mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-09-01 20:01:47 +00:00
fa81033557
- Async task for buying boats aswell
227 lines
6.5 KiB
Lua
227 lines
6.5 KiB
Lua
local HasAlreadyEnteredMarker = false
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local LastZone = nil
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CurrentAction = nil
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CurrentActionMsg = ''
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CurrentActionData = {}
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-- Key controls
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(10)
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if CurrentAction ~= nil then
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ESX.ShowHelpNotification(CurrentActionMsg)
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if IsControlJustReleased(0, Keys['E']) then
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if CurrentAction == 'boat_shop' then
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if not Config.EnableLicense then
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OpenBoatShop(Config.Zones.BoatShops[CurrentActionData.zoneNum])
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else -- check for license
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ESX.TriggerServerCallback('esx_license:checkLicense', function (hasBoatLicense)
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if hasBoatLicense then
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OpenBoatShop(Config.Zones.BoatShops[CurrentActionData.zoneNum])
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else
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OpenLicenceMenu(Config.Zones.BoatShops[CurrentActionData.zoneNum])
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end
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end, GetPlayerServerId(PlayerId()), 'boat')
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end
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elseif CurrentAction == 'garage_out' then
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OpenBoatGarage(Config.Zones.Garages[CurrentActionData.zoneNum])
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elseif CurrentAction == 'garage_in' then
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StoreBoatInGarage(CurrentActionData.vehicle)
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end
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CurrentAction = nil
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end
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else
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Citizen.Wait(500)
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end
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end
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end)
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AddEventHandler('esx_boat:hasEnteredMarker', function(zone, zoneNum)
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if zone == 'boat_shop' then
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CurrentAction = 'boat_shop'
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CurrentActionMsg = _U('boat_shop_open')
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CurrentActionData = { zoneNum = zoneNum }
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elseif zone == 'garage_out' then
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CurrentAction = 'garage_out'
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CurrentActionMsg = _U('garage_open')
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CurrentActionData = { zoneNum = zoneNum }
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elseif zone == 'garage_in' then
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local playerPed = PlayerPedId()
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local coords = GetEntityCoords(playerPed)
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if IsPedInAnyVehicle(playerPed, false) then
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local vehicle = GetVehiclePedIsIn(playerPed, false)
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if DoesEntityExist(vehicle) and GetPedInVehicleSeat(vehicle, -1) == playerPed then
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CurrentAction = 'garage_in'
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CurrentActionMsg = _U('garage_store')
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CurrentActionData = { vehicle = vehicle }
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end
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end
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end
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end)
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AddEventHandler('esx_boat:hasExitedMarker', function()
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if not isInShopMenu then
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ESX.UI.Menu.CloseAll()
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end
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CurrentAction = nil
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end)
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-- Draw markers
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(1)
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local playerPed = PlayerPedId()
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local coords = GetEntityCoords(playerPed)
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for i=1, #Config.Zones.BoatShops, 1 do
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local zone = Config.Zones.BoatShops[i].Outside
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if GetDistanceBetweenCoords(coords, zone.x, zone.y, zone.z, true) < Config.DrawDistance then
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DrawMarker(Config.MarkerType, zone.x, zone.y, zone.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.Marker.x, Config.Marker.y, Config.Marker.z, Config.Marker.r, Config.Marker.g, Config.Marker.b, 100, false, true, 2, false, false, false, false)
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end
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end
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for i=1, #Config.Zones.Garages, 1 do
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local zoneOut = Config.Zones.Garages[i].GaragePos
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if GetDistanceBetweenCoords(coords, zoneOut.x, zoneOut.y, zoneOut.z, true) < Config.DrawDistance then
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DrawMarker(Config.MarkerType, zoneOut.x, zoneOut.y, zoneOut.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.Marker.x, Config.Marker.y, Config.Marker.z, Config.Marker.r, Config.Marker.g, Config.Marker.b, 100, false, true, 2, false, false, false, false)
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end
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end
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for i=1, #Config.Zones.Garages, 1 do
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local zoneIn = Config.Zones.Garages[i].StorePos
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if GetDistanceBetweenCoords(coords, zoneIn.x, zoneIn.y, zoneIn.z, true) < Config.DrawDistance then
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DrawMarker(Config.MarkerType, zoneIn.x, zoneIn.y, zoneIn.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.StoreMarker.x, Config.StoreMarker.y, Config.StoreMarker.z, Config.StoreMarker.r, Config.StoreMarker.g, Config.StoreMarker.b, 100, false, true, 2, false, false, false, false)
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end
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end
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end
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end)
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-- Enter / Exit marker events
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(1)
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local playerPed = PlayerPedId()
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local coords = GetEntityCoords(playerPed)
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local isInMarker = false
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local currentZone = nil
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local currentZoneNum = nil
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for i=1, #Config.Zones.BoatShops, 1 do
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if GetDistanceBetweenCoords(coords, Config.Zones.BoatShops[i].Outside.x, Config.Zones.BoatShops[i].Outside.y, Config.Zones.BoatShops[i].Outside.z, true) < Config.Marker.x then
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isInMarker = true
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currentZone = 'boat_shop'
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currentZoneNum = i
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end
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end
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for i=1, #Config.Zones.Garages, 1 do
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if GetDistanceBetweenCoords(coords, Config.Zones.Garages[i].GaragePos.x, Config.Zones.Garages[i].GaragePos.y, Config.Zones.Garages[i].GaragePos.z, true) < Config.Marker.x then
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isInMarker = true
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currentZone = 'garage_out'
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currentZoneNum = i
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end
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if GetDistanceBetweenCoords(coords, Config.Zones.Garages[i].StorePos.x, Config.Zones.Garages[i].StorePos.y, Config.Zones.Garages[i].StorePos.z, true) < Config.StoreMarker.x then
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isInMarker = true
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currentZone = 'garage_in'
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currentZoneNum = i
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end
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end
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local hasExited = false
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if isInMarker and not HasAlreadyEnteredMarker or (isInMarker and (LastZone ~= currentZone or LastZoneNum ~= currentZoneNum) ) then
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if
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(LastZone ~= nil and LastZoneNum ~= nil) and
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(LastZone ~= currentZone or LastZoneNum ~= currentZoneNum)
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then
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TriggerEvent('esx_boat:hasExitedMarker', LastZone)
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hasExited = true
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end
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HasAlreadyEnteredMarker = true
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LastZone = currentZone
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LastZoneNum = currentZoneNum
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TriggerEvent('esx_boat:hasEnteredMarker', currentZone, currentZoneNum)
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end
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if not hasExited and not isInMarker and HasAlreadyEnteredMarker then
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HasAlreadyEnteredMarker = false
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TriggerEvent('esx_boat:hasExitedMarker')
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end
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end
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end)
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-- Blips
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Citizen.CreateThread(function()
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local blipList = {}
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for i=1, #Config.Zones.Garages, 1 do
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table.insert(blipList, {
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coords = { Config.Zones.Garages[i].GaragePos.x, Config.Zones.Garages[i].GaragePos.y },
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text = _U('blip_garage'),
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sprite = 356,
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color = 3,
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scale = 1.0
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})
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end
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for i=1, #Config.Zones.BoatShops, 1 do
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table.insert(blipList, {
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coords = { Config.Zones.BoatShops[i].Outside.x, Config.Zones.BoatShops[i].Outside.y },
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text = _U('blip_shop'),
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sprite = 427,
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color = 3,
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scale = 1.0
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})
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end
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for i=1, #blipList, 1 do
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CreateBlip(blipList[i].coords, blipList[i].text, blipList[i].sprite, blipList[i].color, blipList[i].scale)
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end
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end)
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function CreateBlip(coords, text, sprite, color, scale)
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local blip = AddBlipForCoord( table.unpack(coords) )
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SetBlipSprite(blip, sprite)
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SetBlipScale(blip, scale)
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SetBlipColour(blip, color)
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SetBlipAsShortRange(blip, true)
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BeginTextCommandSetBlipName('STRING')
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AddTextComponentSubstringPlayerName(text)
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EndTextCommandSetBlipName(blip)
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end |