Revert "pt-PT Translation pt.lua"

This commit is contained in:
Jérémie N'gadi
2020-05-15 18:21:28 +02:00
committed by GitHub
parent 5a21e759a9
commit 947f2184ff
180 changed files with 668 additions and 11546 deletions
+161 -316
View File
@@ -1,79 +1,4 @@
local isLoadoutLoaded, isPaused, pickups = false, false, {}
Citizen.CreateThread(function()
AddTextEntry('FE_THDR_GTAO', 'ESX')
local logLoopError = function(err)
ESX.LogLoopError(name, err)
end
local runLoop = function(name, loop)
local conditionsMet = true
for j=1, #loop.conditons, 1 do
if not loop.conditons[j]() then
conditionsMet = false
break
end
end
if conditionsMet then
ESX.LoopsRunning[name] = true
Citizen.CreateThread(function()
while true do
local tests = #loop.conditons
for i=1, #loop.conditons, 1 do
if not loop.conditons[i]() then
break
end
tests = tests - 1
end
if tests > 0 then
ESX.LoopsRunning[name] = false
return
end
local status, result = xpcall(loop.func, logLoopError)
if not status then
ESX.Loops[name] = nil
ESX.LoopsRunning[name] = false
return
end
Citizen.Wait(loop.wait)
end
end)
end
end
while true do
for name, loop in pairs(ESX.Loops) do
if ESX.LoopsRunning[name] ~= true then
local status, result = xpcall(runLoop, ESX.LogError, name, loop)
end
end
Citizen.Wait(250)
end
end)
local isPaused, isDead, pickups = false, false, {}
Citizen.CreateThread(function()
while true do
@@ -88,17 +13,35 @@ end)
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(playerData)
ESX.PlayerLoaded = true
ESX.PlayerLoaded = true
ESX.PlayerData = playerData
local playerPed = PlayerPedId()
-- check if player is coming from loading screen
if GetEntityModel(PlayerPedId()) == GetHashKey('PLAYER_ZERO') then
local defaultModel = GetHashKey('a_m_y_stbla_02')
RequestModel(defaultModel)
if Config.EnablePvP then
SetCanAttackFriendly(playerPed, true, false)
NetworkSetFriendlyFireOption(true)
while not HasModelLoaded(defaultModel) do
Citizen.Wait(10)
end
SetPlayerModel(PlayerId(), defaultModel)
SetPedDefaultComponentVariation(PlayerPedId())
SetPedRandomComponentVariation(PlayerPedId(), true)
SetModelAsNoLongerNeeded(defaultModel)
end
-- freeze the player
FreezeEntityPosition(PlayerPedId(), true)
-- enable PVP
SetCanAttackFriendly(PlayerPedId(), true, false)
NetworkSetFriendlyFireOption(true)
-- disable wanted level
ClearPlayerWantedLevel(PlayerId())
SetMaxWantedLevel(0)
if Config.EnableHud then
for k,v in ipairs(playerData.accounts) do
local accountTpl = '<div><img src="img/accounts/' .. v.name .. '.png"/>&nbsp;{{money}}</div>'
@@ -117,46 +60,42 @@ AddEventHandler('esx:playerLoaded', function(playerData)
})
end
-- Bringing back spawnmanager, see commit of Smallo92 at https://github.com/extendedmode/extendedmode/commit/9979c204f1237091e94fdd46580c9e7ebc79bca7
exports.spawnmanager:spawnPlayer({
x = playerData.coords.x,
y = playerData.coords.y,
z = playerData.coords.z,
heading = playerData.coords.heading,
model = 'mp_m_freemode_01',
skipFade = false
}, function()
ESX.Game.Teleport(PlayerPedId(), {
x = playerData.coords.x,
y = playerData.coords.y,
z = playerData.coords.z + 0.25,
heading = playerData.coords.heading
}, function()
TriggerServerEvent('esx:onPlayerSpawn')
TriggerEvent('esx:onPlayerSpawn')
TriggerEvent('esx:restoreLoadout')
end)
TriggerEvent('playerSpawned') -- compatibility with old scripts, will be removed soon
TriggerEvent('esx:restoreLoadout')
Citizen.Wait(3000)
ShutdownLoadingScreen()
FreezeEntityPosition(PlayerPedId(), false)
DoScreenFadeIn(10000)
StartServerSyncLoops()
end)
end)
RegisterNetEvent('esx:setMaxWeight')
AddEventHandler('esx:setMaxWeight', function(newMaxWeight) ESX.PlayerData.maxWeight = newMaxWeight end)
AddEventHandler('esx:onPlayerSpawn', function() ESX.IsDead = false end)
AddEventHandler('esx:onPlayerDeath', function() ESX.IsDead = true end)
AddEventHandler('skinchanger:loadDefaultModel', function() isLoadoutLoaded = false end)
AddEventHandler('esx:onPlayerSpawn', function() isDead = false end)
AddEventHandler('esx:onPlayerDeath', function() isDead = true end)
AddEventHandler('skinchanger:modelLoaded', function()
while not ESX.PlayerLoaded do
while not ESX.PlayerLoaded do
Citizen.Wait(100)
end
TriggerEvent('esx:restoreLoadout')
TriggerEvent('esx:restoreLoadout')
end)
AddEventHandler('esx:restoreLoadout', function()
local playerPed = PlayerPedId()
local playerPed = PlayerPedId()
local ammoTypes = {}
RemoveAllPedWeapons(playerPed, true)
for k,v in ipairs(ESX.PlayerData.loadout) do
@@ -170,7 +109,6 @@ AddEventHandler('esx:restoreLoadout', function()
for k2,v2 in ipairs(v.components) do
local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
GiveWeaponComponentToPed(playerPed, weaponHash, componentHash)
end
@@ -179,8 +117,6 @@ AddEventHandler('esx:restoreLoadout', function()
ammoTypes[ammoType] = true
end
end
isLoadoutLoaded = true
end)
RegisterNetEvent('esx:setAccountMoney')
@@ -309,7 +245,7 @@ RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(job)
if Config.EnableHud then
ESX.UI.HUD.UpdateElement('job', {
job_label = job.label,
job_label = job.label,
grade_label = job.grade_label
})
end
@@ -332,92 +268,42 @@ AddEventHandler('esx:spawnVehicle', function(vehicleName)
end)
RegisterNetEvent('esx:createPickup')
AddEventHandler('esx:createPickup', function(pickupId, label, playerId, type, name, components, tintIndex)
local playerPed = GetPlayerPed(GetPlayerFromServerId(playerId))
local entityCoords, forwardVector = GetEntityCoords(playerPed), GetEntityForwardVector(playerPed)
local objectCoords = (entityCoords + forwardVector * 1.0)
local function setupPickup(obj)
SetEntityAsMissionEntity(obj, true, false)
PlaceObjectOnGroundProperly(obj)
FreezeEntityPosition(obj, true)
SetEntityCollision(obj, false, true)
AddEventHandler('esx:createPickup', function(pickupId, label, coords, type, name, components, tintIndex)
local function setObjectProperties(object)
SetEntityAsMissionEntity(object, true, false)
PlaceObjectOnGroundProperly(object)
FreezeEntityPosition(object, true)
SetEntityCollision(object, false, true)
pickups[pickupId] = {
id = pickupId,
obj = obj,
label = label,
obj = object,
label = label,
inRange = false,
coords = objectCoords
coords = vector3(coords.x, coords.y, coords.z)
}
end
if type == 'item_weapon' then
local weaponHash = GetHashKey(name)
ESX.Streaming.RequestWeaponAsset(weaponHash)
local pickupObject = CreateWeaponObject(weaponHash, 50, coords.x, coords.y, coords.z, true, 1.0, 0)
SetWeaponObjectTintIndex(pickupObject, tintIndex)
Citizen.CreateThread(function()
local weaponHash = GetHashKey(name)
ESX.Streaming.RequestWeaponAsset(weaponHash)
local pickupObject = CreateWeaponObject(weaponHash, 50, objectCoords, true, 1.0, 0)
SetWeaponObjectTintIndex(pickupObject, tintIndex)
for k,v in ipairs(components) do
local component = ESX.GetWeaponComponent(name, v)
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
end
setupPickup(pickupObject)
end)
for k,v in ipairs(components) do
local component = ESX.GetWeaponComponent(name, v)
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
end
setObjectProperties(pickupObject)
else
ESX.Game.SpawnLocalObject('prop_money_bag_01', objectCoords, function(obj)
setupPickup(obj)
end)
ESX.Game.SpawnLocalObject('prop_money_bag_01', coords, setObjectProperties)
end
end)
RegisterNetEvent('esx:createMissingPickups')
AddEventHandler('esx:createMissingPickups', function(missingPickups)
for pickupId,pickup in pairs(missingPickups) do
local pickupObject = nil
if pickup.type == 'item_weapon' then
ESX.Streaming.RequestWeaponAsset(GetHashKey(pickup.name))
pickupObject = CreateWeaponObject(GetHashKey(pickup.name), 50, pickup.coords.x, pickup.coords.y, pickup.coords.z, true, 1.0, 0)
SetWeaponObjectTintIndex(pickupObject, pickup.tintIndex)
for k,componentName in ipairs(pickup.components) do
local component = ESX.GetWeaponComponent(pickup.name, componentName)
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
end
else
ESX.Game.SpawnLocalObject('prop_money_bag_01', pickup.coords, function(obj)
pickupObject = obj
end)
while not pickupObject do
Citizen.Wait(10)
end
end
SetEntityAsMissionEntity(pickupObject, true, false)
PlaceObjectOnGroundProperly(pickupObject)
FreezeEntityPosition(pickupObject, true)
SetEntityCollision(pickupObject, false, true)
pickups[pickupId] = {
obj = pickupObject,
label = pickup.label,
inRange = false,
coords = vector3(pickup.coords.x, pickup.coords.y, pickup.coords.z)
}
TriggerEvent('esx:createPickup', pickupId, pickup.label, pickup.coords, pickup.type, pickup.name, pickup.components, pickup.tintIndex)
end
end)
@@ -495,151 +381,110 @@ if Config.EnableHud then
end)
end
ESX.Loop('server-sync-ammo', function()
function StartServerSyncLoops()
-- keep track of ammo
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local playerPed = PlayerPedId()
if isDead then
Citizen.Wait(500)
else
local playerPed = PlayerPedId()
if IsPedShooting(playerPed) then
local _,weaponHash = GetCurrentPedWeapon(playerPed, true)
local weapon = ESX.GetWeaponFromHash(weaponHash)
if IsPedShooting(playerPed) then
local _,weaponHash = GetCurrentPedWeapon(playerPed, true)
local weapon = ESX.GetWeaponFromHash(weaponHash)
if weapon then
local ammoCount = GetAmmoInPedWeapon(playerPed, weaponHash)
TriggerServerEvent('esx:updateWeaponAmmo', weapon.name, ammoCount)
end
end
if weapon then
local ammoCount = GetAmmoInPedWeapon(playerPed, weaponHash)
TriggerServerEvent('esx:updateWeaponAmmo', weapon.name, ammoCount)
end
end
end
end
end)
end, 250, {
function() return ESX.PlayerLoaded and (not ESX.IsDead) end
})
-- sync current player coords with server
Citizen.CreateThread(function()
local previousCoords = vector3(ESX.PlayerData.coords.x, ESX.PlayerData.coords.y, ESX.PlayerData.coords.z)
local previousCoords
while true do
Citizen.Wait(1000)
local playerPed = PlayerPedId()
ESX.Loop('server-sync-coords', function()
local playerPed = PlayerPedId()
if DoesEntityExist(playerPed) then
local playerCoords = GetEntityCoords(playerPed)
previousCoords = previousCoords or playerCoords
local distance = #(playerCoords - previousCoords)
if distance > 1 then
previousCoords = playerCoords
local playerHeading = ESX.Math.Round(GetEntityHeading(playerPed), 1)
local formattedCoords = {x = ESX.Math.Round(playerCoords.x, 1), y = ESX.Math.Round(playerCoords.y, 1), z = ESX.Math.Round(playerCoords.z, 1), heading = playerHeading}
TriggerServerEvent('esx:updateCoords', formattedCoords)
end
end
end, 1000, {
function() return ESX.PlayerLoaded and (not ESX.IsDead) end
})
-- Disable wanted level
if Config.DisableWantedLevel then
ESX.Loop('disable-wanted-level', function()
local playerId = PlayerId()
if GetPlayerWantedLevel(playerId) ~= 0 then
SetPlayerWantedLevel(playerId, 0, false)
SetPlayerWantedLevelNow(playerId, false)
end
end, 0)
if DoesEntityExist(playerPed) then
local playerCoords = GetEntityCoords(playerPed)
local distance = #(playerCoords - previousCoords)
if distance > 1 then
previousCoords = playerCoords
local playerHeading = ESX.Math.Round(GetEntityHeading(playerPed), 1)
local formattedCoords = {x = ESX.Math.Round(playerCoords.x, 1), y = ESX.Math.Round(playerCoords.y, 1), z = ESX.Math.Round(playerCoords.z, 1), heading = playerHeading}
TriggerServerEvent('esx:updateCoords', formattedCoords)
end
end
end
end)
end
-- Pickups
local pickupsInRange = {}
local closestUsablePickup = nil
ESX.Loop('get-pickups-in-range', function()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
pickupsInRange = {}
closestUsablePickup = nil
for pickupId, pickup in pairs(pickups) do
local distance = #(playerCoords - pickup.coords)
if distance < 5.0 then
pickupsInRange[#pickupsInRange + 1] = pickup
if distance < 1.0 then
closestUsablePickup = pickup
end
end
end
end, 500)
ESX.Loop('draw-pickups', function()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
for i=1, #pickupsInRange, 1 do
local pickup = pickupsInRange[i]
ESX.ShowFloatingHelpNotification(pickup.label, {
x = pickup.coords.x,
y = pickup.coords.y,
z = pickup.coords.z + 0.25
}, 100)
end
end, 0)
ESX.Loop('pickup-actions', function()
local playerPed = PlayerPedId()
local pickup = closestUsablePickup
if IsControlJustReleased(0, 38) then
if IsPedOnFoot(playerPed) then
Citizen.CreateThread(function()
local dict, anim = 'weapons@first_person@aim_rng@generic@projectile@sticky_bomb@', 'plant_floor'
ESX.Streaming.RequestAnimDict(dict)
TaskPlayAnim(playerPed, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
Citizen.Wait(1000)
TriggerServerEvent('esx:onPickup', pickup.id)
PlaySoundFrontend(-1, 'PICK_UP', 'HUD_FRONTEND_DEFAULT_SOUNDSET', false)
end)
end
end
end, 0, {
function() return closestUsablePickup ~= nil end
})
AddEventHandler('luaconsole:getHandlers', function(cb)
local name = GetCurrentResourceName()
cb(name, function(code, env)
if env ~= nil then
for k,v in pairs(env) do _ENV[k] = v end
return load(code, 'lc:' .. name, 'bt', _ENV)
else
return load(code, 'lc:' .. name, 'bt')
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if IsControlJustReleased(0, 289) then
if IsInputDisabled(0) and not isDead and not ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
ESX.ShowInventory()
end
end
end
end)
-- Pickups
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local playerPed = PlayerPedId()
local playerCoords, letSleep = GetEntityCoords(playerPed), true
local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer(playerCoords)
for pickupId,pickup in pairs(pickups) do
local distance = #(playerCoords - pickup.coords)
if distance < 5 then
local label = pickup.label
letSleep = false
if distance < 1 then
if IsControlJustReleased(0, 38) then
if IsPedOnFoot(playerPed) and (closestDistance == -1 or closestDistance > 3) and not pickup.inRange then
pickup.inRange = true
local dict, anim = 'weapons@first_person@aim_rng@generic@projectile@sticky_bomb@', 'plant_floor'
ESX.Streaming.RequestAnimDict(dict)
TaskPlayAnim(playerPed, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
Citizen.Wait(1000)
TriggerServerEvent('esx:onPickup', pickupId)
PlaySoundFrontend(-1, 'PICK_UP', 'HUD_FRONTEND_DEFAULT_SOUNDSET', false)
end
end
label = ('%s~n~%s'):format(label, _U('threw_pickup_prompt'))
end
ESX.Game.Utils.DrawText3D({
x = pickup.coords.x,
y = pickup.coords.y,
z = pickup.coords.z + 0.25
}, label, 1.2, 1)
elseif pickup.inRange then
pickup.inRange = false
end
end
if letSleep then
Citizen.Wait(500)
end
end
end)