
slots = slots
|
||||
local elements = {}
|
||||
local Character = next(Characters)
|
||||
exports.spawnmanager:forceRespawn()
|
||||
|
||||
if Character == nil then
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
exports.spawnmanager:spawnPlayer({
|
||||
x = Config.Spawn.x,
|
||||
y = Config.Spawn.y,
|
||||
z = Config.Spawn.z,
|
||||
heading = Config.Spawn.w,
|
||||
model = `mp_m_freemode_01`,
|
||||
skipFade = true
|
||||
}, function()
|
||||
canRelog = false
|
||||
DoScreenFadeIn(400)
|
||||
Citizen.Wait(400)
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, false)
|
||||
SetEntityAlpha(playerPed, 0)
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', 1, true)
|
||||
TriggerEvent('esx_identity:showRegisterIdentity')
|
||||
end)
|
||||
else
|
||||
for k,v in pairs(Characters) do
|
||||
if not v.model and v.skin then
|
||||
if v.skin.model then v.model = v.skin.model elseif v.skin.sex == 1 then v.model = `mp_f_freemode_01` else v.model = `mp_m_freemode_01` end
|
||||
end
|
||||
if spawned == false then SetupCharacter(Character) end
|
||||
local label = v.firstname..' '..v.lastname
|
||||
if Characters[k].disabled then
|
||||
elements[#elements+1] = {label = label, value = v.id}
|
||||
else
|
||||
elements[#elements+1] = {label = label, value = v.id}
|
||||
end
|
||||
end
|
||||
if #elements < slots then
|
||||
elements[#elements+1] = {label = _('create_char'), value = (#elements+1), new = true}
|
||||
end
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'selectchar', {
|
||||
title = _('select_char'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
local elements = {}
|
||||
if not data.current.new then
|
||||
if not Characters[data.current.value].disabled then
|
||||
elements[1] = {label = _('char_play'), action = 'play', value = data.current.value}
|
||||
else
|
||||
elements[1] = {label = _('char_disabled'), value = data.current.value}
|
||||
end
|
||||
if Config.CanDelete then elements[2] = {label = _('char_delete'), action = 'delete', value = data.current.value} end
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'choosechar', {
|
||||
title = _('select_char'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
if data.current.action == 'play' then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', data.current.value, false)
|
||||
elseif data.current.action == 'delete' then
|
||||
local elements2 = {}
|
||||
elements2[1] = {label = _('cancel')}
|
||||
elements2[2] = {label = _('confirm'), value = data.current.value}
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'deletechar', {
|
||||
title = _('delete_label', Characters[data.current.value].firstname, Characters[data.current.value].lastname),
|
||||
align = 'center',
|
||||
elements = elements2
|
||||
}, function(data, menu)
|
||||
if data.current.value then
|
||||
TriggerServerEvent('esx_multicharacter:DeleteCharacter', data.current.value)
|
||||
spawned = false
|
||||
ESX.UI.Menu.CloseAll()
|
||||
else
|
||||
menu.close()
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
else
|
||||
ESX.UI.Menu.CloseAll()
|
||||
local GetSlot = function()
|
||||
for i = 1, slots do
|
||||
if not Characters[i] then
|
||||
return i
|
||||
end
|
||||
end
|
||||
end
|
||||
local slot = GetSlot()
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', slot, true)
|
||||
TriggerEvent('esx_identity:showRegisterIdentity')
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.refresh()
|
||||
end, function(data, menu)
|
||||
if data.current.new then
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, false)
|
||||
SetEntityAlpha(playerPed, 0)
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
else
|
||||
SetupCharacter(data.current.value)
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
ResetEntityAlpha(playerPed)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded')
|
||||
AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
|
||||
local spawn = playerData.coords or Config.Spawn
|
||||
if isNew or not skin or #skin == 1 then
|
||||
local finished = false
|
||||
local sex = skin.sex or 0
|
||||
if sex == 0 then model = `mp_m_freemode_01` else model = `mp_f_freemode_01` end
|
||||
RequestModel(model)
|
||||
while not HasModelLoaded(model) do
|
||||
RequestModel(model)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
SetPlayerModel(PlayerId(), model)
|
||||
SetModelAsNoLongerNeeded(model)
|
||||
skin = Config.Default
|
||||
skin.sex = sex
|
||||
TriggerEvent('skinchanger:loadSkin', skin, function()
|
||||
playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
ResetEntityAlpha(playerPed)
|
||||
TriggerEvent('esx_skin:openSaveableMenu', function()
|
||||
finished = true end, function() finished = true
|
||||
end)
|
||||
end)
|
||||
repeat Citizen.Wait(200) until finished
|
||||
end
|
||||
DoScreenFadeOut(100)
|
||||
|
||||
SetCamActive(cam, false)
|
||||
RenderScriptCams(false, false, 0, true, true)
|
||||
cam = nil
|
||||
local playerPed = PlayerPedId()
|
||||
FreezeEntityPosition(playerPed, true)
|
||||
SetEntityCoordsNoOffset(playerPed, spawn.x, spawn.y, spawn.z, false, false, false, true)
|
||||
SetEntityHeading(playerPed, spawn.heading)
|
||||
if not isNew then TriggerEvent('skinchanger:loadSkin', skin or Characters[spawned].skin) end
|
||||
Citizen.Wait(400)
|
||||
DoScreenFadeIn(400)
|
||||
repeat Citizen.Wait(200) until not IsScreenFadedOut()
|
||||
TriggerServerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('playerSpawned')
|
||||
TriggerEvent('esx:restoreLoadout')
|
||||
Characters, hidePlayers = {}, false
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerLogout')
|
||||
AddEventHandler('esx:onPlayerLogout', function()
|
||||
DoScreenFadeOut(0)
|
||||
spawned = false
|
||||
TriggerEvent("esx_multicharacter:SetupCharacters")
|
||||
TriggerEvent('esx_skin:resetFirstSpawn')
|
||||
end)
|
||||
|
||||
if Config.Relog then
|
||||
RegisterCommand('relog', function(source, args, rawCommand)
|
||||
if canRelog == true then
|
||||
canRelog = false
|
||||
TriggerServerEvent('esx_multicharacter:relog')
|
||||
ESX.SetTimeout(10000, function()
|
||||
canRelog = true
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
@@ -0,0 +1,129 @@
|
||||
Config = {}
|
||||
Config.Locale = 'en'
|
||||
|
||||
-- Allows players to delete their characters
|
||||
Config.CanDelete = true
|
||||
|
||||
if IsDuplicityVersion() then
|
||||
-- This is the default number of slots for EVERY player
|
||||
-- If you want to manage extra slots for specific players you can do it by using '/setslots' and '/remslots' commands
|
||||
Config.Slots = 4
|
||||
--------------------
|
||||
|
||||
-- Text to prepend to each character (char#:identifier) - keep it short
|
||||
Config.Prefix = 'char'
|
||||
--------------------
|
||||
|
||||
-- Default identifier to store for characters - this should always match es_extended (recommended: license)
|
||||
Config.Identifier = 'license'
|
||||
|
||||
else
|
||||
-- Sets the location for the character selection scene
|
||||
-- To set the spawn location for new characters, modify the default value in the `users` SQL table
|
||||
Config.Spawn = vector4(-113.7, 565.3, 195.2, 0)
|
||||
--------------------
|
||||
|
||||
-- Do not use unless you are prepared to adjust your resources to correctly reset data
|
||||
-- Information: https://github.com/thelindat/esx_multicharacter#relogging
|
||||
Config.Relog = true
|
||||
--------------------
|
||||
|
||||
-- Default appearance for new characters
|
||||
Config.Default = {
|
||||
mom = 21,
|
||||
dad = 0,
|
||||
face_md_weight = 50,
|
||||
skin_md_weight = 50,
|
||||
nose_1 = 0,
|
||||
nose_2 = 0,
|
||||
nose_3 = 0,
|
||||
nose_4 = 0,
|
||||
nose_5 = 0,
|
||||
nose_6 = 0,
|
||||
cheeks_1 = 0,
|
||||
cheeks_2 = 0,
|
||||
cheeks_3 = 0,
|
||||
lip_thickness = 0,
|
||||
jaw_1 = 0,
|
||||
jaw_2 = 0,
|
||||
chin_1 = 0,
|
||||
chin_2 = 0,
|
||||
chin_13 = 0,
|
||||
chin_4 = 0,
|
||||
neck_thickness = 0,
|
||||
hair_1 = 0,
|
||||
hair_2 = 0,
|
||||
hair_color_1 = 0,
|
||||
hair_color_2 = 0,
|
||||
tshirt_1 = 0,
|
||||
tshirt_2 = 0,
|
||||
torso_1 = 0,
|
||||
torso_2 = 0,
|
||||
decals_1 = 0,
|
||||
decals_2 = 0,
|
||||
arms = 0,
|
||||
arms_2 = 0,
|
||||
pants_1 = 0,
|
||||
pants_2 = 0,
|
||||
shoes_1 = 0,
|
||||
shoes_2 = 0,
|
||||
mask_1 = 0,
|
||||
mask_2 = 0,
|
||||
bproof_1 = 0,
|
||||
bproof_2 = 0,
|
||||
chain_1 = 0,
|
||||
chain_2 = 0,
|
||||
helmet_1 = -1,
|
||||
helmet_2 = 0,
|
||||
glasses_1 = 0,
|
||||
glasses_2 = 0,
|
||||
watches_1 = -1,
|
||||
watches_2 = 0,
|
||||
bracelets_1 = -1,
|
||||
bracelets_2 = 0,
|
||||
bags_1 = 0,
|
||||
bags_2 = 0,
|
||||
eye_color = 0,
|
||||
eye_squint = 0,
|
||||
eyebrows_2 = 0,
|
||||
eyebrows_1 = 0,
|
||||
eyebrows_3 = 0,
|
||||
eyebrows_4 = 0,
|
||||
eyebrows_5 = 0,
|
||||
eyebrows_6 = 0,
|
||||
makeup_1 = 0,
|
||||
makeup_2 = 0,
|
||||
makeup_3 = 0,
|
||||
makeup_4 = 0,
|
||||
lipstick_1 = 0,
|
||||
lipstick_2 = 0,
|
||||
lipstick_3 = 0,
|
||||
lipstick_4 = 0,
|
||||
ears_1 = -1,
|
||||
ears_2 = 0,
|
||||
chest_1 = 0,
|
||||
chest_2 = 0,
|
||||
chest_3 = 0,
|
||||
bodyb_1 = -1,
|
||||
bodyb_2 = 0,
|
||||
bodyb_3 = -1,
|
||||
bodyb_4 = 0,
|
||||
age_1 = 0,
|
||||
age_2 = 0,
|
||||
blemishes_1 = 0,
|
||||
blemishes_2 = 0,
|
||||
blush_1 = 0,
|
||||
blush_2 = 0,
|
||||
blush_3 = 0,
|
||||
complexion_1 = 0,
|
||||
complexion_2 = 0,
|
||||
sun_1 = 0,
|
||||
sun_2 = 0,
|
||||
moles_1 = 0,
|
||||
moles_2 = 0,
|
||||
beard_1 = 0,
|
||||
beard_2 = 0,
|
||||
beard_3 = 0,
|
||||
beard_4 = 0
|
||||
}
|
||||
end
|
||||
@@ -0,0 +1,9 @@
|
||||
CREATE TABLE `multicharacter_slots` (
|
||||
`identifier` VARCHAR(60) NOT NULL,
|
||||
`slots` INT(11) NOT NULL,
|
||||
PRIMARY KEY (`identifier`) USING BTREE,
|
||||
INDEX `slots` (`slots`) USING BTREE
|
||||
) ENGINE=InnoDB;
|
||||
|
||||
ALTER TABLE `users` ADD COLUMN
|
||||
`disabled` TINYINT(1) NULL DEFAULT '0';
|
||||
@@ -0,0 +1,39 @@
|
||||
fx_version 'cerulean'
|
||||
game 'gta5'
|
||||
description 'https://github.com/thelindat/esx_multicharacter'
|
||||
version '1.4.2'
|
||||
lua54 'yes'
|
||||
|
||||
dependencies {
|
||||
'es_extended',
|
||||
'esx_menu_default',
|
||||
'esx_identity',
|
||||
'esx_skin'
|
||||
}
|
||||
|
||||
shared_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'locales/*.lua',
|
||||
'config.lua'
|
||||
}
|
||||
|
||||
server_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
'@oxmysql/lib/MySQL.lua',
|
||||
'server/*.lua',
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'client/*.lua'
|
||||
}
|
||||
|
||||
ui_page {
|
||||
'html/ui.html',
|
||||
}
|
||||
|
||||
files {
|
||||
'html/ui.html',
|
||||
'html/css/main.css',
|
||||
'html/js/app.js',
|
||||
'html/locales/*.js',
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
@import url('https://fonts.googleapis.com/css2?family=Raleway:wght@300;600&display=swap');
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
user-select: none;
|
||||
color: rgb(255, 255, 255);
|
||||
font-weight: 300;
|
||||
font-size: 1.6vh;
|
||||
font-family: Calibri, "Helvetica", san-serif;
|
||||
}
|
||||
|
||||
html {
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
p {
|
||||
margin: 0 !important;
|
||||
}
|
||||
|
||||
body {
|
||||
background: transparent;
|
||||
}
|
||||
|
||||
.main-container {
|
||||
display:none;
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
right: 25;
|
||||
transform: translate(0, -50%);
|
||||
background: rgba(0,0,0,0.7);
|
||||
}
|
||||
|
||||
.header {
|
||||
position: absolute;
|
||||
top: 5%;
|
||||
left: 50%;
|
||||
transform: translate(-50%);
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
|
||||
.footer {
|
||||
position: absolute;
|
||||
bottom: 5%;
|
||||
left: 50%;
|
||||
transform: translate(-50%);
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
|
||||
.character-box {
|
||||
display: flex;
|
||||
right: 0;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
text-align: center;
|
||||
line-height: 1.4rem;
|
||||
height: calc(100vh - 6rem);
|
||||
width: 20rem;
|
||||
padding: 1rem;
|
||||
border: 1px rgba(12,12,12,200) solid;
|
||||
box-shadow: 0px 0px 4px 1px rgba(12,12,12,20);
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-family: 'Raleway', sans-serif;
|
||||
padding-top: 2rem;
|
||||
display: block;
|
||||
font-size: 1.3rem;
|
||||
font-weight: 600;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
var money = Intl.NumberFormat('en-US', {
|
||||
style: 'currency',
|
||||
currency: 'USD',
|
||||
minimumFractionDigits: 0
|
||||
});
|
||||
|
||||
(() => {
|
||||
Kashacter = {};
|
||||
|
||||
Kashacter.ShowUI = function(data) {
|
||||
$('body').css({"display":"block"});
|
||||
$('.main-container').css({"display":"block"});
|
||||
$('[data-charid=1]').html('<div class="character-info"><p class="character-info-name"><h1>' + `${translate.name} ` + '</h1><span>' + data.firstname +' '+ data.lastname +'</span></p><p class="character-info-work"><h1>' + `${translate.job} ` + '</h1><span>'+ data.job +' '+ data.job_grade +'</span></p><p class="character-info-money"><h1>' + `${translate.money} ` + '</h1><span> '+ money.format(data.money) +'</span></p><p class="character-info-bank"><h1>' + `${translate.bank} ` + '</h1><span> '+ money.format(data.bank) +'</span></p> <p class="character-info-dateofbirth"><h1>' + `${translate.dob} ` + '</h1><span>'+ data.dateofbirth +'</span></p> <p class="character-info-gender"><h1>' + `${translate.gender} ` + '</h1><span>'+ data.sex +'</span></p></div>').attr("data-ischar", "true");
|
||||
};
|
||||
|
||||
Kashacter.CloseUI = function() {
|
||||
$('body').css({"display":"none"});
|
||||
$('.main-container').css({"display":"none"});
|
||||
$('[data-charid=1]').html('<h3 class="character-fullname"></h3><div class="character-info"><p class="character-info-new"></p></div>');
|
||||
};
|
||||
|
||||
window.onload = function(e) {
|
||||
window.addEventListener('message', function(event) {
|
||||
switch(event.data.action) {
|
||||
case 'openui':
|
||||
Kashacter.ShowUI(event.data.character);
|
||||
break;
|
||||
case 'closeui':
|
||||
Kashacter.CloseUI();
|
||||
break;
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Jméno";
|
||||
translate.job = "Práce";
|
||||
translate.bank = "Banka";
|
||||
translate.money = "Peníze";
|
||||
translate.gender = "Pohlaví";
|
||||
translate.dob = "Datum narození";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Name";
|
||||
translate.job = "Beruf";
|
||||
translate.bank = "Bankguthaben";
|
||||
translate.money = "Bargeld";
|
||||
translate.gender = "Geschlecht";
|
||||
translate.dob = "Geburtsdatum";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Name";
|
||||
translate.job = "Job";
|
||||
translate.bank = "Bank";
|
||||
translate.money = "Cash";
|
||||
translate.gender = "Gender";
|
||||
translate.dob = "Date of birth";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Nom";
|
||||
translate.job = "Métier";
|
||||
translate.bank = "Banque";
|
||||
translate.money = "Argent";
|
||||
translate.gender = "Sexe";
|
||||
translate.dob = "Date de naissance";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "imię";
|
||||
translate.job = "Zajęcie";
|
||||
translate.bank = "Bank";
|
||||
translate.money = "Gotówka";
|
||||
translate.gender = "Seks";
|
||||
translate.dob = "Data urodzenia";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Nome";
|
||||
translate.job = "Trabalho";
|
||||
translate.bank = "Banco";
|
||||
translate.money = "Dinheiro";
|
||||
translate.gender = "Género";
|
||||
translate.dob = "Data de Nascimento";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "İsim";
|
||||
translate.job = "Meslek";
|
||||
translate.bank = "Banka";
|
||||
translate.money = "Nakit";
|
||||
translate.gender = "Cinsiyet";
|
||||
translate.dob = "Doğum Tarihi";
|
||||
@@ -0,0 +1,24 @@
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
|
||||
<!-- Custom CSS -->
|
||||
<link rel="stylesheet" type="text/css" href="css/main.css" />
|
||||
<!-- Locales -->
|
||||
<script src="locales/en.js"></script>
|
||||
</head>
|
||||
<body style="display: none;">
|
||||
<div class="main-container">
|
||||
<div class='header'>ESX Legacy</div>
|
||||
<div class="character-box" data-charid="1">
|
||||
<h3 class="character-fullname"></h3>
|
||||
<div class="character-info"></div>
|
||||
</div>
|
||||
<div class='footer'>Multicharacter</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<script src="https://code.jquery.com/jquery-3.3.1.min.js" integrity="sha256-FgpCb/KJQlLNfOu91ta32o/NMZxltwRo8QtmkMRdAu8=" crossorigin="anonymous"></script>
|
||||
<script src="js/app.js" type="text/javascript"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['cs'] = {
|
||||
['male'] = "Muž",
|
||||
['female'] = "Žena",
|
||||
['delete_label'] = "Vymazat %s %s?",
|
||||
['select_char'] = "Zvolit Postavu",
|
||||
['create_char'] = "Vytvořit Novou Postavu",
|
||||
['char_play'] = "Hrát za postavu",
|
||||
['char_disabled'] = "Tato postava je zakázána!",
|
||||
['char_delete'] = "Vymazat postavu",
|
||||
['cancel'] = "Zrušit",
|
||||
['confirm'] = "Potvrdit",
|
||||
['command_setslots'] = "Nastavit slot pro hráče v multicharacteru",
|
||||
['command_remslots'] = "Odebrat slot pro hráče v multicharacteru",
|
||||
['command_enablechar'] = "Povolit zovlený slot hráči",
|
||||
['command_disablechar'] = "Zakázat zvolený slot pro hračé",
|
||||
['command_charslot'] = "Číslo slotu",
|
||||
['command_identifier'] = "Identifier hráče",
|
||||
['command_slots'] = "# ze slotu",
|
||||
['slotsadd'] = "Přidal slot %s hráči %s",
|
||||
['slotsedit'] = "Nastavil si slot %s hráči %s",
|
||||
['slotsrem'] = "Odebral si slot %s",
|
||||
['charenabled'] = "Povolol si postavu #%s z %s",
|
||||
['chardisabled'] = "Zakázal si postavu #%s z %s",
|
||||
['charnotfound'] = "Postava #%s z %s nebyla nalezena/neexistuje",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['de'] = {
|
||||
['male'] = "Männlich",
|
||||
['female'] = "Weiblich",
|
||||
['delete_label'] = "Lösche %s %s?",
|
||||
['select_char'] = "Charakter auswählen",
|
||||
['create_char'] = "Neuen Charakter erstellen",
|
||||
['char_play'] = "Diesen Charakter spielen",
|
||||
['char_delete'] = "Diesen Charakter löschen",
|
||||
['cancel'] = "Abbrechen",
|
||||
['confirm'] = "Bestätigen",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['en'] = {
|
||||
['male'] = "Male",
|
||||
['female'] = "Female",
|
||||
['delete_label'] = "Delete %s %s?",
|
||||
['select_char'] = "Select Character",
|
||||
['create_char'] = "Create new character",
|
||||
['char_play'] = "Play this character",
|
||||
['char_disabled'] = "This character is disabled",
|
||||
['char_delete'] = "Delete this character",
|
||||
['cancel'] = "Cancel",
|
||||
['confirm'] = "Confirm",
|
||||
['command_setslots'] = "Set multicharacter slots number of a player",
|
||||
['command_remslots'] = "Remove multicharacter slots number of a player",
|
||||
['command_enablechar'] = "Enable a given character of a player",
|
||||
['command_disablechar'] = "Disable a given character of a player",
|
||||
['command_charslot'] = "Slot number of the character",
|
||||
['command_identifier'] = "Player identifier",
|
||||
['command_slots'] = "# of slots",
|
||||
['slotsadd'] = "You added %s slots to %s",
|
||||
['slotsedit'] = "You set %s slots to %s",
|
||||
['slotsrem'] = "You removed slots to %s",
|
||||
['charenabled'] = "You enabled character #%s of %s",
|
||||
['chardisabled'] = "You disabled character #%s of %s",
|
||||
['charnotfound'] = "Character #%s of %s doesn't exist",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['it'] = {
|
||||
['male'] = "Maschio",
|
||||
['female'] = "Femmina",
|
||||
['delete_label'] = "Cancella %s %s?",
|
||||
['select_char'] = "Seleziona Personaggio",
|
||||
['create_char'] = "Crea un nuovo personaggio",
|
||||
['char_play'] = "Gioca questo personaggio",
|
||||
['char_disabled'] = "Questo personaggio è disabilitato",
|
||||
['char_delete'] = "Cancella questo personaggio",
|
||||
['cancel'] = "Annulla",
|
||||
['confirm'] = "Conferma",
|
||||
['command_setslots'] = "Imposta il numero di slot di personaggi di un giocatore",
|
||||
['command_remslots'] = "Rimuovi il numero di slot di personaggi di un giocatore",
|
||||
['command_enablechar'] = "Abilita un personaggio di un giocatore",
|
||||
['command_disablechar'] = "Disabilita un personaggio di un giocatore",
|
||||
['command_charslot'] = "Numero dello slot del personaggio",
|
||||
['command_identifier'] = "Identifier del giocatore",
|
||||
['command_slots'] = "# di slot",
|
||||
['slotsadd'] = "Hai aggiunto %s slot a %s",
|
||||
['slotsedit'] = "Hai impostato %s slot a %s",
|
||||
['slotsrem'] = "Hai rimosso gli slot a %s",
|
||||
['charenabled'] = "Hai abilitato il %s° personaggio di %s",
|
||||
['chardisabled'] = "Hai disabilitato il %s° personaggio di %s",
|
||||
['charnotfound'] = "Il personaggio %s di %s non esiste",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['pt'] = {
|
||||
['male'] = "Masculino",
|
||||
['female'] = "Feminino",
|
||||
['delete_label'] = "Eliminar %s %s?",
|
||||
['select_char'] = "Selecionar personagem",
|
||||
['create_char'] = "Criar novo personagem",
|
||||
['char_play'] = "Selecionar",
|
||||
['char_delete'] = "Eliminar personagem",
|
||||
['cancel'] = "Cancelar",
|
||||
['confirm'] = "Confirmar",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['tr'] = {
|
||||
['male'] = "Erkek",
|
||||
['female'] = "Kadın",
|
||||
['delete_label'] = "Sil %s %s?",
|
||||
['select_char'] = "Karakter Seç",
|
||||
['create_char'] = "Yeni Karakter Oluştur",
|
||||
['char_play'] = "Bu Karakterle Oyna",
|
||||
['char_delete'] = "Bu Karakteri Sil",
|
||||
['cancel'] = "İptal",
|
||||
['confirm'] = "Onayla",
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
### Requirements (ensure you are using the latest)
|
||||
- [ESX Legacy](https://github.com/esx-framework/esx-legacy)
|
||||
- [OxMySQL](https://github.com/overextended/oxmysql/releases)
|
||||
|
||||
### Conflicts
|
||||
* The following resources should not be used with ESX Legacy and can result in errors
|
||||
- essentialmode
|
||||
- basic-gamemode
|
||||
- fivem-map-skater
|
||||
- fivem-map-hipster
|
||||
- default_spawnpoint
|
||||
|
||||
### Installation
|
||||
- Modify your ESX config with `Config.Multichar = true`
|
||||
- Run `esx_multicharacter.sql` into your database
|
||||
- All owner and identifier columns should be set to `VARCHAR(60)` to ensure correct data entry
|
||||
- The resource will attempt to set columns automatically
|
||||
|
||||
|
||||
#### The menu is esx_menu_default - you can use any version if you want a different appearance
|
||||

|
||||
|
||||
### Relogging
|
||||
- Do not enable this setting if you do not intend to properly set up relog support
|
||||
- Requires the latest update for ESX Status (prevents multiple status ticks from running)
|
||||
- Add the following events to resources that require support for relogging, or
|
||||
- Add them to [@es_extended/imports.lua](https://github.com/esx-framework/esx-legacy/blob/main/[esx]/es_extended/imports.lua) (and use the imports in your resources)
|
||||
```lua
|
||||
RegisterNetEvent('esx:playerLoaded', function(xPlayer)
|
||||
ESX.PlayerData = xPlayer
|
||||
ESX.PlayerLoaded = true
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerLogout', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
end)
|
||||
```
|
||||
|
||||
### Notes
|
||||
- This resource is not compatible with ExtendedMode or previous versions of ESX
|
||||
- Legacy, skin, and identity must be updated to at least the minimum commits specified above
|
||||
- Characters are stored in the users table as `char#:license` - if you need to use a different identifier then you need to modify ESX itself
|
||||
- Character deletion does not require manual entries for the tables to remove
|
||||
- As characters are stored with unique identifiers, there is no excessive queries being executed
|
||||
|
||||
### Kashacters
|
||||
- This project is forked from the [kashacters multicharacter resource](https://github.com/FiveEYZ/esx_kashacter)
|
||||
- Most of the code has been entirely rewritten
|
||||
- KASH has given permission for this resource to use his code and the addition of a license
|
||||
- The license obviously does not apply to previous versions and KASH has stated his resource is free to be used however
|
||||
|
||||
|
||||
|
||||
## Notice
|
||||
Copyright © 2021 Linden <https://github.com/thelindat/> and KASH
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see https://www.gnu.org/licenses.
|
||||
|
||||
|
||||
### Thanks to KASH, XxFri3ndlyxX, and all those who have contributed
|
||||
@@ -0,0 +1,79 @@
|
||||
ESX.RegisterCommand('setslots', 'admin', function(xPlayer, args, showError)
|
||||
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
|
||||
args.identifier
|
||||
})
|
||||
|
||||
if slots == nil then
|
||||
MySQL.update('INSERT INTO `multicharacter_slots` (`identifier`, `slots`) VALUES (?, ?)', {
|
||||
args.identifier,
|
||||
args.slots
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsadd', args.slots, args.identifier))
|
||||
else
|
||||
MySQL.update('UPDATE `multicharacter_slots` SET `slots` = ? WHERE `identifier` = ?', {
|
||||
args.slots,
|
||||
args.identifier
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsedit', args.slots, args.identifier))
|
||||
end
|
||||
end, true, {help = _U('command_setslots'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'slots', help = _U('command_slots'), type = 'number'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('remslots', 'admin', function(xPlayer, args, showError)
|
||||
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
|
||||
args.identifier
|
||||
})
|
||||
|
||||
if slots ~= nil then
|
||||
MySQL.update('DELETE FROM `multicharacter_slots` WHERE `identifier` = ?', {
|
||||
args.identifier
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsrem', args.identifier))
|
||||
end
|
||||
end, true, {help = _U('command_remslots'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('enablechar', 'admin', function(xPlayer, args, showError)
|
||||
|
||||
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
|
||||
|
||||
MySQL.update('UPDATE `users` SET `disabled` = 0 WHERE identifier = ?', {
|
||||
selectedCharacter
|
||||
}, function(result)
|
||||
if result > 0 then
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charenabled', args.charslot, args.identifier))
|
||||
else
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
|
||||
end
|
||||
end)
|
||||
|
||||
end, true, {help = _U('command_enablechar'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('disablechar', 'admin', function(xPlayer, args, showError)
|
||||
|
||||
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
|
||||
|
||||
MySQL.update('UPDATE `users` SET `disabled` = 1 WHERE identifier = ?', {
|
||||
selectedCharacter
|
||||
}, function(result)
|
||||
if result > 0 then
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('chardisabled', args.charslot, args.identifier))
|
||||
else
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
|
||||
end
|
||||
end)
|
||||
|
||||
end, true, {help = _U('command_disablechar'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
|
||||
}})
|
||||
|
||||
RegisterCommand('forcelog', function(source, args, rawCommand)
|
||||
TriggerEvent('esx:playerLogout', source)
|
||||
end, true)
|
||||
@@ -0,0 +1,221 @@
|
||||
if not ESX then
|
||||
error('\n^1Unable to start Multicharacter - you must be using ESX Legacy^0')
|
||||
elseif ESX.GetConfig().Multichar == true then
|
||||
local DATABASE do
|
||||
local connectionString = GetConvar('mysql_connection_string', '');
|
||||
if connectionString == '' then
|
||||
error(connectionString..'\n^1Unable to start Multicharacter - unable to determine database from mysql_connection_string^0', 0)
|
||||
elseif connectionString:find('mysql://') then
|
||||
connectionString = connectionString:sub(9, -1)
|
||||
DATABASE = connectionString:sub(connectionString:find('/')+1, -1):gsub('[%?]+[%w%p]*$', '')
|
||||
else
|
||||
connectionString = {string.strsplit(';', connectionString)}
|
||||
for i = 1, #connectionString do
|
||||
local v = connectionString[i]
|
||||
if v:match('database') then
|
||||
DATABASE = v:sub(10, #v)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local DB_TABLES = {users = 'identifier'}
|
||||
local FETCH = nil
|
||||
local SLOTS = Config.Slots or 4
|
||||
local PREFIX = Config.Prefix or 'char'
|
||||
local PRIMARY_IDENTIFIER = ESX.GetConfig().Identifier or GetConvar('sv_lan', '') == 'true' and 'ip' or Config.Identifier
|
||||
|
||||
local function GetIdentifier(source)
|
||||
local identifier = PRIMARY_IDENTIFIER..':'
|
||||
for _, v in pairs(GetPlayerIdentifiers(source)) do
|
||||
if string.match(v, identifier) then
|
||||
identifier = string.gsub(v, identifier, '')
|
||||
return identifier
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if next(ESX.Players) then
|
||||
local players = table.clone(ESX.Players)
|
||||
table.wipe(ESX.Players)
|
||||
for _, v in pairs(players) do
|
||||
ESX.Players[GetIdentifier(v.source)] = true
|
||||
end
|
||||
else ESX.Players = {} end
|
||||
|
||||
local function SetupCharacters(source)
|
||||
while not FETCH do Citizen.Wait(100) end
|
||||
local identifier = GetIdentifier(source)
|
||||
ESX.Players[identifier] = true
|
||||
|
||||
local slots = MySQL.scalar.await('SELECT slots FROM multicharacter_slots WHERE identifier = ?', { identifier }) or SLOTS
|
||||
identifier = PREFIX..'%:'..identifier
|
||||
|
||||
local result = MySQL.query.await(FETCH, {identifier, slots})
|
||||
local characters
|
||||
|
||||
if result then
|
||||
local characterCount = #result
|
||||
characters = table.create(0, characterCount)
|
||||
|
||||
for i = 1, characterCount, 1 do
|
||||
local v = result[i]
|
||||
local job, grade = v.job or 'unemployed', tostring(v.job_grade)
|
||||
|
||||
if ESX.Jobs[job] and ESX.Jobs[job].grades[grade] then
|
||||
if job ~= 'unemployed' then grade = ESX.Jobs[job].grades[grade].label else grade = '' end
|
||||
job = ESX.Jobs[job].label
|
||||
end
|
||||
|
||||
local accounts = json.decode(v.accounts)
|
||||
local id = tonumber(string.sub(v.identifier, #PREFIX+1, string.find(v.identifier, ':')-1))
|
||||
|
||||
characters[id] = {
|
||||
id = id,
|
||||
bank = accounts.bank,
|
||||
money = accounts.money,
|
||||
job = job,
|
||||
job_grade = grade,
|
||||
firstname = v.firstname,
|
||||
lastname = v.lastname,
|
||||
dateofbirth = v.dateofbirth,
|
||||
skin = v.skin and json.decode(v.skin) or {},
|
||||
disabled = v.disabled,
|
||||
sex = v.sex == 'm' and _('male') or _('female')
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
TriggerClientEvent('esx_multicharacter:SetupUI', source, characters, slots)
|
||||
end
|
||||
|
||||
AddEventHandler('playerConnecting', function(playerName, setKickReason, deferrals)
|
||||
deferrals.defer()
|
||||
local identifier = GetIdentifier(source)
|
||||
|
||||
if identifier then
|
||||
if ESX.Players[identifier] then
|
||||
deferrals.done(('A player is already connected to the server with this identifier.\nYour identifier: %s:%s'):format(PRIMARY_IDENTIFIER, identifier))
|
||||
else
|
||||
deferrals.done()
|
||||
end
|
||||
else
|
||||
deferrals.done(('Unable to retrieve player identifier.\nIdentifier type: %s'):format(PRIMARY_IDENTIFIER))
|
||||
end
|
||||
end)
|
||||
|
||||
local function DeleteCharacter(source, charid)
|
||||
local identifier = ('%s%s:%s'):format(PREFIX, charid, GetIdentifier(source))
|
||||
local query = 'DELETE FROM %s WHERE %s = ?'
|
||||
local queries = {}
|
||||
local count = 0
|
||||
|
||||
for table, column in pairs(DB_TABLES) do
|
||||
count += 1
|
||||
queries[count] = {query = query:format(table, column), values = {identifier}}
|
||||
end
|
||||
|
||||
MySQL.transaction(queries, function(result)
|
||||
if result then
|
||||
print(('[^2INFO^7] Player [%s] %s has deleted a character (%s)'):format(GetPlayerName(source), source, identifier))
|
||||
Citizen.Wait(50)
|
||||
SetupCharacters(source)
|
||||
else
|
||||
error('\n^1Transaction failed while trying to delete '..identifier..'^0')
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
MySQL.ready(function()
|
||||
local length = 42 + #PREFIX
|
||||
local DB_COLUMNS = MySQL.query.await(('SELECT TABLE_NAME, COLUMN_NAME, CHARACTER_MAXIMUM_LENGTH FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_SCHEMA = "%s" AND DATA_TYPE = "varchar" AND COLUMN_NAME IN (?)'):format(DATABASE, length), {
|
||||
{'identifier', 'owner'}
|
||||
})
|
||||
|
||||
if DB_COLUMNS then
|
||||
local columns = {}
|
||||
local count = 0
|
||||
|
||||
for i = 1, #DB_COLUMNS do
|
||||
local v = DB_COLUMNS[i]
|
||||
|
||||
if v?.CHARACTER_MAXIMUM_LENGTH ~= length then
|
||||
count += 1
|
||||
columns[v.TABLE_NAME] = v.COLUMN_NAME
|
||||
end
|
||||
end
|
||||
|
||||
if next(columns) then
|
||||
local query = 'ALTER TABLE `%s` MODIFY COLUMN `%s` VARCHAR(%s)'
|
||||
local queries = table.create(count, 0)
|
||||
|
||||
for k, v in pairs(columns) do
|
||||
queries[#queries+1] = {query = query:format(k, v, length)}
|
||||
end
|
||||
|
||||
if MySQL.transaction.await(queries) then
|
||||
print(('[^2INFO^7] Updated ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
|
||||
else
|
||||
print(('[^2INFO^7] Unable to update ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
|
||||
end
|
||||
end
|
||||
|
||||
ESX.Jobs = {}
|
||||
|
||||
local function GetJobs()
|
||||
if ESX.GetJobs then
|
||||
return ESX.GetJobs()
|
||||
end
|
||||
return exports.es_extended:getSharedObject().Jobs
|
||||
end
|
||||
|
||||
repeat
|
||||
ESX.Jobs = GetJobs()
|
||||
Citizen.Wait(50)
|
||||
until next(ESX.Jobs)
|
||||
|
||||
FETCH = 'SELECT identifier, accounts, job, job_grade, firstname, lastname, dateofbirth, sex, skin, disabled FROM users WHERE identifier LIKE ? LIMIT ?'
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupCharacters', function()
|
||||
SetupCharacters(source)
|
||||
end)
|
||||
|
||||
local awaitingRegistration = {}
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:CharacterChosen', function(charid, isNew)
|
||||
if type(charid) == 'number' and string.len(charid) <= 2 and type(isNew) == 'boolean' then
|
||||
if isNew then
|
||||
awaitingRegistration[source] = charid
|
||||
else
|
||||
TriggerEvent('esx:onPlayerJoined', source, PREFIX..charid)
|
||||
ESX.Players[GetIdentifier(source)] = true
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx_identity:completedRegistration', function(source, data)
|
||||
TriggerEvent('esx:onPlayerJoined', source, PREFIX..awaitingRegistration[source], data)
|
||||
awaitingRegistration[source] = nil
|
||||
ESX.Players[GetIdentifier(source)] = true
|
||||
end)
|
||||
|
||||
AddEventHandler('playerDropped', function(reason)
|
||||
awaitingRegistration[source] = nil
|
||||
ESX.Players[GetIdentifier(source)] = nil
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:DeleteCharacter', function(charid)
|
||||
if Config.CanDelete and type(charid) == 'number' and string.len(charid) <= 2 then
|
||||
DeleteCharacter(source, charid)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:relog', function()
|
||||
TriggerEvent('esx:playerLogout', source)
|
||||
end)
|
||||
|
||||
else
|
||||
assert(nil, '^3WARNING: Multicharacter is disabled - please check your ESX configuration^0')
|
||||
end
|
||||
+29
-29
@@ -1,29 +1,29 @@
|
||||
<h1 align='center'>ESX Legacy</a></h1><p align='center'><b><a href='https://discord.gg/cNx6HF9P5J'>Discord</a> - <a href='https://esx-framework.org/'>Website</a> - <a href='https://docs.esx-framework.org/legacy/installation'>Documentation</a></b></h5>
|
||||
|
||||
**IMPORTANT**: ESX Legacy now supports ox Inventory. **HOWEVER, THIS SHOULD ONLY BE USED IF YOU ARE EXPERIENCED AND KNOW WHAT YOU ARE DOING**.
|
||||
|
||||
##### ESX is the leading framework for creating roleplay servers on FiveM, with many official and community resources designed to utilise the tools provided here. For a taste of what's available
|
||||
|
||||
> esx_identity: Enables character registration defining a players name, sex, height, and date of birth
|
||||
> esx_society: Allows job resources to register a society, gaining employee management, society funds, and more
|
||||
> esx_billing: Allows members of some societies to send fines or bills to other players
|
||||
> esx_vehicleshop: Allow players to purchase vehicles from a dealership, or setup society support for a player-managed dealership
|
||||
> esx_ambulancejob: Adds a death and respawn system while allowing players to work as EMS to heal and revive others
|
||||
|
||||
Many more resources are included in this repository, or you can browse the [ESX Community Github](https://github.com/esx-community/) or [Cfx.re Releases board](https://forum.cfx.re/tag/esx) for more.
|
||||
|
||||
<hr>
|
||||
|
||||
### License
|
||||
|
||||
es_extended - ESX framework for FiveM
|
||||
|
||||
Copyright (C) 2015-2022 Jérémie N'gadi
|
||||
|
||||
This program Is free software: you can redistribute it And/Or modify it under the terms Of the GNU General Public License As published by the Free Software Foundation, either version 3 Of the License, Or (at your option) any later version.
|
||||
|
||||
This program Is distributed In the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty Of MERCHANTABILITY Or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License For more details.
|
||||
|
||||
You should have received a copy Of the GNU General Public License along with this program. If Not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
<hr>
|
||||
<h1 align='center'>ESX Legacy</a></h1><p align='center'><b><a href='https://discord.gg/cNx6HF9P5J'>Discord</a> - <a href='https://esx-framework.org/'>Website</a> - <a href='https://docs.esx-framework.org/legacy/installation'>Documentation</a></b></h5>
|
||||
|
||||
**IMPORTANT**: ESX Legacy now supports ox Inventory. **HOWEVER, THIS SHOULD ONLY BE USED IF YOU ARE EXPERIENCED AND KNOW WHAT YOU ARE DOING**.
|
||||
|
||||
##### ESX is the leading framework for creating roleplay servers on FiveM, with many official and community resources designed to utilise the tools provided here. For a taste of what's available
|
||||
|
||||
> esx_identity: Enables character registration defining a players name, sex, height, and date of birth
|
||||
> esx_society: Allows job resources to register a society, gaining employee management, society funds, and more
|
||||
> esx_billing: Allows members of some societies to send fines or bills to other players
|
||||
> esx_vehicleshop: Allow players to purchase vehicles from a dealership, or setup society support for a player-managed dealership
|
||||
> esx_ambulancejob: Adds a death and respawn system while allowing players to work as EMS to heal and revive others
|
||||
|
||||
Many more resources are included in this repository, or you can browse the [ESX Community Github](https://github.com/esx-community/) or [Cfx.re Releases board](https://forum.cfx.re/tag/esx) for more.
|
||||
|
||||
<hr>
|
||||
|
||||
### License
|
||||
|
||||
es_extended - ESX framework for FiveM
|
||||
|
||||
Copyright (C) 2015-2022 Jérémie N'gadi
|
||||
|
||||
This program Is free software: you can redistribute it And/Or modify it under the terms Of the GNU General Public License As published by the Free Software Foundation, either version 3 Of the License, Or (at your option) any later version.
|
||||
|
||||
This program Is distributed In the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty Of MERCHANTABILITY Or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License For more details.
|
||||
|
||||
You should have received a copy Of the GNU General Public License along with this program. If Not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
<hr>
|
||||
Reference in New Issue
Block a user