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Merge remote-tracking branch 'esx_ambulancejob/master'
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end_of_line = crlf
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charset = utf-8
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trim_trailing_whitespace = true
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insert_final_newline = true
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|
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licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
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.
|
||||
|
||||
fxserver-esx_ambulancejob
|
||||
Copyright (C) 2015 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/>.
|
||||
|
||||
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:
|
||||
|
||||
fxserver-esx_ambulancejob Copyright (C) 2015 Jérémie N'gadi
|
||||
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
|
||||
<http://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
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,53 @@
|
||||
# esx_ambulancejob
|
||||
|
||||
ESX Ambulance Job is an plugin for ESX with features:
|
||||
|
||||
- Adds death screen, with early respawn timer and bleed out timer
|
||||
- Vehicle garages, revive menu and more for on duty EMS
|
||||
|
||||
## Requirements
|
||||
|
||||
* Auto mode
|
||||
- [esx_skin](https://github.com/ESX-Org/esx_skin)
|
||||
- [esx_vehicleshop](https://github.com/ESX-Org/esx_vehicleshop)
|
||||
|
||||
* Player management (boss actions)
|
||||
- [esx_society](https://github.com/ESX-Org/esx_society)
|
||||
|
||||
## Download & Installation
|
||||
|
||||
### Using [fvm](https://github.com/qlaffont/fvm-installer)
|
||||
```
|
||||
fvm install --save --folder=esx esx-org/esx_ambulancejob
|
||||
```
|
||||
|
||||
### Using Git
|
||||
```
|
||||
cd resources
|
||||
git clone https://github.com/ESX-Org/esx_ambulancejob [esx]/esx_ambulancejob
|
||||
```
|
||||
|
||||
### Manually
|
||||
- Download https://github.com/ESX-Org/esx_ambulancejob/archive/master.zip
|
||||
- Put it in the `[esx]` directory
|
||||
|
||||
## Installation
|
||||
- Import `esx_ambulancejob.sql` in your database
|
||||
- If you want player management you have to set `Config.EnablePlayerManagement` to `true` in `config.lua`
|
||||
- Add this in your `server.cfg`:
|
||||
|
||||
```
|
||||
start esx_ambulancejob
|
||||
```
|
||||
|
||||
# Legal
|
||||
### License
|
||||
esx_ambulancejob - ambulance script for fivem
|
||||
|
||||
Copyright (C) 2015-2020 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/.
|
||||
@@ -0,0 +1,526 @@
|
||||
local CurrentAction, CurrentActionMsg, CurrentActionData = nil, '', {}
|
||||
local HasAlreadyEnteredMarker, LastHospital, LastPart, LastPartNum
|
||||
local isBusy, deadPlayers, deadPlayerBlips, isOnDuty = false, {}, {}, false
|
||||
isInShopMenu = false
|
||||
|
||||
function OpenAmbulanceActionsMenu()
|
||||
local elements = {{label = _U('cloakroom'), value = 'cloakroom'}}
|
||||
|
||||
if Config.EnablePlayerManagement and ESX.PlayerData.job.grade_name == 'boss' then
|
||||
table.insert(elements, {label = _U('boss_actions'), value = 'boss_actions'})
|
||||
end
|
||||
|
||||
ESX.UI.Menu.CloseAll()
|
||||
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'ambulance_actions', {
|
||||
title = _U('ambulance'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
if data.current.value == 'cloakroom' then
|
||||
OpenCloakroomMenu()
|
||||
elseif data.current.value == 'boss_actions' then
|
||||
TriggerEvent('esx_society:openBossMenu', 'ambulance', function(data, menu)
|
||||
menu.close()
|
||||
end, {wash = false})
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
|
||||
function OpenMobileAmbulanceActionsMenu()
|
||||
ESX.UI.Menu.CloseAll()
|
||||
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'mobile_ambulance_actions', {
|
||||
title = _U('ambulance'),
|
||||
align = 'top-left',
|
||||
elements = {
|
||||
{label = _U('ems_menu'), value = 'citizen_interaction'}
|
||||
}}, function(data, menu)
|
||||
if data.current.value == 'citizen_interaction' then
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'citizen_interaction', {
|
||||
title = _U('ems_menu_title'),
|
||||
align = 'top-left',
|
||||
elements = {
|
||||
{label = _U('ems_menu_revive'), value = 'revive'},
|
||||
{label = _U('ems_menu_small'), value = 'small'},
|
||||
{label = _U('ems_menu_big'), value = 'big'},
|
||||
{label = _U('ems_menu_putincar'), value = 'put_in_vehicle'},
|
||||
{label = _U('ems_menu_search'), value = 'search'}
|
||||
}}, function(data, menu)
|
||||
if isBusy then return end
|
||||
|
||||
local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
|
||||
|
||||
if data.current.value == 'search' then
|
||||
TriggerServerEvent('esx_ambulancejob:svsearch')
|
||||
elseif closestPlayer == -1 or closestDistance > 1.0 then
|
||||
ESX.ShowNotification(_U('no_players'))
|
||||
else
|
||||
if data.current.value == 'revive' then
|
||||
revivePlayer(closestPlayer)
|
||||
elseif data.current.value == 'small' then
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:getItemAmount', function(quantity)
|
||||
if quantity > 0 then
|
||||
local closestPlayerPed = GetPlayerPed(closestPlayer)
|
||||
local health = GetEntityHealth(closestPlayerPed)
|
||||
|
||||
if health > 0 then
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
isBusy = true
|
||||
ESX.ShowNotification(_U('heal_inprogress'))
|
||||
TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true)
|
||||
Citizen.Wait(10000)
|
||||
ClearPedTasks(playerPed)
|
||||
|
||||
TriggerServerEvent('esx_ambulancejob:removeItem', 'bandage')
|
||||
TriggerServerEvent('esx_ambulancejob:heal', GetPlayerServerId(closestPlayer), 'small')
|
||||
ESX.ShowNotification(_U('heal_complete', GetPlayerName(closestPlayer)))
|
||||
isBusy = false
|
||||
else
|
||||
ESX.ShowNotification(_U('player_not_conscious'))
|
||||
end
|
||||
else
|
||||
ESX.ShowNotification(_U('not_enough_bandage'))
|
||||
end
|
||||
end, 'bandage')
|
||||
|
||||
elseif data.current.value == 'big' then
|
||||
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:getItemAmount', function(quantity)
|
||||
if quantity > 0 then
|
||||
local closestPlayerPed = GetPlayerPed(closestPlayer)
|
||||
local health = GetEntityHealth(closestPlayerPed)
|
||||
|
||||
if health > 0 then
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
isBusy = true
|
||||
ESX.ShowNotification(_U('heal_inprogress'))
|
||||
TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true)
|
||||
Citizen.Wait(10000)
|
||||
ClearPedTasks(playerPed)
|
||||
|
||||
TriggerServerEvent('esx_ambulancejob:removeItem', 'medikit')
|
||||
TriggerServerEvent('esx_ambulancejob:heal', GetPlayerServerId(closestPlayer), 'big')
|
||||
ESX.ShowNotification(_U('heal_complete', GetPlayerName(closestPlayer)))
|
||||
isBusy = false
|
||||
else
|
||||
ESX.ShowNotification(_U('player_not_conscious'))
|
||||
end
|
||||
else
|
||||
ESX.ShowNotification(_U('not_enough_medikit'))
|
||||
end
|
||||
end, 'medikit')
|
||||
|
||||
elseif data.current.value == 'put_in_vehicle' then
|
||||
TriggerServerEvent('esx_ambulancejob:putInVehicle', GetPlayerServerId(closestPlayer))
|
||||
end
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
|
||||
function revivePlayer(closestPlayer)
|
||||
isBusy = true
|
||||
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:getItemAmount', function(quantity)
|
||||
if quantity > 0 then
|
||||
local closestPlayerPed = GetPlayerPed(closestPlayer)
|
||||
|
||||
if IsPedDeadOrDying(closestPlayerPed, 1) then
|
||||
local playerPed = PlayerPedId()
|
||||
local lib, anim = 'mini@cpr@char_a@cpr_str', 'cpr_pumpchest'
|
||||
ESX.ShowNotification(_U('revive_inprogress'))
|
||||
|
||||
for i=1, 15 do
|
||||
Citizen.Wait(900)
|
||||
|
||||
ESX.Streaming.RequestAnimDict(lib, function()
|
||||
TaskPlayAnim(playerPed, lib, anim, 8.0, -8.0, -1, 0, 0.0, false, false, false)
|
||||
end)
|
||||
end
|
||||
|
||||
TriggerServerEvent('esx_ambulancejob:removeItem', 'medikit')
|
||||
TriggerServerEvent('esx_ambulancejob:revive', GetPlayerServerId(closestPlayer))
|
||||
else
|
||||
ESX.ShowNotification(_U('player_not_unconscious'))
|
||||
end
|
||||
else
|
||||
ESX.ShowNotification(_U('not_enough_medikit'))
|
||||
end
|
||||
isBusy = false
|
||||
end, 'medikit')
|
||||
end
|
||||
|
||||
function FastTravel(coords, heading)
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
DoScreenFadeOut(800)
|
||||
|
||||
while not IsScreenFadedOut() do
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
|
||||
ESX.Game.Teleport(playerPed, coords, function()
|
||||
DoScreenFadeIn(800)
|
||||
|
||||
if heading then
|
||||
SetEntityHeading(playerPed, heading)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- Draw markers & Marker logic
|
||||
Citizen.CreateThread(function()
|
||||
while true do
|
||||
Citizen.Wait(0)
|
||||
|
||||
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'ambulance' then
|
||||
local playerCoords = GetEntityCoords(PlayerPedId())
|
||||
local letSleep, isInMarker, hasExited = true, false, false
|
||||
local currentHospital, currentPart, currentPartNum
|
||||
|
||||
for hospitalNum,hospital in pairs(Config.Hospitals) do
|
||||
-- Ambulance Actions
|
||||
for k,v in ipairs(hospital.AmbulanceActions) do
|
||||
local distance = #(playerCoords - v)
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
DrawMarker(Config.Marker.type, v, 0.0, 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, Config.Marker.a, false, false, 2, Config.Marker.rotate, nil, nil, false)
|
||||
letSleep = false
|
||||
|
||||
if distance < Config.Marker.x then
|
||||
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'AmbulanceActions', k
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Pharmacies
|
||||
for k,v in ipairs(hospital.Pharmacies) do
|
||||
local distance = #(playerCoords - v)
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
DrawMarker(Config.Marker.type, v, 0.0, 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, Config.Marker.a, false, false, 2, Config.Marker.rotate, nil, nil, false)
|
||||
letSleep = false
|
||||
|
||||
if distance < Config.Marker.x then
|
||||
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'Pharmacy', k
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Vehicle Spawners
|
||||
for k,v in ipairs(hospital.Vehicles) do
|
||||
local distance = #(playerCoords - v.Spawner)
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
DrawMarker(v.Marker.type, v.Spawner, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
|
||||
letSleep = false
|
||||
|
||||
if distance < v.Marker.x then
|
||||
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'Vehicles', k
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Helicopter Spawners
|
||||
for k,v in ipairs(hospital.Helicopters) do
|
||||
local distance = #(playerCoords - v.Spawner)
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
DrawMarker(v.Marker.type, v.Spawner, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
|
||||
letSleep = false
|
||||
|
||||
if distance < v.Marker.x then
|
||||
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'Helicopters', k
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Fast Travels (Prompt)
|
||||
for k,v in ipairs(hospital.FastTravelsPrompt) do
|
||||
local distance = #(playerCoords - v.From)
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
DrawMarker(v.Marker.type, v.From, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
|
||||
letSleep = false
|
||||
|
||||
if distance < v.Marker.x then
|
||||
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'FastTravelsPrompt', k
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Logic for exiting & entering markers
|
||||
if isInMarker and not HasAlreadyEnteredMarker or (isInMarker and (LastHospital ~= currentHospital or LastPart ~= currentPart or LastPartNum ~= currentPartNum)) then
|
||||
if
|
||||
(LastHospital ~= nil and LastPart ~= nil and LastPartNum ~= nil) and
|
||||
(LastHospital ~= currentHospital or LastPart ~= currentPart or LastPartNum ~= currentPartNum)
|
||||
then
|
||||
TriggerEvent('esx_ambulancejob:hasExitedMarker', LastHospital, LastPart, LastPartNum)
|
||||
hasExited = true
|
||||
end
|
||||
|
||||
HasAlreadyEnteredMarker, LastHospital, LastPart, LastPartNum = true, currentHospital, currentPart, currentPartNum
|
||||
|
||||
TriggerEvent('esx_ambulancejob:hasEnteredMarker', currentHospital, currentPart, currentPartNum)
|
||||
end
|
||||
|
||||
if not hasExited and not isInMarker and HasAlreadyEnteredMarker then
|
||||
HasAlreadyEnteredMarker = false
|
||||
TriggerEvent('esx_ambulancejob:hasExitedMarker', LastHospital, LastPart, LastPartNum)
|
||||
end
|
||||
|
||||
if letSleep then
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
else
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
-- Fast travels
|
||||
Citizen.CreateThread(function()
|
||||
while true do
|
||||
Citizen.Wait(0)
|
||||
local playerCoords, letSleep = GetEntityCoords(PlayerPedId()), true
|
||||
|
||||
for hospitalNum,hospital in pairs(Config.Hospitals) do
|
||||
-- Fast Travels
|
||||
for k,v in ipairs(hospital.FastTravels) do
|
||||
local distance = #(playerCoords - v.From)
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
DrawMarker(v.Marker.type, v.From, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
|
||||
letSleep = false
|
||||
|
||||
if distance < v.Marker.x then
|
||||
FastTravel(v.To.coords, v.To.heading)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if letSleep then
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx_ambulancejob:hasEnteredMarker', function(hospital, part, partNum)
|
||||
if part == 'AmbulanceActions' then
|
||||
CurrentAction = part
|
||||
CurrentActionMsg = _U('actions_prompt')
|
||||
CurrentActionData = {}
|
||||
elseif part == 'Pharmacy' then
|
||||
CurrentAction = part
|
||||
CurrentActionMsg = _U('open_pharmacy')
|
||||
CurrentActionData = {}
|
||||
elseif part == 'Vehicles' then
|
||||
CurrentAction = part
|
||||
CurrentActionMsg = _U('garage_prompt')
|
||||
CurrentActionData = {hospital = hospital, partNum = partNum}
|
||||
elseif part == 'Helicopters' then
|
||||
CurrentAction = part
|
||||
CurrentActionMsg = _U('helicopter_prompt')
|
||||
CurrentActionData = {hospital = hospital, partNum = partNum}
|
||||
elseif part == 'FastTravelsPrompt' then
|
||||
local travelItem = Config.Hospitals[hospital][part][partNum]
|
||||
|
||||
CurrentAction = part
|
||||
CurrentActionMsg = travelItem.Prompt
|
||||
CurrentActionData = {to = travelItem.To.coords, heading = travelItem.To.heading}
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx_ambulancejob:hasExitedMarker', function(hospital, part, partNum)
|
||||
if not isInShopMenu then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
end
|
||||
|
||||
CurrentAction = nil
|
||||
end)
|
||||
|
||||
-- Key Controls
|
||||
Citizen.CreateThread(function()
|
||||
while true do
|
||||
Citizen.Wait(0)
|
||||
|
||||
if CurrentAction then
|
||||
ESX.ShowHelpNotification(CurrentActionMsg)
|
||||
|
||||
if IsControlJustReleased(0, 38) then
|
||||
if CurrentAction == 'AmbulanceActions' then
|
||||
OpenAmbulanceActionsMenu()
|
||||
elseif CurrentAction == 'Pharmacy' then
|
||||
OpenPharmacyMenu()
|
||||
elseif CurrentAction == 'Vehicles' then
|
||||
OpenVehicleSpawnerMenu('car', CurrentActionData.hospital, CurrentAction, CurrentActionData.partNum)
|
||||
elseif CurrentAction == 'Helicopters' then
|
||||
OpenVehicleSpawnerMenu('helicopter', CurrentActionData.hospital, CurrentAction, CurrentActionData.partNum)
|
||||
elseif CurrentAction == 'FastTravelsPrompt' then
|
||||
FastTravel(CurrentActionData.to, CurrentActionData.heading)
|
||||
end
|
||||
|
||||
CurrentAction = nil
|
||||
end
|
||||
|
||||
elseif ESX.PlayerData.job and ESX.PlayerData.job.name == 'ambulance' and not isDead then
|
||||
if IsControlJustReleased(0, 167) then
|
||||
OpenMobileAmbulanceActionsMenu()
|
||||
end
|
||||
else
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:putInVehicle')
|
||||
AddEventHandler('esx_ambulancejob:putInVehicle', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
if IsAnyVehicleNearPoint(coords, 5.0) then
|
||||
local vehicle = GetClosestVehicle(coords, 5.0, 0, 71)
|
||||
|
||||
if DoesEntityExist(vehicle) then
|
||||
local maxSeats, freeSeat = GetVehicleMaxNumberOfPassengers(vehicle)
|
||||
|
||||
for i=maxSeats - 1, 0, -1 do
|
||||
if IsVehicleSeatFree(vehicle, i) then
|
||||
freeSeat = i
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if freeSeat then
|
||||
TaskWarpPedIntoVehicle(playerPed, vehicle, freeSeat)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
function OpenCloakroomMenu()
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'cloakroom', {
|
||||
title = _U('cloakroom'),
|
||||
align = 'top-left',
|
||||
elements = {
|
||||
{label = _U('ems_clothes_civil'), value = 'citizen_wear'},
|
||||
{label = _U('ems_clothes_ems'), value = 'ambulance_wear'},
|
||||
}}, function(data, menu)
|
||||
if data.current.value == 'citizen_wear' then
|
||||
ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin)
|
||||
TriggerEvent('skinchanger:loadSkin', skin)
|
||||
isOnDuty = false
|
||||
|
||||
for playerId,v in pairs(deadPlayerBlips) do
|
||||
RemoveBlip(v)
|
||||
deadPlayerBlips[playerId] = nil
|
||||
end
|
||||
end)
|
||||
elseif data.current.value == 'ambulance_wear' then
|
||||
ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin)
|
||||
if skin.sex == 0 then
|
||||
TriggerEvent('skinchanger:loadClothes', skin, jobSkin.skin_male)
|
||||
else
|
||||
TriggerEvent('skinchanger:loadClothes', skin, jobSkin.skin_female)
|
||||
end
|
||||
|
||||
isOnDuty = true
|
||||
TriggerEvent('esx_ambulancejob:setDeadPlayers', deadPlayers)
|
||||
end)
|
||||
end
|
||||
|
||||
menu.close()
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
|
||||
function OpenPharmacyMenu()
|
||||
ESX.UI.Menu.CloseAll()
|
||||
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'pharmacy', {
|
||||
title = _U('pharmacy_menu_title'),
|
||||
align = 'top-left',
|
||||
elements = {
|
||||
{label = _U('pharmacy_take', _U('medikit')), item = 'medikit', type = 'slider', value = 1, min = 1, max = 100},
|
||||
{label = _U('pharmacy_take', _U('bandage')), item = 'bandage', type = 'slider', value = 1, min = 1, max = 100}
|
||||
}}, function(data, menu)
|
||||
TriggerServerEvent('esx_ambulancejob:giveItem', data.current.item, data.current.value)
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:heal')
|
||||
AddEventHandler('esx_ambulancejob:heal', function(healType, quiet)
|
||||
local playerPed = PlayerPedId()
|
||||
local maxHealth = GetEntityMaxHealth(playerPed)
|
||||
|
||||
if healType == 'small' then
|
||||
local health = GetEntityHealth(playerPed)
|
||||
local newHealth = math.min(maxHealth, math.floor(health + maxHealth / 8))
|
||||
SetEntityHealth(playerPed, newHealth)
|
||||
elseif healType == 'big' then
|
||||
SetEntityHealth(playerPed, maxHealth)
|
||||
end
|
||||
|
||||
if not quiet then
|
||||
ESX.ShowNotification(_U('healed'))
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:setJob')
|
||||
AddEventHandler('esx:setJob', function(job)
|
||||
if isOnDuty and job ~= 'ambulance' then
|
||||
for playerId,v in pairs(deadPlayerBlips) do
|
||||
RemoveBlip(v)
|
||||
deadPlayerBlips[playerId] = nil
|
||||
end
|
||||
|
||||
isOnDuty = false
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:setDeadPlayers')
|
||||
AddEventHandler('esx_ambulancejob:setDeadPlayers', function(_deadPlayers)
|
||||
deadPlayers = _deadPlayers
|
||||
|
||||
if isOnDuty then
|
||||
for playerId,v in pairs(deadPlayerBlips) do
|
||||
RemoveBlip(v)
|
||||
deadPlayerBlips[playerId] = nil
|
||||
end
|
||||
|
||||
for playerId,status in pairs(deadPlayers) do
|
||||
if status == 'distress' then
|
||||
local player = GetPlayerFromServerId(playerId)
|
||||
local playerPed = GetPlayerPed(player)
|
||||
local blip = AddBlipForEntity(playerPed)
|
||||
|
||||
SetBlipSprite(blip, 303)
|
||||
SetBlipColour(blip, 1)
|
||||
SetBlipFlashes(blip, true)
|
||||
SetBlipCategory(blip, 7)
|
||||
|
||||
BeginTextCommandSetBlipName('STRING')
|
||||
AddTextComponentSubstringPlayerName(_U('blip_dead'))
|
||||
EndTextCommandSetBlipName(blip)
|
||||
|
||||
deadPlayerBlips[playerId] = blip
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
@@ -0,0 +1,401 @@
|
||||
local firstSpawn, PlayerLoaded = true, false
|
||||
|
||||
isDead, isSearched, medic = false, false, 0
|
||||
ESX = nil
|
||||
|
||||
AddEventHandler("onClientMapStart", function()
|
||||
exports.spawnmanager:spawnPlayer()
|
||||
Citizen.Wait(5000)
|
||||
exports.spawnmanager:setAutoSpawn(false)
|
||||
end)
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while ESX == nil do
|
||||
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
|
||||
while ESX.GetPlayerData().job == nil do
|
||||
Citizen.Wait(100)
|
||||
end
|
||||
|
||||
PlayerLoaded = true
|
||||
ESX.PlayerData = ESX.GetPlayerData()
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded')
|
||||
AddEventHandler('esx:playerLoaded', function(xPlayer)
|
||||
ESX.PlayerData = xPlayer
|
||||
PlayerLoaded = true
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:setJob')
|
||||
AddEventHandler('esx:setJob', function(job)
|
||||
ESX.PlayerData.job = job
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:onPlayerSpawn', function()
|
||||
isDead = false
|
||||
|
||||
if firstSpawn then
|
||||
firstSpawn = false
|
||||
|
||||
if Config.AntiCombatLog then
|
||||
while not PlayerLoaded do
|
||||
Citizen.Wait(5000)
|
||||
end
|
||||
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:getDeathStatus', function(shouldDie)
|
||||
if shouldDie then
|
||||
Citizen.Wait(10000)
|
||||
SetEntityHealth(PlayerPedId(), 0)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
-- Create blips
|
||||
Citizen.CreateThread(function()
|
||||
for k,v in pairs(Config.Hospitals) do
|
||||
local blip = AddBlipForCoord(v.Blip.coords)
|
||||
|
||||
SetBlipSprite(blip, v.Blip.sprite)
|
||||
SetBlipScale(blip, v.Blip.scale)
|
||||
SetBlipColour(blip, v.Blip.color)
|
||||
SetBlipAsShortRange(blip, true)
|
||||
|
||||
BeginTextCommandSetBlipName('STRING')
|
||||
AddTextComponentSubstringPlayerName(_U('blip_hospital'))
|
||||
EndTextCommandSetBlipName(blip)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Disable most inputs when dead
|
||||
Citizen.CreateThread(function()
|
||||
while true do
|
||||
Citizen.Wait(0)
|
||||
|
||||
if isDead then
|
||||
DisableAllControlActions(0)
|
||||
EnableControlAction(0, 47, true)
|
||||
EnableControlAction(0, 245, true)
|
||||
EnableControlAction(0, 38, true)
|
||||
else
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while true do
|
||||
Citizen.Wait(0)
|
||||
if isDead and isSearched then
|
||||
local playerPed = PlayerPedId()
|
||||
local ped = GetPlayerPed(GetPlayerFromServerId(medic))
|
||||
isSearched = false
|
||||
|
||||
AttachEntityToEntity(playerPed, ped, 11816, 0.54, 0.54, 0.0, 0.0, 0.0, 0.0, false, false, false, false, 2, true)
|
||||
Citizen.Wait(1000)
|
||||
DetachEntity(playerPed, true, false)
|
||||
ClearPedTasksImmediately(playerPed)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:clsearch')
|
||||
AddEventHandler('esx_ambulancejob:clsearch', function(medicId)
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
if isDead then
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
local playersInArea = ESX.Game.GetPlayersInArea(coords, 50.0)
|
||||
|
||||
for i=1, #playersInArea, 1 do
|
||||
local player = playersInArea[i]
|
||||
if player == GetPlayerFromServerId(medicId) then
|
||||
medic = tonumber(medicId)
|
||||
isSearched = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
function OnPlayerDeath()
|
||||
isDead = true
|
||||
ESX.UI.Menu.CloseAll()
|
||||
TriggerServerEvent('esx_ambulancejob:setDeathStatus', true)
|
||||
|
||||
StartDeathTimer()
|
||||
StartDistressSignal()
|
||||
|
||||
StartScreenEffect('DeathFailOut', 0, false)
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:useItem')
|
||||
AddEventHandler('esx_ambulancejob:useItem', function(itemName)
|
||||
ESX.UI.Menu.CloseAll()
|
||||
|
||||
if itemName == 'medikit' then
|
||||
local lib, anim = 'anim@heists@narcotics@funding@gang_idle', 'gang_chatting_idle01' -- TODO better animations
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
ESX.Streaming.RequestAnimDict(lib, function()
|
||||
TaskPlayAnim(playerPed, lib, anim, 8.0, -8.0, -1, 0, 0, false, false, false)
|
||||
|
||||
Citizen.Wait(500)
|
||||
while IsEntityPlayingAnim(playerPed, lib, anim, 3) do
|
||||
Citizen.Wait(0)
|
||||
DisableAllControlActions(0)
|
||||
end
|
||||
|
||||
TriggerEvent('esx_ambulancejob:heal', 'big', true)
|
||||
ESX.ShowNotification(_U('used_medikit'))
|
||||
end)
|
||||
|
||||
elseif itemName == 'bandage' then
|
||||
local lib, anim = 'anim@heists@narcotics@funding@gang_idle', 'gang_chatting_idle01' -- TODO better animations
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
ESX.Streaming.RequestAnimDict(lib, function()
|
||||
TaskPlayAnim(playerPed, lib, anim, 8.0, -8.0, -1, 0, 0, false, false, false)
|
||||
|
||||
Citizen.Wait(500)
|
||||
while IsEntityPlayingAnim(playerPed, lib, anim, 3) do
|
||||
Citizen.Wait(0)
|
||||
DisableAllControlActions(0)
|
||||
end
|
||||
|
||||
TriggerEvent('esx_ambulancejob:heal', 'small', true)
|
||||
ESX.ShowNotification(_U('used_bandage'))
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
function StartDistressSignal()
|
||||
Citizen.CreateThread(function()
|
||||
local timer = Config.BleedoutTimer
|
||||
|
||||
while timer > 0 and isDead do
|
||||
Citizen.Wait(0)
|
||||
timer = timer - 30
|
||||
|
||||
SetTextFont(4)
|
||||
SetTextScale(0.45, 0.45)
|
||||
SetTextColour(185, 185, 185, 255)
|
||||
SetTextDropshadow(0, 0, 0, 0, 255)
|
||||
SetTextDropShadow()
|
||||
SetTextOutline()
|
||||
BeginTextCommandDisplayText('STRING')
|
||||
AddTextComponentSubstringPlayerName(_U('distress_send'))
|
||||
EndTextCommandDisplayText(0.175, 0.805)
|
||||
|
||||
if IsControlJustReleased(0, 47) then
|
||||
SendDistressSignal()
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function SendDistressSignal()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
ESX.ShowNotification(_U('distress_sent'))
|
||||
TriggerServerEvent('esx_ambulancejob:onPlayerDistress')
|
||||
end
|
||||
|
||||
function DrawGenericTextThisFrame()
|
||||
SetTextFont(4)
|
||||
SetTextScale(0.0, 0.5)
|
||||
SetTextColour(255, 255, 255, 255)
|
||||
SetTextDropshadow(0, 0, 0, 0, 255)
|
||||
SetTextDropShadow()
|
||||
SetTextOutline()
|
||||
SetTextCentre(true)
|
||||
end
|
||||
|
||||
function secondsToClock(seconds)
|
||||
local seconds, hours, mins, secs = tonumber(seconds), 0, 0, 0
|
||||
|
||||
if seconds <= 0 then
|
||||
return 0, 0
|
||||
else
|
||||
local hours = string.format('%02.f', math.floor(seconds / 3600))
|
||||
local mins = string.format('%02.f', math.floor(seconds / 60 - (hours * 60)))
|
||||
local secs = string.format('%02.f', math.floor(seconds - hours * 3600 - mins * 60))
|
||||
|
||||
return mins, secs
|
||||
end
|
||||
end
|
||||
|
||||
function StartDeathTimer()
|
||||
local canPayFine = false
|
||||
|
||||
if Config.EarlyRespawnFine then
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:checkBalance', function(canPay)
|
||||
canPayFine = canPay
|
||||
end)
|
||||
end
|
||||
|
||||
local earlySpawnTimer = ESX.Math.Round(Config.EarlyRespawnTimer / 1000)
|
||||
local bleedoutTimer = ESX.Math.Round(Config.BleedoutTimer / 1000)
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
-- early respawn timer
|
||||
while earlySpawnTimer > 0 and isDead do
|
||||
Citizen.Wait(1000)
|
||||
|
||||
if earlySpawnTimer > 0 then
|
||||
earlySpawnTimer = earlySpawnTimer - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- bleedout timer
|
||||
while bleedoutTimer > 0 and isDead do
|
||||
Citizen.Wait(1000)
|
||||
|
||||
if bleedoutTimer > 0 then
|
||||
bleedoutTimer = bleedoutTimer - 1
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
local text, timeHeld
|
||||
|
||||
-- early respawn timer
|
||||
while earlySpawnTimer > 0 and isDead do
|
||||
Citizen.Wait(0)
|
||||
text = _U('respawn_available_in', secondsToClock(earlySpawnTimer))
|
||||
|
||||
DrawGenericTextThisFrame()
|
||||
|
||||
SetTextEntry('STRING')
|
||||
AddTextComponentString(text)
|
||||
DrawText(0.5, 0.8)
|
||||
end
|
||||
|
||||
-- bleedout timer
|
||||
while bleedoutTimer > 0 and isDead do
|
||||
Citizen.Wait(0)
|
||||
text = _U('respawn_bleedout_in', secondsToClock(bleedoutTimer))
|
||||
|
||||
if not Config.EarlyRespawnFine then
|
||||
text = text .. _U('respawn_bleedout_prompt')
|
||||
|
||||
if IsControlPressed(0, 38) and timeHeld > 60 then
|
||||
RemoveItemsAfterRPDeath()
|
||||
break
|
||||
end
|
||||
elseif Config.EarlyRespawnFine and canPayFine then
|
||||
text = text .. _U('respawn_bleedout_fine', ESX.Math.GroupDigits(Config.EarlyRespawnFineAmount))
|
||||
|
||||
if IsControlPressed(0, 38) and timeHeld > 60 then
|
||||
TriggerServerEvent('esx_ambulancejob:payFine')
|
||||
RemoveItemsAfterRPDeath()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if IsControlPressed(0, 38) then
|
||||
timeHeld = timeHeld + 1
|
||||
else
|
||||
timeHeld = 0
|
||||
end
|
||||
|
||||
DrawGenericTextThisFrame()
|
||||
|
||||
SetTextEntry('STRING')
|
||||
AddTextComponentString(text)
|
||||
DrawText(0.5, 0.8)
|
||||
end
|
||||
|
||||
if bleedoutTimer < 1 and isDead then
|
||||
RemoveItemsAfterRPDeath()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function RemoveItemsAfterRPDeath()
|
||||
TriggerServerEvent('esx_ambulancejob:setDeathStatus', false)
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
DoScreenFadeOut(800)
|
||||
|
||||
while not IsScreenFadedOut() do
|
||||
Citizen.Wait(10)
|
||||
end
|
||||
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:removeItemsAfterRPDeath', function()
|
||||
local formattedCoords = {
|
||||
x = Config.RespawnPoint.coords.x,
|
||||
y = Config.RespawnPoint.coords.y,
|
||||
z = Config.RespawnPoint.coords.z
|
||||
}
|
||||
|
||||
ESX.SetPlayerData('loadout', {})
|
||||
RespawnPed(PlayerPedId(), formattedCoords, Config.RespawnPoint.heading)
|
||||
|
||||
StopScreenEffect('DeathFailOut')
|
||||
DoScreenFadeIn(800)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
function RespawnPed(ped, coords, heading)
|
||||
SetEntityCoordsNoOffset(ped, coords.x, coords.y, coords.z, false, false, false, true)
|
||||
NetworkResurrectLocalPlayer(coords.x, coords.y, coords.z, heading, true, false)
|
||||
SetPlayerInvincible(ped, false)
|
||||
ClearPedBloodDamage(ped)
|
||||
|
||||
TriggerServerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('playerSpawned') -- compatibility with old scripts, will be removed soon
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_phone:loaded')
|
||||
AddEventHandler('esx_phone:loaded', function(phoneNumber, contacts)
|
||||
local specialContact = {
|
||||
name = 'Ambulance',
|
||||
number = 'ambulance',
|
||||
base64Icon = 'data:image/png;base64,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'
|
||||
}
|
||||
|
||||
TriggerEvent('esx_phone:addSpecialContact', specialContact.name, specialContact.number, specialContact.base64Icon)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:onPlayerDeath', function(data)
|
||||
OnPlayerDeath()
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:revive')
|
||||
AddEventHandler('esx_ambulancejob:revive', function()
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
TriggerServerEvent('esx_ambulancejob:setDeathStatus', false)
|
||||
|
||||
DoScreenFadeOut(800)
|
||||
|
||||
while not IsScreenFadedOut() do
|
||||
Citizen.Wait(50)
|
||||
end
|
||||
|
||||
local formattedCoords = {
|
||||
x = ESX.Math.Round(coords.x, 1),
|
||||
y = ESX.Math.Round(coords.y, 1),
|
||||
z = ESX.Math.Round(coords.z, 1)
|
||||
}
|
||||
|
||||
RespawnPed(playerPed, formattedCoords, 0.0)
|
||||
|
||||
StopScreenEffect('DeathFailOut')
|
||||
DoScreenFadeIn(800)
|
||||
end)
|
||||
|
||||
-- Load unloaded IPLs
|
||||
if Config.LoadIpl then
|
||||
RequestIpl('Coroner_Int_on') -- Morgue
|
||||
end
|
||||
@@ -0,0 +1,313 @@
|
||||
local spawnedVehicles = {}
|
||||
|
||||
function OpenVehicleSpawnerMenu(type, hospital, part, partNum)
|
||||
local playerCoords = GetEntityCoords(PlayerPedId())
|
||||
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', {
|
||||
title = _U('garage_title'),
|
||||
align = 'top-left',
|
||||
elements = {
|
||||
{label = _U('garage_storeditem'), action = 'garage'},
|
||||
{label = _U('garage_storeitem'), action = 'store_garage'},
|
||||
{label = _U('garage_buyitem'), action = 'buy_vehicle'}
|
||||
}}, function(data, menu)
|
||||
if data.current.action == 'buy_vehicle' then
|
||||
local shopElements = {}
|
||||
local authorizedVehicles = Config.AuthorizedVehicles[type][ESX.PlayerData.job.grade_name]
|
||||
local shopCoords = Config.Hospitals[hospital][part][partNum].InsideShop
|
||||
|
||||
if #authorizedVehicles > 0 then
|
||||
for k,vehicle in ipairs(authorizedVehicles) do
|
||||
if IsModelInCdimage(vehicle.model) then
|
||||
local vehicleLabel = GetLabelText(GetDisplayNameFromVehicleModel(vehicle.model))
|
||||
|
||||
table.insert(shopElements, {
|
||||
label = ('%s - <span style="color:green;">%s</span>'):format(vehicleLabel, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
|
||||
name = vehicleLabel,
|
||||
model = vehicle.model,
|
||||
price = vehicle.price,
|
||||
props = vehicle.props,
|
||||
type = type
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
if #shopElements > 0 then
|
||||
OpenShopMenu(shopElements, playerCoords, shopCoords)
|
||||
end
|
||||
end
|
||||
elseif data.current.action == 'garage' then
|
||||
local garage = {}
|
||||
|
||||
ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
|
||||
if #jobVehicles > 0 then
|
||||
local allVehicleProps = {}
|
||||
|
||||
for k,v in ipairs(jobVehicles) do
|
||||
local props = json.decode(v.vehicle)
|
||||
|
||||
if IsModelInCdimage(props.model) then
|
||||
local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
|
||||
local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)
|
||||
|
||||
if v.stored then
|
||||
label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
|
||||
else
|
||||
label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
|
||||
end
|
||||
|
||||
table.insert(garage, {
|
||||
label = label,
|
||||
stored = v.stored,
|
||||
model = props.model,
|
||||
plate = props.plate
|
||||
})
|
||||
|
||||
allVehicleProps[props.plate] = props
|
||||
end
|
||||
end
|
||||
|
||||
if #garage > 0 then
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', {
|
||||
title = _U('garage_title'),
|
||||
align = 'top-left',
|
||||
elements = garage
|
||||
}, function(data2, menu2)
|
||||
if data2.current.stored then
|
||||
local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(hospital, part, partNum)
|
||||
|
||||
if foundSpawn then
|
||||
menu2.close()
|
||||
|
||||
ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
|
||||
local vehicleProps = allVehicleProps[data2.current.plate]
|
||||
ESX.Game.SetVehicleProperties(vehicle, vehicleProps)
|
||||
|
||||
TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.plate, false)
|
||||
ESX.ShowNotification(_U('garage_released'))
|
||||
end)
|
||||
end
|
||||
else
|
||||
ESX.ShowNotification(_U('garage_notavailable'))
|
||||
end
|
||||
end, function(data2, menu2)
|
||||
menu2.close()
|
||||
end)
|
||||
else
|
||||
ESX.ShowNotification(_U('garage_empty'))
|
||||
end
|
||||
else
|
||||
ESX.ShowNotification(_U('garage_empty'))
|
||||
end
|
||||
end, type)
|
||||
elseif data.current.action == 'store_garage' then
|
||||
StoreNearbyVehicle(playerCoords)
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
|
||||
function StoreNearbyVehicle(playerCoords)
|
||||
local vehicles, vehiclePlates = ESX.Game.GetVehiclesInArea(playerCoords, 30.0), {}
|
||||
|
||||
if #vehicles > 0 then
|
||||
for k,v in ipairs(vehicles) do
|
||||
|
||||
-- Make sure the vehicle we're saving is empty, or else it wont be deleted
|
||||
if GetVehicleNumberOfPassengers(v) == 0 and IsVehicleSeatFree(v, -1) then
|
||||
table.insert(vehiclePlates, {
|
||||
vehicle = v,
|
||||
plate = ESX.Math.Trim(GetVehicleNumberPlateText(v))
|
||||
})
|
||||
end
|
||||
end
|
||||
else
|
||||
ESX.ShowNotification(_U('garage_store_nearby'))
|
||||
return
|
||||
end
|
||||
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:storeNearbyVehicle', function(storeSuccess, foundNum)
|
||||
if storeSuccess then
|
||||
local vehicleId = vehiclePlates[foundNum]
|
||||
local attempts = 0
|
||||
ESX.Game.DeleteVehicle(vehicleId.vehicle)
|
||||
isBusy = true
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while isBusy do
|
||||
Citizen.Wait(0)
|
||||
drawLoadingText(_U('garage_storing'), 255, 255, 255, 255)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Workaround for vehicle not deleting when other players are near it.
|
||||
while DoesEntityExist(vehicleId.vehicle) do
|
||||
Citizen.Wait(500)
|
||||
attempts = attempts + 1
|
||||
|
||||
-- Give up
|
||||
if attempts > 30 then
|
||||
break
|
||||
end
|
||||
|
||||
vehicles = ESX.Game.GetVehiclesInArea(playerCoords, 30.0)
|
||||
if #vehicles > 0 then
|
||||
for k,v in ipairs(vehicles) do
|
||||
if ESX.Math.Trim(GetVehicleNumberPlateText(v)) == vehicleId.plate then
|
||||
ESX.Game.DeleteVehicle(v)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
isBusy = false
|
||||
ESX.ShowNotification(_U('garage_has_stored'))
|
||||
else
|
||||
ESX.ShowNotification(_U('garage_has_notstored'))
|
||||
end
|
||||
end, vehiclePlates)
|
||||
end
|
||||
|
||||
function GetAvailableVehicleSpawnPoint(hospital, part, partNum)
|
||||
local spawnPoints = Config.Hospitals[hospital][part][partNum].SpawnPoints
|
||||
local found, foundSpawnPoint = false, nil
|
||||
|
||||
for i=1, #spawnPoints, 1 do
|
||||
if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then
|
||||
found, foundSpawnPoint = true, spawnPoints[i]
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if found then
|
||||
return true, foundSpawnPoint
|
||||
else
|
||||
ESX.ShowNotification(_U('garage_blocked'))
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function OpenShopMenu(elements, restoreCoords, shopCoords)
|
||||
local playerPed = PlayerPedId()
|
||||
isInShopMenu = true
|
||||
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', {
|
||||
title = _U('vehicleshop_title'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', {
|
||||
title = _U('vehicleshop_confirm', data.current.name, data.current.price),
|
||||
align = 'top-left',
|
||||
elements = {
|
||||
{label = _U('confirm_no'), value = 'no'},
|
||||
{label = _U('confirm_yes'), value = 'yes'}
|
||||
}}, function(data2, menu2)
|
||||
if data2.current.value == 'yes' then
|
||||
local newPlate = exports['esx_vehicleshop']:GeneratePlate()
|
||||
local vehicle = GetVehiclePedIsIn(playerPed, false)
|
||||
local props = ESX.Game.GetVehicleProperties(vehicle)
|
||||
props.plate = newPlate
|
||||
|
||||
ESX.TriggerServerCallback('esx_ambulancejob:buyJobVehicle', function(bought)
|
||||
if bought then
|
||||
ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price)))
|
||||
|
||||
isInShopMenu = false
|
||||
ESX.UI.Menu.CloseAll()
|
||||
|
||||
DeleteSpawnedVehicles()
|
||||
FreezeEntityPosition(playerPed, false)
|
||||
SetEntityVisible(playerPed, true)
|
||||
|
||||
ESX.Game.Teleport(playerPed, restoreCoords)
|
||||
else
|
||||
ESX.ShowNotification(_U('vehicleshop_money'))
|
||||
menu2.close()
|
||||
end
|
||||
end, props, data.current.type)
|
||||
else
|
||||
menu2.close()
|
||||
end
|
||||
end, function(data2, menu2)
|
||||
menu2.close()
|
||||
end)
|
||||
end, function(data, menu)
|
||||
isInShopMenu = false
|
||||
ESX.UI.Menu.CloseAll()
|
||||
|
||||
DeleteSpawnedVehicles()
|
||||
FreezeEntityPosition(playerPed, false)
|
||||
SetEntityVisible(playerPed, true)
|
||||
|
||||
ESX.Game.Teleport(playerPed, restoreCoords)
|
||||
end, function(data, menu)
|
||||
DeleteSpawnedVehicles()
|
||||
WaitForVehicleToLoad(data.current.model)
|
||||
|
||||
ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle)
|
||||
table.insert(spawnedVehicles, vehicle)
|
||||
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
|
||||
FreezeEntityPosition(vehicle, true)
|
||||
SetModelAsNoLongerNeeded(data.current.model)
|
||||
|
||||
if data.current.props then
|
||||
ESX.Game.SetVehicleProperties(vehicle, data.current.props)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
WaitForVehicleToLoad(elements[1].model)
|
||||
ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle)
|
||||
table.insert(spawnedVehicles, vehicle)
|
||||
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
|
||||
FreezeEntityPosition(vehicle, true)
|
||||
SetModelAsNoLongerNeeded(elements[1].model)
|
||||
|
||||
if elements[1].props then
|
||||
ESX.Game.SetVehicleProperties(vehicle, elements[1].props)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while true do
|
||||
Citizen.Wait(0)
|
||||
|
||||
if isInShopMenu then
|
||||
DisableControlAction(0, 75, true) -- Disable exit vehicle
|
||||
DisableControlAction(27, 75, true) -- Disable exit vehicle
|
||||
else
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
function DeleteSpawnedVehicles()
|
||||
while #spawnedVehicles > 0 do
|
||||
local vehicle = spawnedVehicles[1]
|
||||
ESX.Game.DeleteVehicle(vehicle)
|
||||
table.remove(spawnedVehicles, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function WaitForVehicleToLoad(modelHash)
|
||||
modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))
|
||||
|
||||
if not HasModelLoaded(modelHash) then
|
||||
RequestModel(modelHash)
|
||||
|
||||
BeginTextCommandBusyspinnerOn('STRING')
|
||||
AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model'))
|
||||
EndTextCommandBusyspinnerOn(4)
|
||||
|
||||
while not HasModelLoaded(modelHash) do
|
||||
Citizen.Wait(0)
|
||||
DisableAllControlActions(0)
|
||||
end
|
||||
|
||||
BusyspinnerOff()
|
||||
end
|
||||
end
|
||||
@@ -0,0 +1,165 @@
|
||||
Config = {}
|
||||
|
||||
Config.DrawDistance = 20.0 -- How close do you need to be in order for the markers to be drawn (in GTA units).
|
||||
|
||||
Config.Marker = {type = 1, x = 1.5, y = 1.5, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
|
||||
Config.ReviveReward = 700 -- Revive reward, set to 0 if you don't want it enabled
|
||||
Config.AntiCombatLog = true -- Enable anti-combat logging? (Removes Items when a player logs back after intentionally logging out while dead.)
|
||||
Config.LoadIpl = true -- Disable if you're using fivem-ipl or other IPL loaders
|
||||
|
||||
Config.Locale = 'en'
|
||||
|
||||
Config.EarlyRespawnTimer = 60000 * 1 -- time til respawn is available
|
||||
Config.BleedoutTimer = 60000 * 10 -- time til the player bleeds out
|
||||
|
||||
Config.EnablePlayerManagement = false -- Enable society managing (If you are using esx_society).
|
||||
|
||||
Config.RemoveWeaponsAfterRPDeath = true
|
||||
Config.RemoveCashAfterRPDeath = true
|
||||
Config.RemoveItemsAfterRPDeath = true
|
||||
|
||||
-- Let the player pay for respawning early, only if he can afford it.
|
||||
Config.EarlyRespawnFine = false
|
||||
Config.EarlyRespawnFineAmount = 5000
|
||||
|
||||
Config.RespawnPoint = {coords = vector3(341.0, -1397.3, 32.5), heading = 48.5}
|
||||
|
||||
Config.Hospitals = {
|
||||
|
||||
CentralLosSantos = {
|
||||
|
||||
Blip = {
|
||||
coords = vector3(307.7, -1433.4, 28.9),
|
||||
sprite = 61,
|
||||
scale = 1.2,
|
||||
color = 2
|
||||
},
|
||||
|
||||
AmbulanceActions = {
|
||||
vector3(270.5, -1363.0, 23.5)
|
||||
},
|
||||
|
||||
Pharmacies = {
|
||||
vector3(230.1, -1366.1, 38.5)
|
||||
},
|
||||
|
||||
Vehicles = {
|
||||
{
|
||||
Spawner = vector3(307.7, -1433.4, 30.0),
|
||||
InsideShop = vector3(446.7, -1355.6, 43.5),
|
||||
Marker = {type = 36, x = 1.0, y = 1.0, z = 1.0, r = 100, g = 50, b = 200, a = 100, rotate = true},
|
||||
SpawnPoints = {
|
||||
{coords = vector3(297.2, -1429.5, 29.8), heading = 227.6, radius = 4.0},
|
||||
{coords = vector3(294.0, -1433.1, 29.8), heading = 227.6, radius = 4.0},
|
||||
{coords = vector3(309.4, -1442.5, 29.8), heading = 227.6, radius = 6.0}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
Helicopters = {
|
||||
{
|
||||
Spawner = vector3(317.5, -1449.5, 46.5),
|
||||
InsideShop = vector3(305.6, -1419.7, 41.5),
|
||||
Marker = {type = 34, x = 1.5, y = 1.5, z = 1.5, r = 100, g = 150, b = 150, a = 100, rotate = true},
|
||||
SpawnPoints = {
|
||||
{coords = vector3(313.5, -1465.1, 46.5), heading = 142.7, radius = 10.0},
|
||||
{coords = vector3(299.5, -1453.2, 46.5), heading = 142.7, radius = 10.0}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
FastTravels = {
|
||||
{
|
||||
From = vector3(294.7, -1448.1, 29.0),
|
||||
To = {coords = vector3(272.8, -1358.8, 23.5), heading = 0.0},
|
||||
Marker = {type = 1, x = 2.0, y = 2.0, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
},
|
||||
|
||||
{
|
||||
From = vector3(275.3, -1361, 23.5),
|
||||
To = {coords = vector3(295.8, -1446.5, 28.9), heading = 0.0},
|
||||
Marker = {type = 1, x = 2.0, y = 2.0, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
},
|
||||
|
||||
{
|
||||
From = vector3(247.3, -1371.5, 23.5),
|
||||
To = {coords = vector3(333.1, -1434.9, 45.5), heading = 138.6},
|
||||
Marker = {type = 1, x = 1.5, y = 1.5, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
},
|
||||
|
||||
{
|
||||
From = vector3(335.5, -1432.0, 45.50),
|
||||
To = {coords = vector3(249.1, -1369.6, 23.5), heading = 0.0},
|
||||
Marker = {type = 1, x = 2.0, y = 2.0, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
},
|
||||
|
||||
{
|
||||
From = vector3(234.5, -1373.7, 20.9),
|
||||
To = {coords = vector3(320.9, -1478.6, 28.8), heading = 0.0},
|
||||
Marker = {type = 1, x = 1.5, y = 1.5, z = 1.0, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
},
|
||||
|
||||
{
|
||||
From = vector3(317.9, -1476.1, 28.9),
|
||||
To = {coords = vector3(238.6, -1368.4, 23.5), heading = 0.0},
|
||||
Marker = {type = 1, x = 1.5, y = 1.5, z = 1.0, r = 102, g = 0, b = 102, a = 100, rotate = false}
|
||||
}
|
||||
},
|
||||
|
||||
FastTravelsPrompt = {
|
||||
{
|
||||
From = vector3(237.4, -1373.8, 26.0),
|
||||
To = {coords = vector3(251.9, -1363.3, 38.5), heading = 0.0},
|
||||
Marker = {type = 1, x = 1.5, y = 1.5, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false},
|
||||
Prompt = _U('fast_travel')
|
||||
},
|
||||
|
||||
{
|
||||
From = vector3(256.5, -1357.7, 36.0),
|
||||
To = {coords = vector3(235.4, -1372.8, 26.3), heading = 0.0},
|
||||
Marker = {type = 1, x = 1.5, y = 1.5, z = 0.5, r = 102, g = 0, b = 102, a = 100, rotate = false},
|
||||
Prompt = _U('fast_travel')
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Config.AuthorizedVehicles = {
|
||||
car = {
|
||||
ambulance = {
|
||||
{model = 'ambulance', price = 5000}
|
||||
},
|
||||
|
||||
doctor = {
|
||||
{model = 'ambulance', price = 4500}
|
||||
},
|
||||
|
||||
chief_doctor = {
|
||||
{model = 'ambulance', price = 3000}
|
||||
},
|
||||
|
||||
boss = {
|
||||
{model = 'ambulance', price = 2000}
|
||||
}
|
||||
},
|
||||
|
||||
helicopter = {
|
||||
ambulance = {},
|
||||
|
||||
doctor = {
|
||||
{model = 'buzzard2', price = 150000}
|
||||
},
|
||||
|
||||
chief_doctor = {
|
||||
{model = 'buzzard2', price = 150000},
|
||||
{model = 'seasparrow', price = 300000}
|
||||
},
|
||||
|
||||
boss = {
|
||||
{model = 'buzzard2', price = 10000},
|
||||
{model = 'seasparrow', price = 250000}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Ambulancier',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Medecin',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Medecin-chef',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Chirurgien',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','Ambulance')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Bandage', 2),
|
||||
('medikit','Medikit', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,49 @@
|
||||
fx_version 'adamant'
|
||||
|
||||
game 'gta5'
|
||||
|
||||
description 'ESX Ambulance Job'
|
||||
|
||||
version '1.2.0'
|
||||
|
||||
server_scripts {
|
||||
'@mysql-async/lib/MySQL.lua',
|
||||
'@es_extended/locale.lua',
|
||||
'locales/br.lua',
|
||||
'locales/en.lua',
|
||||
'locales/fi.lua',
|
||||
'locales/fr.lua',
|
||||
'locales/es.lua',
|
||||
'locales/sv.lua',
|
||||
'locales/pl.lua',
|
||||
'locales/de.lua',
|
||||
'locales/cs.lua',
|
||||
'locales/nl.lua',
|
||||
'locales/tr.lua',
|
||||
'config.lua',
|
||||
'server/main.lua'
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'locales/br.lua',
|
||||
'locales/en.lua',
|
||||
'locales/fi.lua',
|
||||
'locales/fr.lua',
|
||||
'locales/es.lua',
|
||||
'locales/sv.lua',
|
||||
'locales/pl.lua',
|
||||
'locales/cs.lua',
|
||||
'locales/nl.lua',
|
||||
'locales/tr.lua',
|
||||
'config.lua',
|
||||
'client/main.lua',
|
||||
'client/job.lua',
|
||||
'client/vehicle.lua',
|
||||
}
|
||||
|
||||
dependencies {
|
||||
'es_extended',
|
||||
'esx_skin',
|
||||
'esx_vehicleshop'
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['br'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'guarda roupa',
|
||||
['ems_clothes_civil'] = 'roupa normal',
|
||||
['ems_clothes_ems'] = 'entrar como socorrista',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulancia',
|
||||
['helicopter_prompt'] = 'pressione ~INPUT_CONTEXT~ para acessar a ~y~Helicopter Actions~s~.',
|
||||
['garage_prompt'] = 'pressione ~INPUT_CONTEXT~ para entra no ~y~Vehicle Actions~s~.',
|
||||
['garage_title'] = 'ações do veiculo',
|
||||
['garage_stored'] = 'guardado',
|
||||
['garage_notstored'] = 'não foi guardado',
|
||||
['garage_storing'] = 'estamos tentando guardar o veículo, verifique se não há cidadões ao seu redor.',
|
||||
['garage_has_stored'] = 'o veículo foi guardado na sua garagem',
|
||||
['garage_has_notstored'] = 'nem um dos seus veiculos foi encontrado proximo',
|
||||
['garage_notavailable'] = 'o seu veículo não está guardado na garagem.',
|
||||
['garage_blocked'] = 'não há pontos de spawn disponíveis!',
|
||||
['garage_empty'] = 'você não tem veículos na sua garagem.',
|
||||
['garage_released'] = 'seu veículo foi liberado da garagem.',
|
||||
['garage_store_nearby'] = 'não há veículos próximos.',
|
||||
['garage_storeditem'] = 'abrir garagem',
|
||||
['garage_storeitem'] = 'veículo da loja na garagem',
|
||||
['garage_buyitem'] = 'loja de veículos',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'loja de veículos',
|
||||
['vehicleshop_confirm'] = 'você quer comprar este veículo?',
|
||||
['vehicleshop_bought'] = 'você comprou ~y~%s~s~ para ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'você não pode pagar esse veículo',
|
||||
['vehicleshop_awaiting_model'] = 'o veículo está atualmente ~g~DOWNLOADING & LOADING~s~, por favor aguarde',
|
||||
['confirm_no'] = 'não',
|
||||
['confirm_yes'] = 'sim',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'reanimação em andamento',
|
||||
['revive_complete'] = 'você ressuscitou ~y~%s~s~',
|
||||
['revive_complete_award'] = 'você ressuscitou ~y~%s~s~, ~g~$%s~s~',
|
||||
['revive_fail_offline'] = 'esse cidadão não está mais na cidade',
|
||||
['heal_inprogress'] = 'você está curando!',
|
||||
['heal_complete'] = 'você curou ~y~%s~s~',
|
||||
['no_players'] = 'nenhum cidadão nas proximidades',
|
||||
['player_not_unconscious'] = 'não está inconsciente',
|
||||
['player_not_conscious'] = 'esse cidadão não está consciente!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'menu administração',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Quantidade inválida',
|
||||
['actions_prompt'] = 'aperte ~INPUT_CONTEXT~ para entra ~y~Ambulance Actions~s~.',
|
||||
['deposit_amount'] = 'quantidade inválida para deposito',
|
||||
['money_withdraw'] = 'quantidade a ser retirada',
|
||||
['fast_travel'] = 'aperte ~INPUT_CONTEXT~ para mover-se rapidamente.',
|
||||
['open_pharmacy'] = 'aperte ~INPUT_CONTEXT~ para abrir a farmácia.',
|
||||
['pharmacy_menu_title'] = 'farmácia',
|
||||
['pharmacy_take'] = 'tomar <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'seringa',
|
||||
['bandage'] = 'vendagem',
|
||||
['max_item'] = 'você não pode carregar mais',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'interação com cidadão',
|
||||
['ems_menu_title'] = 'ambulância - Interação com cidadão',
|
||||
['ems_menu_revive'] = 'reanimar',
|
||||
['ems_menu_putincar'] = 'colocar no veiculo',
|
||||
['ems_menu_small'] = 'curar pequenas feridas',
|
||||
['ems_menu_big'] = 'tratando lesões graves',
|
||||
['ems_menu_search'] = 'paciente não encontrado',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'alerta socorrista',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'você irar reviver em ~b~%s minutos %s segundos~s~',
|
||||
['respawn_bleedout_in'] = 'você vai sangrar ~b~%s minutos %s segundos~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'aguarde [~b~E~s~] para reviver',
|
||||
['respawn_bleedout_fine'] = 'aguarde [~b~E~s~] para reviver por ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'você precisa pagar ~r~$%s~s~ para reviver',
|
||||
['distress_send'] = 'pressione [~b~G~s~] enviar sinal de socorro',
|
||||
['distress_sent'] = 'sinal de socorro foi enviado para as unidades disponíveis!',
|
||||
['combatlog_message'] = 'você foi revivido porque deixou o servidor anteriormente quando estava morto.',
|
||||
-- Revive
|
||||
['revive_help'] = 'reviver um cidadão',
|
||||
-- Item
|
||||
['used_medikit'] = 'você usou 1x Seringa',
|
||||
['used_bandage'] = 'você usou 1x Vendagem',
|
||||
['not_enough_medikit'] = 'você não tem ~b~Seringa~s~.',
|
||||
['not_enough_bandage'] = 'você não tem ~b~Vendagem~s~.',
|
||||
['healed'] = 'você foi tratado.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'hospital',
|
||||
['blip_dead'] = 'cidadão inconsciente',
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['cs'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'šatna',
|
||||
['ems_clothes_civil'] = 'civilní oblečení',
|
||||
['ems_clothes_ems'] = 'zdravotnické oblečení',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulance',
|
||||
['helicopter_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Helicopter Actions~s~.',
|
||||
['garage_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Vehicle Actions~s~.',
|
||||
['garage_title'] = 'vehicle Actions',
|
||||
['garage_stored'] = 'stored',
|
||||
['garage_notstored'] = 'not in garage',
|
||||
['garage_storing'] = 'we\'re attempting to remove the vehicle, make sure no players are around it.',
|
||||
['garage_has_stored'] = 'the vehicle has been stored in your garage',
|
||||
['garage_has_notstored'] = 'no nearby owned vehicles were found',
|
||||
['garage_notavailable'] = 'your vehicle is not stored in the garage.',
|
||||
['garage_blocked'] = 'there\'s no available spawn points!',
|
||||
['garage_empty'] = 'you dont have any vehicles in your garage.',
|
||||
['garage_released'] = 'your vehicle has been released from the garage.',
|
||||
['garage_store_nearby'] = 'there is no nearby vehicles.',
|
||||
['garage_storeditem'] = 'open garage',
|
||||
['garage_storeitem'] = 'store vehicle in garage',
|
||||
['garage_buyitem'] = 'vehicle shop',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'vehicle Shop',
|
||||
['vehicleshop_confirm'] = 'do you want to buy this vehicle?',
|
||||
['vehicleshop_bought'] = 'you have bought ~y~%s~s~ for ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'you cannot afford that vehicle',
|
||||
['vehicleshop_awaiting_model'] = 'the vehicle is currently ~g~DOWNLOADING & LOADING~s~ please wait',
|
||||
['confirm_no'] = 'no',
|
||||
['confirm_yes'] = 'yes',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'probíhá oživení!',
|
||||
['revive_complete'] = 'oživili jste ~y~%s~s~',
|
||||
['revive_complete_award'] = 'oživili jste ~y~%s~s~ a dostali jste ~g~$%s~s~!',
|
||||
['revive_fail_offline'] = 'that player is no longer online',
|
||||
['heal_inprogress'] = 'uzdravujete!',
|
||||
['heal_complete'] = 'uzdravili jste ~y~%s~s~',
|
||||
['no_players'] = 'v okolí není žádný hráč!',
|
||||
['player_not_unconscious'] = 'hráč není v bezvědomí!',
|
||||
['player_not_conscious'] = 'hráč je v bezvědomí!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'akce šéfa',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~neplatná částka',
|
||||
['actions_prompt'] = 'press ~INPUT_CONTEXT~ access the ~y~Ambulance Actions~s~.',
|
||||
['deposit_amount'] = 'částka vkladu',
|
||||
['money_withdraw'] = 'částka výběru',
|
||||
['fast_travel'] = 'stiskněte ~INPUT_CONTEXT~ k rychlému odcestování.',
|
||||
['open_pharmacy'] = 'stiskněte ~INPUT_CONTEXT~ k otevření lékárny.',
|
||||
['pharmacy_menu_title'] = 'lékárna',
|
||||
['pharmacy_take'] = 'vzít ~y~%s~s~',
|
||||
['medikit'] = 'lékarnička',
|
||||
['bandage'] = 'obvaz',
|
||||
['max_item'] = 'již nesete dostatek věcí.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'Zdravotnické menu',
|
||||
['ems_menu_title'] = 'záchranka - Zdravotnické menu',
|
||||
['ems_menu_revive'] = 'oživit hráče',
|
||||
['ems_menu_putincar'] = 'naložit do vozidla',
|
||||
['ems_menu_small'] = 'ošetřit malé zranění',
|
||||
['ems_menu_big'] = 'ošetřit vážné zranění',
|
||||
['ems_menu_search'] = 'pacient nebyl nalezen',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'zdravotnický poplach',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'oživení dostupné za ~b~%s minut a %s sekund~s~\n',
|
||||
['respawn_bleedout_in'] = 'vykrvácíte za ~b~%s minut a %s sekund~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'držte [~b~E~s~] pro respawn.',
|
||||
['respawn_now_fine'] = 'držte [~b~E~s~] pro oživení za ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'zaplatili jste ~r~$%s~s~ za respawn.',
|
||||
['distress_send'] = 'stiskněte [~b~G~s~] pro vyslání tísňového signálu',
|
||||
['distress_sent'] = 'tísňový signál byl vyslán dostupným jednotkám!',
|
||||
['combatlog_message'] = 'byli jste násilně oživeni, protože jste předtím opustili server, když jste byli mrtví.',
|
||||
-- Revive
|
||||
['revive_help'] = 'oživit hráče',
|
||||
-- Item
|
||||
['used_medikit'] = 'použili jste ~y~1x~s~ lékarničku',
|
||||
['used_bandage'] = 'použili jste ~y~1x~s~ obvaz',
|
||||
['not_enough_medikit'] = 'nemáte ~b~medikit~s~.',
|
||||
['not_enough_bandage'] = 'nemáte~b~bandage~s~.',
|
||||
['healed'] = 'byli jste ošetřeni.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'nemocnice',
|
||||
['blip_dead'] = 'unconscious player',
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
Locales['de'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'Umkleide',
|
||||
['ems_clothes_civil'] = 'Zivil',
|
||||
['ems_clothes_ems'] = 'Uniform',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'Rettungsdienst',
|
||||
['helicopter_prompt'] = 'Drücke ~INPUT_CONTEXT~ um auf das ~y~Helikopter-Menü~s~ zuzugreifen.',
|
||||
['garage_prompt'] = 'Drücke ~INPUT_CONTEXT~ um auf das ~y~Fahrzeug-Menü~s~ zuzugreifen.',
|
||||
['garage_title'] = 'Fahrzeugmenü',
|
||||
['garage_stored'] = 'gelagert',
|
||||
['garage_notstored'] = 'nicht in der Garage',
|
||||
['garage_storing'] = 'Wir versuchen das Fahrzeug einzulagern. Bitte stelle sicher, dass sich kein Spieler in der Nähe des Fahrzeugs befindet.',
|
||||
['garage_has_stored'] = 'Das Fahrzeug wurde in deiner Garage eingelagert.',
|
||||
['garage_has_notstored'] = 'Es wurde kein Fahrzeug in der Nähe gefunden, dass dir gehört.',
|
||||
['garage_notavailable'] = 'Dein Fahrzeug ist nicht in der Garage.',
|
||||
['garage_blocked'] = 'Es existieren keine verfügbaren Spawnpoints!',
|
||||
['garage_empty'] = 'Du hast keine Fahrzeuge in deiner Garage.',
|
||||
['garage_released'] = 'Dein Fahrzeug wurde aus der Garage gefahren.',
|
||||
['garage_store_nearby'] = 'Es sind keine Fahrzeuge in der Nähe.',
|
||||
['garage_storeditem'] = 'Öffne Garage',
|
||||
['garage_storeitem'] = 'Fahrzeug in der Garage einlagern',
|
||||
['garage_buyitem'] = 'Fahrzeug-Shop',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'Fahrzeug-Shop',
|
||||
['vehicleshop_confirm'] = 'Du möchstest dieses Fahrzeug kaufen?',
|
||||
['vehicleshop_bought'] = 'Du hast dir einen ~y~%s~s~ für ~g~$%s~s~ gekauft!',
|
||||
['vehicleshop_money'] = 'Du kannst dir dieses Fahrzeug nicht leisten!',
|
||||
['vehicleshop_awaiting_model'] = 'Dieses Fahrzeug ~g~LÄDT~s~ bitte warte',
|
||||
['confirm_no'] = 'Nein',
|
||||
['confirm_yes'] = 'Ja',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'Eine Wiederbelebung findet statt!',
|
||||
['revive_complete'] = 'Du hast ~y~%s~s~ wiederbelebt',
|
||||
['revive_complete_award'] = 'Du hast ~y~%s~s~ wiederbelebt und dabei ~g~$%s~s~ erhalten!',
|
||||
['revive_fail_offline'] = 'Dieser Spieler ist nicht länger online',
|
||||
['heal_inprogress'] = 'Du heilst!',
|
||||
['heal_complete'] = 'yDu hast ~y~%s~s~ geheilt!',
|
||||
['no_players'] = 'Keine Spieler in der Nähe',
|
||||
['player_not_unconscious'] = 'Diese Spieler ist nicht bewusstlos!',
|
||||
['player_not_conscious'] = 'Dieser Spieler ist nicht bei Bewusstsein!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'Chef-Aktionen',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Ungültige Menge',
|
||||
['actions_prompt'] = 'Drücke ~INPUT_CONTEXT~ um das ~y~Rettungsdienst-Menü~s~ zu öffnen.',
|
||||
['deposit_amount'] = 'Menge deponieren',
|
||||
['money_withdraw'] = 'Menge abheben',
|
||||
['fast_travel'] = 'Drücke ~INPUT_CONTEXT~ zu schnellreisen.',
|
||||
['open_pharmacy'] = 'Drücke ~INPUT_CONTEXT~ um die Apotheke zu öffnen.',
|
||||
['pharmacy_menu_title'] = 'Apotheke',
|
||||
['pharmacy_take'] = 'Nimm <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'Medikit',
|
||||
['bandage'] = 'Verbände',
|
||||
['max_item'] = 'Du trägst bereits genug.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'Rettungsdienst-Menü',
|
||||
['ems_menu_title'] = 'Rettungsdienst-Menü',
|
||||
['ems_menu_revive'] = 'Spieler wiederbeleben',
|
||||
['ems_menu_putincar'] = 'In Fahrzeug stecken',
|
||||
['ems_menu_small'] = 'Kleine Wunden behandeln',
|
||||
['ems_menu_big'] = 'Ernsthafte Verletzungen behandeln',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'Rettungsdienst alarmieren',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'Respawn in ~b~%s Minuten %s Sekunden~s~ verfügbar',
|
||||
['respawn_bleedout_in'] = 'Du wirst in ~b~%s Minuten %s Sekunden~s~ ausbluten\n',
|
||||
['respawn_bleedout_prompt'] = 'Drücke [~b~E~s~] um zu respawnen',
|
||||
['respawn_bleedout_fine'] = 'Drücke [~b~E~s~] um für ~g~$%s~s~ zu respawnen',
|
||||
['respawn_bleedout_fine_msg'] = 'Du hast ~r~$%s~s~ bezahlt, um zu respawnen.',
|
||||
['distress_send'] = 'Drücke [~b~G~s~] um ein Notsignal zu senden',
|
||||
['distress_sent'] = 'Notsignal wurde an den Rettungsdienst übermittelt!',
|
||||
['combatlog_message'] = 'Du wurdest respawnt, da du den Server verlassen hast, als du gestorben bist.',
|
||||
-- Revive
|
||||
['revive_help'] = 'Belebe einen Spieler wieder',
|
||||
-- Item
|
||||
['used_medikit'] = 'Du hast ~y~ein~s~ Medikit verwendet',
|
||||
['used_bandage'] = 'Du hast ~y~einen~s~ Verband verwendet',
|
||||
['not_enough_medikit'] = 'Du hast keine ~b~Medikits~s~.',
|
||||
['not_enough_bandage'] = 'Du hast keine ~b~Verbände~s~.',
|
||||
['healed'] = 'Du wurdest behandelt.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'Krankenhaus',
|
||||
['blip_dead'] = 'Bewusstloser Spieler',
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['en'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'locker Room',
|
||||
['ems_clothes_civil'] = 'civilian Clothes',
|
||||
['ems_clothes_ems'] = 'EMS Clothes',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulance',
|
||||
['helicopter_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Helicopter Actions~s~.',
|
||||
['garage_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Vehicle Actions~s~.',
|
||||
['garage_title'] = 'vehicle Actions',
|
||||
['garage_stored'] = 'stored',
|
||||
['garage_notstored'] = 'not in garage',
|
||||
['garage_storing'] = 'we\'re attempting to remove the vehicle, make sure no players are around it.',
|
||||
['garage_has_stored'] = 'the vehicle has been stored in your garage',
|
||||
['garage_has_notstored'] = 'no nearby owned vehicles were found',
|
||||
['garage_notavailable'] = 'your vehicle is not stored in the garage.',
|
||||
['garage_blocked'] = 'there\'s no available spawn points!',
|
||||
['garage_empty'] = 'you dont have any vehicles in your garage.',
|
||||
['garage_released'] = 'your vehicle has been released from the garage.',
|
||||
['garage_store_nearby'] = 'there is no nearby vehicles.',
|
||||
['garage_storeditem'] = 'open garage',
|
||||
['garage_storeitem'] = 'store vehicle in garage',
|
||||
['garage_buyitem'] = 'vehicle shop',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'vehicle Shop',
|
||||
['vehicleshop_confirm'] = 'do you want to buy this vehicle?',
|
||||
['vehicleshop_bought'] = 'you have bought ~y~%s~s~ for ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'you cannot afford that vehicle',
|
||||
['vehicleshop_awaiting_model'] = 'the vehicle is currently ~g~DOWNLOADING & LOADING~s~ please wait',
|
||||
['confirm_no'] = 'no',
|
||||
['confirm_yes'] = 'yes',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'a revive is in progress!',
|
||||
['revive_complete'] = 'you have revived ~y~%s~s~',
|
||||
['revive_complete_award'] = 'you have revived ~y~%s~s~ and earned ~g~$%s~s~!',
|
||||
['revive_fail_offline'] = 'that player is no longer online',
|
||||
['heal_inprogress'] = 'you are healing!',
|
||||
['heal_complete'] = 'you have healed ~y~%s~s~',
|
||||
['no_players'] = 'no players nearby',
|
||||
['player_not_unconscious'] = 'that player is not unconscious!',
|
||||
['player_not_conscious'] = 'that player is not conscious!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'boss Actions',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Invalid amount',
|
||||
['actions_prompt'] = 'press ~INPUT_CONTEXT~ access the ~y~Ambulance Actions~s~.',
|
||||
['deposit_amount'] = 'deposit Amount',
|
||||
['money_withdraw'] = 'amount withdrawn',
|
||||
['fast_travel'] = 'press ~INPUT_CONTEXT~ to fast travel.',
|
||||
['open_pharmacy'] = 'press ~INPUT_CONTEXT~ to open the pharmacy.',
|
||||
['pharmacy_menu_title'] = 'pharmacy',
|
||||
['pharmacy_take'] = 'take <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'medikit',
|
||||
['bandage'] = 'bandage',
|
||||
['max_item'] = 'You are already carrying enough.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'EMS Menu',
|
||||
['ems_menu_title'] = 'ambulance - EMS Menu',
|
||||
['ems_menu_revive'] = 'revive Player',
|
||||
['ems_menu_putincar'] = 'put in Vehicle',
|
||||
['ems_menu_small'] = 'heal small wounds',
|
||||
['ems_menu_big'] = 'treat serious injuries',
|
||||
['ems_menu_search'] = 'patient not found',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'alert Ambulance',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'respawn available in ~b~%s minutes %s seconds~s~',
|
||||
['respawn_bleedout_in'] = 'you will bleed out in ~b~%s minutes %s seconds~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'hold [~b~E~s~] to respawn',
|
||||
['respawn_bleedout_fine'] = 'hold [~b~E~s~] to respawn for ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'you paid ~r~$%s~s~ to respawn.',
|
||||
['distress_send'] = 'press [~b~G~s~] to send distress signal',
|
||||
['distress_sent'] = 'distress signal has been sent to available units!',
|
||||
['combatlog_message'] = 'you have been force-respawned because you\'ve previously left the server when dead.',
|
||||
-- Revive
|
||||
['revive_help'] = 'revive a player',
|
||||
-- Item
|
||||
['used_medikit'] = 'You have used ~y~1x~s~ medikit',
|
||||
['used_bandage'] = 'You have used ~y~1x~s~ bandage',
|
||||
['not_enough_medikit'] = 'You do not have ~b~medikit~s~.',
|
||||
['not_enough_bandage'] = 'You do not have ~b~bandage~s~.',
|
||||
['healed'] = 'you have been treated.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'hospital',
|
||||
['blip_dead'] = 'unconscious player',
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
-- Traducción by https://github.com/ItsManueh
|
||||
|
||||
Locales['es'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'Guardarropa',
|
||||
['ems_clothes_civil'] = 'Camiseta',
|
||||
['ems_clothes_ems'] = 'Equipo de ambulancia',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'Ambulancia',
|
||||
['helicopter_prompt'] = 'Presiona ~INPUT_CONTEXT~ para acceder al ~y~Acciones de helicópteros~s~.',
|
||||
['garage_prompt'] = 'Presiona ~INPUT_CONTEXT~ para acceder al ~y~Acciones de vehículos~s~.',
|
||||
['garage_title'] = 'Acciones de vehículos',
|
||||
['garage_stored'] = 'Almacenado',
|
||||
['garage_notstored'] = 'No en el garaje',
|
||||
['garage_storing'] = 'Estamos intentando retirar el vehículo, asegúrese de que no haya jugadores a su alrededor.',
|
||||
['garage_has_stored'] = 'El vehículo se ha guardado en su garaje',
|
||||
['garage_has_notstored'] = 'No se encontraron vehículos de propiedad cercana',
|
||||
['garage_notavailable'] = 'Su vehículo no está guardado en el garaje.',
|
||||
['garage_blocked'] = '¡No hay puntos de generación disponibles!',
|
||||
['garage_empty'] = 'No tiene ningún vehículo en su garaje.',
|
||||
['garage_released'] = 'Su vehículo ha sido sacado del garaje.',
|
||||
['garage_store_nearby'] = 'No hay vehículos cercanos.',
|
||||
['garage_storeditem'] = 'Garaje abierto',
|
||||
['garage_storeitem'] = 'Almacenar vehículo en garaje',
|
||||
['garage_buyitem'] = 'Tienda de vehículos',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'Tienda de vehículos',
|
||||
['vehicleshop_confirm'] = '¿Quieres comprar este vehículo?',
|
||||
['vehicleshop_bought'] = 'Usted ha comprado ~y~%s~s~ para ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'No puedes pagar ese vehículo',
|
||||
['vehicleshop_awaiting_model'] = 'El vehículo está actualmente ~g~DESCARGANDO & CARGANDO~s~ por favor espere.',
|
||||
['confirm_no'] = 'No',
|
||||
['confirm_yes'] = 'Si',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'Reanimación en curso',
|
||||
['revive_complete'] = 'Has sido reanimado ~y~%s~s~',
|
||||
['revive_complete_award'] = 'Has sido reanimado ~y~%s~s~, ~g~$%s~s~',
|
||||
['revive_fail_offline'] = 'Ese jugador ya no está en línea',
|
||||
['heal_inprogress'] = '!Te estas curando!',
|
||||
['heal_complete'] = 'Te has curado ~y~%s~s~',
|
||||
['no_players'] = 'Ningún jugador cerca',
|
||||
['player_not_unconscious'] = 'n\'Estás inconsciente',
|
||||
['player_not_conscious'] = '¡Ese jugador no está consciente!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'Acciones del jefe',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Cantidad no válida',
|
||||
['actions_prompt'] = 'Presiona ~INPUT_CONTEXT~ acceder al ~y~Acciones de ambulancia~s~.',
|
||||
['deposit_amount'] = 'Cantidad de fianza depositada',
|
||||
['money_withdraw'] = 'Cantidad de fianza retirada',
|
||||
['fast_travel'] = 'Presiona ~INPUT_CONTEXT~ para viajar rápido.',
|
||||
['open_pharmacy'] = 'Presiona ~INPUT_CONTEXT~ para abrir la farmacia.',
|
||||
['pharmacy_menu_title'] = 'Farmacia',
|
||||
['pharmacy_take'] = 'tomar <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'Kit médico',
|
||||
['bandage'] = 'Vendas',
|
||||
['max_item'] = 'Ya has ocupado el máximo número de items disponibles.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'ayuda ciudadana',
|
||||
['ems_menu_title'] = 'ambulancia - Ayuda Ciudadana',
|
||||
['ems_menu_revive'] = 'reanimar',
|
||||
['ems_menu_putincar'] = 'meter en el vehículo',
|
||||
['ems_menu_small'] = 'Curar pequeñas heridas',
|
||||
['ems_menu_big'] = 'Tratar lesiones graves',
|
||||
['ems_menu_search'] = 'Paciente no encontrado',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'Alerta de ambulancia',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'Reaparición disponible en ~b~%s minutes %s seconds~s~',
|
||||
['respawn_bleedout_in'] = 'te desangrarás en ~b~%s minutes %s seconds~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'Mantén [~b~E~s~] reaparecer',
|
||||
['respawn_bleedout_fine'] = 'Mantén [~b~E~s~] para reaparecer ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'Tu pagaste ~r~$%s~s~ para reaparecer.',
|
||||
['distress_send'] = 'Presiona [~b~G~s~] para enviar señal de socorro',
|
||||
['distress_sent'] = 'Se ha enviado una señal de socorro a las unidades disponibles.',
|
||||
['combatlog_message'] = 'Ha sido reaparecido a la fuerza porque anteriormente abandonó el servidor cuando estaba muerto.',
|
||||
-- Revive
|
||||
['revive_help'] = 'Revivir un jugador',
|
||||
-- Item
|
||||
['used_medikit'] = 'Has usado ~y~1x~s~ Kit médico',
|
||||
['used_bandage'] = 'Has usado ~y~1x~s~ Vendas',
|
||||
['not_enough_medikit'] = 'Usted no tiene ~b~Kit médico~s~.',
|
||||
['not_enough_bandage'] = 'Usted no tiene ~b~Vendas~s~.',
|
||||
['healed'] = 'Has sido tratado.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'Hospital',
|
||||
['blip_dead'] = 'Jugador inconsciente',
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['fi'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'vaatelokero',
|
||||
['ems_clothes_civil'] = 'siviilikamppeet',
|
||||
['ems_clothes_ems'] = 'työkamppeet',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulance',
|
||||
['helicopter_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Helicopter Actions~s~.',
|
||||
['garage_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Vehicle Actions~s~.',
|
||||
['garage_title'] = 'vehicle Actions',
|
||||
['garage_stored'] = 'stored',
|
||||
['garage_notstored'] = 'not in garage',
|
||||
['garage_storing'] = 'we\'re attempting to remove the vehicle, make sure no players are around it.',
|
||||
['garage_has_stored'] = 'the vehicle has been stored in your garage',
|
||||
['garage_has_notstored'] = 'no nearby owned vehicles were found',
|
||||
['garage_notavailable'] = 'your vehicle is not stored in the garage.',
|
||||
['garage_blocked'] = 'there\'s no available spawn points!',
|
||||
['garage_empty'] = 'you dont have any vehicles in your garage.',
|
||||
['garage_released'] = 'your vehicle has been released from the garage.',
|
||||
['garage_store_nearby'] = 'there is no nearby vehicles.',
|
||||
['garage_storeditem'] = 'open garage',
|
||||
['garage_storeitem'] = 'store vehicle in garage',
|
||||
['garage_buyitem'] = 'vehicle shop',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'vehicle Shop',
|
||||
['vehicleshop_confirm'] = 'do you want to buy this vehicle?',
|
||||
['vehicleshop_bought'] = 'you have bought ~y~%s~s~ for ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'you cannot afford that vehicle',
|
||||
['vehicleshop_awaiting_model'] = 'the vehicle is currently ~g~DOWNLOADING & LOADING~s~ please wait',
|
||||
['confirm_no'] = 'no',
|
||||
['confirm_yes'] = 'yes',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'elvytys on menossa!',
|
||||
['revive_complete'] = 'sinä elvytit henkilön ~y~%s~s~',
|
||||
['revive_complete_award'] = 'sinä elvytit henkilön ~y~%s~s~ ja tienasit ~g~$%s~s~!',
|
||||
['revive_fail_offline'] = 'that player is no longer online',
|
||||
['heal_inprogress'] = 'sinä olet parantamassa!',
|
||||
['heal_complete'] = 'sinä paransit henkilön ~y~%s~s~',
|
||||
['no_players'] = 'ei pelaajia lähettyvillä',
|
||||
['player_not_unconscious'] = 'tämä pelaaja ei ole tajuton!',
|
||||
['player_not_conscious'] = 'tämä pelaaja ei ole tajuissaan!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'pomovalikko',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Virheellinen summa',
|
||||
['actions_prompt'] = 'press ~INPUT_CONTEXT~ access the ~y~Ambulance Actions~s~.',
|
||||
['deposit_amount'] = 'talletettava summa',
|
||||
['money_withdraw'] = 'nostettava summa',
|
||||
['fast_travel'] = 'paina ~INPUT_CONTEXT~ liikkuaksesi nopeasti kerrosten välillä',
|
||||
['open_pharmacy'] = 'paina ~INPUT_CONTEXT~ avataksesi lääkekaappi',
|
||||
['pharmacy_menu_title'] = 'lääkekaappi',
|
||||
['pharmacy_take'] = 'ota <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'ensiapupakkauksia',
|
||||
['bandage'] = 'sideharsoja',
|
||||
['max_item'] = 'sinulla on jo tarpeeksi mukana',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'ensihoito menu',
|
||||
['ems_menu_title'] = 'ensihoito - Siviilin kanssakäyminen',
|
||||
['ems_menu_revive'] = 'elvytä',
|
||||
['ems_menu_putincar'] = 'Laita ajoneuvoon',
|
||||
['ems_menu_small'] = 'hoida pieniä haavoja',
|
||||
['ems_menu_big'] = 'hoida isoja haavoja',
|
||||
['ems_menu_search'] = 'potilasta ei löydy',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'hälyytys Ensihoidolle',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'respawn available in ~b~%s minutes %s seconds~s~',
|
||||
['respawn_bleedout_in'] = 'you will bleed out in ~b~%s minutes %s seconds~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'hold [~b~E~s~] to respawn',
|
||||
['respawn_bleedout_fine'] = 'hold [~b~E~s~] to respawn for ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'you paid ~r~$%s~s~ to respawn.',
|
||||
['distress_send'] = 'press [~b~G~s~] to send distress signal',
|
||||
['distress_sent'] = 'distress signal has been sent to available units!',
|
||||
['combatlog_message'] = 'you have been force-respawned because you\'ve previously left the server when dead.',
|
||||
-- Revive
|
||||
['revive_help'] = 'elvytä pelaaja',
|
||||
-- Item
|
||||
['used_medikit'] = 'sinä käytit ensiapupakkauksen',
|
||||
['used_bandage'] = 'sinä käytit sideharsoja',
|
||||
['not_enough_medikit'] = 'ei tarpeeksi ~b~ensiapupakkauksia~s~.',
|
||||
['not_enough_bandage'] = 'ei tarpeeksi ~b~sideharsoja~s~.',
|
||||
['healed'] = 'sinua parannettiin',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'sairaala',
|
||||
['blip_dead'] = 'unconscious player',
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['fr'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'vestiaire',
|
||||
['ems_clothes_civil'] = 'tenue Civil',
|
||||
['ems_clothes_ems'] = 'tenue Ambulancier',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulance',
|
||||
['helicopter_prompt'] = 'appuyez sur ~INPUT_CONTEXT~ pour accéder aux ~y~Actions de l\'hélicoptère~s~.',
|
||||
['garage_prompt'] = 'appuyez sur ~INPUT_CONTEXT~ pour accéder aux ~y~Actions des véhciules~s~.',
|
||||
['garage_title'] = 'actions véhicules',
|
||||
['garage_stored'] = 'rangé',
|
||||
['garage_notstored'] = 'en dehors du garage',
|
||||
['garage_storing'] = 'tentative de suppression du véhicule, assurez-vous que personne ne soit autour.',
|
||||
['garage_has_stored'] = 'le véhicule a bien été rangé dans le garage',
|
||||
['garage_has_notstored'] = 'aucun véhicule dans le garage',
|
||||
['garage_notavailable'] = 'votre véhicule n\'est pas rangé dans le garage.',
|
||||
['garage_blocked'] = 'la sortie du garage est obstruée!',
|
||||
['garage_empty'] = 'vous n\'avez aucun véhicule dans le garage.',
|
||||
['garage_released'] = 'votre véhicule a été sorti.',
|
||||
['garage_store_nearby'] = 'aucun véhicule a proximité.',
|
||||
['garage_storeditem'] = 'ouvrir le garage',
|
||||
['garage_storeitem'] = 'ranger le véhicule',
|
||||
['garage_buyitem'] = 'magasin véhicule',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'magasin véhicule',
|
||||
['vehicleshop_confirm'] = 'voulez-vous acheter ce véhicule?',
|
||||
['vehicleshop_bought'] = 'vous avez acheté ~y~%s~s~ pour ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'vous ne pouvez pas acheter ce véhicule',
|
||||
['vehicleshop_awaiting_model'] = 'le véhicule est actuellement en ~g~PRÉPARATION~s~ veuillez patienter',
|
||||
['confirm_no'] = 'non',
|
||||
['confirm_yes'] = 'oui',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'réanimation en cours',
|
||||
['revive_complete'] = 'vous avez réanimé ~y~%s~s~',
|
||||
['revive_complete_award'] = 'vous avez réanimé ~y~%s~s~, ~g~$%s~s~',
|
||||
['revive_fail_offline'] = 'ce joueur n\'est plus en ligne',
|
||||
['heal_inprogress'] = 'vous soignez...',
|
||||
['heal_complete'] = 'vous avez soigné ~y~%s~s~',
|
||||
['no_players'] = 'aucun joueur à proximité',
|
||||
['player_not_unconscious'] = 'n\'est pas inconscient',
|
||||
['player_not_conscious'] = 'Cette personne est inconsciente!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'action Patron',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~montant invalide~s~',
|
||||
['actions_prompt'] = 'appuyez sur ~INPUT_CONTEXT~ accédez aux ~y~Actions d\'Ambulance~s~.',
|
||||
['deposit_amount'] = 'montant du dépôt',
|
||||
['money_withdraw'] = 'montant du retrait',
|
||||
['fast_travel'] = 'appuyez sur ~INPUT_CONTEXT~ pour vous déplacer rapidement.',
|
||||
['open_pharmacy'] = 'appuyez sur ~INPUT_CONTEXT~ pour ouvrir la pharmacie.',
|
||||
['pharmacy_menu_title'] = 'Pharmacie',
|
||||
['pharmacy_take'] = 'prendre <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'kit de soin',
|
||||
['bandage'] = 'bandage',
|
||||
['max_item'] = 'vous en portez déjà assez sur vous.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'interaction citoyen',
|
||||
['ems_menu_title'] = 'ambulance - Interactions Citoyen',
|
||||
['ems_menu_revive'] = 'réanimer',
|
||||
['ems_menu_putincar'] = 'mettre dans véhicule',
|
||||
['ems_menu_small'] = 'soigner petites blessures',
|
||||
['ems_menu_big'] = 'soigner blessures graves',
|
||||
['ems_menu_search'] = 'patient introuvable',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'alerte Ambulance',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'réanimation possible dans ~b~%s minutes %s secondes~s~',
|
||||
['respawn_bleedout_in'] = 'vous allez souffrir d\'une hémorragie dans ~b~%s minutes %s secondes~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'maintenez [~b~E~s~] pour être réanimé',
|
||||
['respawn_bleedout_fine'] = 'maintenez [~b~E~s~] pour être réanimé pour ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'vous avez payé ~r~$%s~s~ pour être réanimer.',
|
||||
['distress_send'] = 'appuyez sur [~b~G~s~] pour envoyer un signal de détresse',
|
||||
['distress_sent'] = 'un signal a été envoyé à toutes les unités disponibles!',
|
||||
['combatlog_message'] = 'vous avez été réanimé de force car vous avez quitté le serveur.',
|
||||
-- Revive
|
||||
['revive_help'] = 'relancer un joueur',
|
||||
-- Item
|
||||
['used_medikit'] = 'vous avez utilisé 1x kit de soin',
|
||||
['used_bandage'] = 'vous avez utilisé 1x bandage',
|
||||
['not_enough_medikit'] = 'vous n\'avez pas de ~b~kit de soin~s~.',
|
||||
['not_enough_bandage'] = 'vous n\'avez pas de ~b~bandage~s~.',
|
||||
['healed'] = 'vous avez été soigné.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'hôpital',
|
||||
['blip_dead'] = 'joueur inconscient',
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
Locales['nl'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'Kleedkamer',
|
||||
['ems_clothes_civil'] = 'Burgerkleding',
|
||||
['ems_clothes_ems'] = 'Ambulance Kleding',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'Ambulance',
|
||||
['helicopter_prompt'] = 'Druk op ~INPUT_CONTEXT~ om de ~y~Lifeliners~s~ te beheren.',
|
||||
['garage_prompt'] = 'Druk op ~INPUT_CONTEXT~ om de ~y~Garage~s~ te openen.',
|
||||
['garage_title'] = 'Garage',
|
||||
['garage_stored'] = 'In Garage',
|
||||
['garage_notstored'] = 'Niet In Garage',
|
||||
['garage_storing'] = 'We proberen je voertuig op te bergen, zorg dat er niemand in de buurt is.',
|
||||
['garage_has_stored'] = 'Je voertuig is in de garage gezet',
|
||||
['garage_has_notstored'] = 'Er zijn geen voertuigen in de buurt gevonden die van jou zijn',
|
||||
['garage_notavailable'] = 'Je voertuig staat niet in de garage.',
|
||||
['garage_blocked'] = 'Er is geen spawnplek beschikbaar!',
|
||||
['garage_empty'] = 'Er staat geen voertuig in je garage.',
|
||||
['garage_released'] = 'Je voertuig is uit de garage gehaald.',
|
||||
['garage_store_nearby'] = 'Er zijn geen voertuigen in de buurt.',
|
||||
['garage_storeditem'] = 'Open garage',
|
||||
['garage_storeitem'] = 'Zet voertuig in de garage',
|
||||
['garage_buyitem'] = 'Voertuigwinkel',
|
||||
['shop_item'] = '€%s',
|
||||
['vehicleshop_title'] = 'Voertuigwinkel',
|
||||
['vehicleshop_confirm'] = 'Wil je dit voertuig kopen?',
|
||||
['vehicleshop_bought'] = 'Je hebt een ~y~%s~s~ gekocht voor ~g~€%s~s~',
|
||||
['vehicleshop_money'] = 'Je kan dit voertuig niet betalen',
|
||||
['vehicleshop_awaiting_model'] = 'Het voertuig is aan het ~g~DOWNLOADEN & LADEN~s~, even geduld',
|
||||
['confirm_no'] = 'Nee',
|
||||
['confirm_yes'] = 'Ja',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'Reanimatie is in gang gezet!',
|
||||
['revive_complete'] = 'Je hebt ~y~%s~s~ gereanimeerd',
|
||||
['revive_complete_award'] = 'Je hebt ~y~%s~s~ gereanimeerd en ~g~€%s~s~ verdient!',
|
||||
['revive_fail_offline'] = 'Deze speler is niet langer online',
|
||||
['heal_inprogress'] = 'Je wordt genezen!',
|
||||
['heal_complete'] = 'Je hebt ~y~%s~s~ genezen',
|
||||
['no_players'] = 'Geen spelers in de buurt',
|
||||
['player_not_unconscious'] = 'Deze persoon is niet bewusteloos!',
|
||||
['player_not_conscious'] = 'Deze persoon is bewusteloos!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'Manager Acties',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Ongeldig aantal',
|
||||
['actions_prompt'] = 'Druk op ~INPUT_CONTEXT~ om de ~y~Ambulance Acties~s~ te bekijken.',
|
||||
['deposit_amount'] = 'Bedrag om te storten',
|
||||
['money_withdraw'] = 'Bedrag om op te nemen',
|
||||
['fast_travel'] = 'Druk op ~INPUT_CONTEXT~ om snel te reizen.',
|
||||
['open_pharmacy'] = 'Druk op ~INPUT_CONTEXT~ om de apotheek te openen.',
|
||||
['pharmacy_menu_title'] = 'Apotheek',
|
||||
['pharmacy_take'] = 'Pak <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'Spoedkoffer',
|
||||
['bandage'] = 'Verbanddoos',
|
||||
['max_item'] = 'Je draagt al genoeg bij je.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'Ambulance Menu',
|
||||
['ems_menu_title'] = 'Ambulance - Menu',
|
||||
['ems_menu_revive'] = 'Reanimeer speler',
|
||||
['ems_menu_putincar'] = 'Zet in voertuig',
|
||||
['ems_menu_small'] = 'Behandel kleine verwondingen',
|
||||
['ems_menu_big'] = 'Behandel grote verwondingen',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'alert Ambulance',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'Respawn beschikbaar in ~b~%s minuten en %s seconden~s~',
|
||||
['respawn_bleedout_in'] = 'Je zal doodbloeden in ~b~%s minuten %s seconden~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'Houd [~b~E~s~] ingedrukt om te respawnen',
|
||||
['respawn_bleedout_fine'] = 'Houd [~b~E~s~] ingedrukt om te respawnen voor ~g~€%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'Je hebt ~r~€%s~s~ betaald om te respawnen.',
|
||||
['distress_send'] = 'Druk op [~b~G~s~] om een noodsignaal te verzenden',
|
||||
['distress_sent'] = 'Noodsignaal verzonden naar alle beschikbare eenheden!',
|
||||
['combatlog_message'] = 'Je bent gerespawned omdat je uitgelogt bent terwijl je dood was.',
|
||||
-- Revive
|
||||
['revive_help'] = 'Revive een speler',
|
||||
-- Item
|
||||
['used_medikit'] = 'Je hebt ~y~1~s~ spoedkoffer gebruikt',
|
||||
['used_bandage'] = 'Je hebt ~y~1~s~ verbandkoffer gebruikt',
|
||||
['not_enough_medikit'] = 'Je hebt geen ~b~spoedkoffer~s~ bij.',
|
||||
['not_enough_bandage'] = 'Je hebt geen ~b~verbandkoffer~s~ bij.',
|
||||
['healed'] = 'Je bent behandeld.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'Ziekenhuis',
|
||||
['blip_dead'] = 'Bewusteloze speler',
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['pl'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'szatnia',
|
||||
['ems_clothes_civil'] = 'ubrania cywilne',
|
||||
['ems_clothes_ems'] = 'ubrania EMS',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulance',
|
||||
['helicopter_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Helicopter Actions~s~.',
|
||||
['garage_prompt'] = 'press ~INPUT_CONTEXT~ to access the ~y~Vehicle Actions~s~.',
|
||||
['garage_title'] = 'vehicle Actions',
|
||||
['garage_stored'] = 'stored',
|
||||
['garage_notstored'] = 'not in garage',
|
||||
['garage_storing'] = 'we\'re attempting to remove the vehicle, make sure no players are around it.',
|
||||
['garage_has_stored'] = 'the vehicle has been stored in your garage',
|
||||
['garage_has_notstored'] = 'no nearby owned vehicles were found',
|
||||
['garage_notavailable'] = 'your vehicle is not stored in the garage.',
|
||||
['garage_blocked'] = 'there\'s no available spawn points!',
|
||||
['garage_empty'] = 'you dont have any vehicles in your garage.',
|
||||
['garage_released'] = 'your vehicle has been released from the garage.',
|
||||
['garage_store_nearby'] = 'there is no nearby vehicles.',
|
||||
['garage_storeditem'] = 'open garage',
|
||||
['garage_storeitem'] = 'store vehicle in garage',
|
||||
['garage_buyitem'] = 'vehicle shop',
|
||||
['shop_item'] = '$%s',
|
||||
['vehicleshop_title'] = 'vehicle Shop',
|
||||
['vehicleshop_confirm'] = 'do you want to buy this vehicle?',
|
||||
['vehicleshop_bought'] = 'you have bought ~y~%s~s~ for ~g~$%s~s~',
|
||||
['vehicleshop_money'] = 'you cannot afford that vehicle',
|
||||
['vehicleshop_awaiting_model'] = 'the vehicle is currently ~g~DOWNLOADING & LOADING~s~ please wait',
|
||||
['confirm_no'] = 'no',
|
||||
['confirm_yes'] = 'yes',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'trwa wskrzeszenie',
|
||||
['revive_complete'] = 'zostałeś wskrzeszony ~y~%s~s~',
|
||||
['revive_complete_award'] = 'zostałeś wskrzeszony ~y~%s~s~ i zarobiono ~g~$%s~s~!',
|
||||
['revive_fail_offline'] = 'that player is no longer online',
|
||||
['heal_inprogress'] = 'leczysz!',
|
||||
['heal_complete'] = 'zostałeś uleczony ~y~%s~s~',
|
||||
['no_players'] = 'brak graczy w pobliżu',
|
||||
['player_not_unconscious'] = 'ten gracz nie jest nieprzytomny!',
|
||||
['player_not_conscious'] = 'ten gracz nie jest świadomy!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'akcje szefa',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Nieprawidłowa kwota',
|
||||
['actions_prompt'] = 'press ~INPUT_CONTEXT~ access the ~y~Ambulance Actions~s~.',
|
||||
['deposit_amount'] = 'kwota depozytu',
|
||||
['money_withdraw'] = 'wycofana kwota',
|
||||
['fast_travel'] = 'naciśnij na ~INPUT_CONTEXT~ do szybkiej podróży.',
|
||||
['open_pharmacy'] = 'naciśnij na ~INPUT_CONTEXT~ aby otworzyć aptekę',
|
||||
['pharmacy_menu_title'] = 'apteka',
|
||||
['pharmacy_take'] = 'weź <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'apteczka',
|
||||
['bandage'] = 'bandaż',
|
||||
['max_item'] = 'już masz na sobie dość.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'menu EMS',
|
||||
['ems_menu_title'] = 'eMS Menu - Ambulans',
|
||||
['ems_menu_revive'] = 'ożyw gracza',
|
||||
['ems_menu_putincar'] = 'umieścić w pojeździe',
|
||||
['ems_menu_small'] = 'ulecz małe rany',
|
||||
['ems_menu_big'] = 'ulecz poważne obrażenia',
|
||||
['ems_menu_search'] = 'nie znaleziono pacjenta',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'wezwij ambulans',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'respawn available in ~b~%s minutes %s seconds~s~',
|
||||
['respawn_bleedout_in'] = 'you will bleed out in ~b~%s minutes %s seconds~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'hold [~b~E~s~] to respawn',
|
||||
['respawn_bleedout_fine'] = 'hold [~b~E~s~] to respawn for ~g~$%s~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'you paid ~r~$%s~s~ to respawn.',
|
||||
['distress_send'] = 'press [~b~G~s~] to send distress signal',
|
||||
['distress_sent'] = 'distress signal has been sent to available units!',
|
||||
['combatlog_message'] = 'you have been force-respawned because you\'ve previously left the server when dead.',
|
||||
-- Revive
|
||||
['revive_help'] = 'ożyw gracza',
|
||||
-- Item
|
||||
['used_medikit'] = 'użyłeś 1x Apteczki',
|
||||
['used_bandage'] = 'użyłeś 1x Bandaża',
|
||||
['not_enough_medikit'] = 'nie posiadasz ~b~apteczki~s~.',
|
||||
['not_enough_bandage'] = 'nie posiadasz ~b~bandaża~s~.',
|
||||
['healed'] = 'zostałeś potraktowany',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'szpital',
|
||||
['blip_dead'] = 'unconscious player',
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
Locales['sv'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'omklädnignsrum',
|
||||
['ems_clothes_civil'] = 'civilkläder',
|
||||
['ems_clothes_ems'] = 'ambulanskläder',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'ambulans',
|
||||
['helicopter_prompt'] = 'tryck ~INPUT_CONTEXT~ för att komma åt ~y~helikoptergaraget~s~.',
|
||||
['garage_prompt'] = 'tryck ~INPUT_CONTEXT~ för att komma åt ~y~garaget~s~.',
|
||||
['garage_title'] = 'garage',
|
||||
['garage_stored'] = 'inställt',
|
||||
['garage_notstored'] = 'uttaget',
|
||||
['garage_storing'] = 'vi håller på att ställa in ditt fordon, se till att ingen är i närheten.',
|
||||
['garage_has_stored'] = 'fordonet har ställts in i garaget',
|
||||
['garage_has_notstored'] = 'inget ägt fordon finns i närheten',
|
||||
['garage_notavailable'] = 'ditt fordon är inte inställt i ditt garage.',
|
||||
['garage_blocked'] = 'det finns ingen tillgänglig plats att ställa ut fordonet på!',
|
||||
['garage_empty'] = 'du har inga fordon i ditt garage.',
|
||||
['garage_released'] = 'ditt fordon har tagits ut från garaget.',
|
||||
['garage_store_nearby'] = 'det finns inget fordon i närheten.',
|
||||
['garage_storeditem'] = 'öppna garage',
|
||||
['garage_storeitem'] = 'ställ in fordon',
|
||||
['garage_buyitem'] = 'fordonshandel',
|
||||
['shop_item'] = '%s SEK',
|
||||
['vehicleshop_title'] = 'fordonshandel',
|
||||
['vehicleshop_confirm'] = 'vill du köpa detta fordon?',
|
||||
['vehicleshop_bought'] = 'du köpte ~y~%s~s~ för ~g~%s SEK~s~',
|
||||
['vehicleshop_money'] = 'du har inte råd med detta fordon',
|
||||
['vehicleshop_awaiting_model'] = 'fordonet ~g~LADDAS NED OCH LADDAS IN~s~ var god vänta',
|
||||
['confirm_no'] = 'nej',
|
||||
['confirm_yes'] = 'ja',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'en återupplivning har börjats',
|
||||
['revive_complete'] = 'du har återupplivat ~y~%s~s~, bra jobbat!',
|
||||
['revive_complete_award'] = 'du har återupplivat ~y~%s~s~ och tjänat ~g~%s SEK~s~ för dina tjänster, bra jobbat!',
|
||||
['revive_fail_offline'] = 'den spelaren har lämnat servern',
|
||||
['heal_inprogress'] = 'du behandlar patienten!',
|
||||
['heal_complete'] = 'du har behandlat ~y~%s~s~',
|
||||
['no_players'] = 'det finns inga spelare i närheten!',
|
||||
['player_not_unconscious'] = 'spelaren är inte medvetslös!',
|
||||
['player_not_conscious'] = 'spelaren är inte vid medvetande!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'chefsmeny',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Ogiltig mängd',
|
||||
['actions_prompt'] = 'tryck ~INPUT_CONTEXT~ för att öppna menyn.',
|
||||
['deposit_amount'] = 'mängd att sätta in',
|
||||
['money_withdraw'] = 'mängd att ta ut',
|
||||
['fast_travel'] = 'tryck på ~INPUT_CONTEXT~ för att snabbresa.',
|
||||
['open_pharmacy'] = 'tryck på ~INPUT_CONTEXT~ för att öppna apoteket.',
|
||||
['pharmacy_menu_title'] = 'apotek',
|
||||
['pharmacy_take'] = 'ta <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'akutväska',
|
||||
['bandage'] = 'bandage',
|
||||
['max_item'] = 'du har redan tillräckligt mycket på dig.',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'ambulansmeny',
|
||||
['ems_menu_title'] = 'ambulansmeny',
|
||||
['ems_menu_revive'] = 'återuppliva spelare',
|
||||
['ems_menu_putincar'] = 'sätt i fordon',
|
||||
['ems_menu_small'] = 'behandla mindre skador',
|
||||
['ems_menu_big'] = 'behandla svåra skador',
|
||||
['ems_menu_search'] = 'patienten hittades inte',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'ambulanssamtal',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'respawn tillgänglig om ~b~%s:%s~s~',
|
||||
['respawn_bleedout_in'] = 'du kommer att förblöda om ~b~%s:%s~s~\n',
|
||||
['respawn_bleedout_prompt'] = 'håll [~b~E~s~] för att respawna',
|
||||
['respawn_bleedout_fine'] = 'håll [~b~E~s~] för att respawna, kostar ~g~%s SEK~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'du betalade ~r~%s SEK~s~ för att respawna.',
|
||||
['distress_send'] = 'tryck ~b~[G]~s~ för att skicka nödsignal',
|
||||
['distress_sent'] = 'nödsignal har skickats till samtliga enheter!',
|
||||
['combatlog_message'] = 'du har force-respawnats på grund av att du lämnat servern medans du var död',
|
||||
-- Revive
|
||||
['revive_help'] = 'återuppliva en spelare',
|
||||
-- Item
|
||||
['used_medikit'] = 'du har använt ~y~1x~s~ ~b~Akutväska~s~',
|
||||
['used_bandage'] = 'du har använt ~y~1x~s~ ~b~Bandage~s~',
|
||||
['not_enough_medikit'] = 'du har ingen ~b~Akutväska~s~.',
|
||||
['not_enough_bandage'] = 'du har inget ~b~Bandage~s~.',
|
||||
['healed'] = 'dina skador har blivit behandlade.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'sjukhus',
|
||||
['blip_dead'] = 'medvetslös människa',
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
Locales['tr'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'soyunma Odası',
|
||||
['ems_clothes_civil'] = 'sivil Kıyafetler',
|
||||
['ems_clothes_ems'] = 'acil Servis Kıyafetleri',
|
||||
-- Vehicles
|
||||
['ambulance'] = 'medikal',
|
||||
['helicopter_prompt'] = '~y~Helikopter~s~ için ~INPUT_CONTEXT~ tuşuna basın.',
|
||||
['garage_prompt'] = '~y~Araba Garajı~s~ için ~INPUT_CONTEXT~ tuşuna basın',
|
||||
['garage_title'] = 'araba Garajı',
|
||||
['garage_stored'] = 'garaja koyuldu',
|
||||
['garage_notstored'] = 'garajda değil',
|
||||
['garage_storing'] = 'arabayı çıkarmaya çalışıyoruz, etrafta oyuncu olmadığından emin olun.',
|
||||
['garage_has_stored'] = 'araba garaja koyuldu',
|
||||
['garage_has_notstored'] = 'yakında sahibi olunan araba yok',
|
||||
['garage_notavailable'] = 'araba garajda değil',
|
||||
['garage_blocked'] = 'kullanılabilir spawn noktası yok!',
|
||||
['garage_empty'] = 'garajda araba yok',
|
||||
['garage_released'] = 'arabanız garajdan çıkarıldı.',
|
||||
['garage_store_nearby'] = 'yakınlarda araba yok',
|
||||
['garage_storeditem'] = 'garajdaki arabalar',
|
||||
['garage_storeitem'] = 'arabayı garaja koy',
|
||||
['garage_buyitem'] = 'araba galerisi',
|
||||
['shop_item'] = '%s TL',
|
||||
['vehicleshop_title'] = 'araba Galerisi',
|
||||
['vehicleshop_confirm'] = 'bu arabayı almak istiyor musun?',
|
||||
['vehicleshop_bought'] = '~g~%s~s~ liraya ~y~%s~s~ alındı',
|
||||
['vehicleshop_money'] = 'bu araca paranız yetmiyor',
|
||||
['vehicleshop_awaiting_model'] = 'bu araba şuanda ~g~İNDİRME & YÜKLEME~s~ yapıyor',
|
||||
['confirm_no'] = 'hayır',
|
||||
['confirm_yes'] = 'evet',
|
||||
-- Action Menu
|
||||
['revive_inprogress'] = 'Canlanma sürüyor!',
|
||||
['revive_complete'] = '~y~%s~s~ canlandırıldı',
|
||||
['revive_complete_award'] = '~y~%s~s~ canlandırıldın ve ~g~$%s~s~ kazandın!',
|
||||
['revive_fail_offline'] = 'bu oyuncu artık online değil',
|
||||
['heal_inprogress'] = 'iyileştiriliyorsun!',
|
||||
['heal_complete'] = '~y~%s~s~ iyileştirildi',
|
||||
['no_players'] = 'yakınlarda oyuncu yok',
|
||||
['player_not_unconscious'] = 'bu oyuncunun bilinci yerinde!',
|
||||
['player_not_conscious'] = 'bu oyuncunun bilinci yerinde değil!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'baş Hekim',
|
||||
-- Misc
|
||||
['invalid_amount'] = '~r~Hatalı miktar',
|
||||
['actions_prompt'] = '~y~Kıyafet Değiştirmek~s~ için ~INPUT_CONTEXT~ tuşuna basın.',
|
||||
['deposit_amount'] = 'bırakılacak miktar',
|
||||
['money_withdraw'] = 'alınacak miktar',
|
||||
['fast_travel'] = '~INPUT_CONTEXT~ tuşuna basarak hızlı yolculuk edebilirsiniz.',
|
||||
['open_pharmacy'] = '~y~Eczane~s~ için ~INPUT_CONTEXT~ tuşuna basın.',
|
||||
['pharmacy_menu_title'] = 'eczane',
|
||||
['pharmacy_take'] = 'al <span style="color:blue;">%s</span>',
|
||||
['medikit'] = 'sağlık kiti',
|
||||
['bandage'] = 'bandaj',
|
||||
['max_item'] = 'zaten yeterince üzerinde var',
|
||||
-- F6 Menu
|
||||
['ems_menu'] = 'EMS Menu',
|
||||
['ems_menu_title'] = 'medikal - EMS Menu',
|
||||
['ems_menu_revive'] = 'oyuncuyu Canlandır',
|
||||
['ems_menu_putincar'] = 'araca koy',
|
||||
['ems_menu_small'] = 'küçük yaraları tedavi et',
|
||||
['ems_menu_big'] = 'ciddi yaraları tedavi et',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'hastane Acil Durum',
|
||||
-- Death
|
||||
['respawn_available_in'] = 'yeniden canlanmana ~b~%s dakika %s saniye~s~ kaldı',
|
||||
['respawn_bleedout_in'] = 'kanama ~b~%s dakika %s saniye~s~ boyunca devam edecek\n',
|
||||
['respawn_bleedout_prompt'] = 'yeniden canlanma için [~b~E~s~] basılı tut',
|
||||
['respawn_bleedout_fine'] = '~g~%s~s~ lira karşılığında canlanma için [~b~E~s~] basılı tut',
|
||||
['respawn_bleedout_fine_msg'] = 'yeniden doğmak için ~r~$%s~s~ ödediniz.',
|
||||
['distress_send'] = 'acile sinyal göndermek için [~b~G~s~] basın',
|
||||
['distress_sent'] = 'acil durum sinyali gönderildi!',
|
||||
['combatlog_message'] = 'daha önce öldüğünüzde sunucudan ayrıldığınız için zorunlu olarak yeniden doğdunuz.',
|
||||
-- Revive
|
||||
['revive_help'] = 'oyuncuyu canlandır',
|
||||
-- Item
|
||||
['used_medikit'] = '~y~1x~s~ sağlık kiti kullanıldı.',
|
||||
['used_bandage'] = '~y~1x~s~ bandaj kullanıldı.',
|
||||
['not_enough_medikit'] = '~b~sağlık kiti~s~ yok.',
|
||||
['not_enough_bandage'] = '~b~bandaj~s~. yok',
|
||||
['healed'] = 'tedavi görüldü.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'hastane',
|
||||
['blip_dead'] = 'bilinci kapalı oyuncu',
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulância','Jr. EMT',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'medico','EMT',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'medico chefe','Sr. EMT',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','EMT Supervisor',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','EMS')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','curativo', 2),
|
||||
('medikit','kit medico', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Záchranka', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Záchranka', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Záchranka', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Zdravotník',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Doktor',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Primář',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Chirurg',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','Záchranka')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Obvaz', 2),
|
||||
('medikit','Lékarnička', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Notdienst', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Sanitäter',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Arzt',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Chefarzt',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Chirurg',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','Notdienst')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Bandage', 2),
|
||||
('medikit','Medikit', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Jr. EMT',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','EMT',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Sr. EMT',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','EMT Supervisor',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','EMS')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Bandage', 2),
|
||||
('medikit','Medikit', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ensihoito', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ensihoito', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ensihoito', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Ensihoitaja',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Lääkäri',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Yli-lääkäri',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Kirurgi',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','Ensihoito')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Sideharso', 2),
|
||||
('medikit','Ensiapupakkaus', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Ambulance', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Pogotowie ratunkowe', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Ratownik',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Lekarz',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Chirurg',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Ordynator',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','Pogotowie ratunkowe')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Bandaż', 2),
|
||||
('medikit','Defibrylator', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Sjukvård', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Sjukvård', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'Sjukvård', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Undersköterska',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Ambulanssjuksköterska',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Läkare',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Överläkare',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','Sjukvårdare')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Bandage', 2),
|
||||
('medikit','Akutväska', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,33 @@
|
||||
USE `es_extended`;
|
||||
|
||||
INSERT INTO `addon_account` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `addon_inventory` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `datastore` (name, label, shared) VALUES
|
||||
('society_ambulance', 'EMS', 1)
|
||||
;
|
||||
|
||||
INSERT INTO `job_grades` (job_name, grade, name, label, salary, skin_male, skin_female) VALUES
|
||||
('ambulance',0,'ambulance','Acil Tıp Teknisyeni',20,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',1,'doctor','Doktor',40,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',2,'chief_doctor','Kdemli Doktor',60,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}'),
|
||||
('ambulance',3,'boss','Baş Hekim',80,'{\"tshirt_2\":0,\"hair_color_1\":5,\"glasses_2\":3,\"shoes\":9,\"torso_2\":3,\"hair_color_2\":0,\"pants_1\":24,\"glasses_1\":4,\"hair_1\":2,\"sex\":0,\"decals_2\":0,\"tshirt_1\":15,\"helmet_1\":8,\"helmet_2\":0,\"arms\":92,\"face\":19,\"decals_1\":60,\"torso_1\":13,\"hair_2\":0,\"skin\":34,\"pants_2\":5}','{\"tshirt_2\":3,\"decals_2\":0,\"glasses\":0,\"hair_1\":2,\"torso_1\":73,\"shoes\":1,\"hair_color_2\":0,\"glasses_1\":19,\"skin\":13,\"face\":6,\"pants_2\":5,\"tshirt_1\":75,\"pants_1\":37,\"helmet_1\":57,\"torso_2\":0,\"arms\":14,\"sex\":1,\"glasses_2\":0,\"decals_1\":0,\"hair_2\":0,\"helmet_2\":0,\"hair_color_1\":0}')
|
||||
;
|
||||
|
||||
INSERT INTO `jobs` (name, label) VALUES
|
||||
('ambulance','EMS')
|
||||
;
|
||||
|
||||
INSERT INTO `items` (name, label, weight) VALUES
|
||||
('bandage','Bandaj', 2),
|
||||
('medikit','Sağlık Kiti', 2)
|
||||
;
|
||||
|
||||
ALTER TABLE `users`
|
||||
ADD `is_dead` TINYINT(1) NULL DEFAULT '0'
|
||||
;
|
||||
@@ -0,0 +1,319 @@
|
||||
ESX = nil
|
||||
local playersHealing, deadPlayers = {}, {}
|
||||
|
||||
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
|
||||
|
||||
TriggerEvent('esx_phone:registerNumber', 'ambulance', _U('alert_ambulance'), true, true)
|
||||
|
||||
TriggerEvent('esx_society:registerSociety', 'ambulance', 'Ambulance', 'society_ambulance', 'society_ambulance', 'society_ambulance', {type = 'public'})
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:revive')
|
||||
AddEventHandler('esx_ambulancejob:revive', function(playerId)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
if xPlayer and xPlayer.job.name == 'ambulance' then
|
||||
local xTarget = ESX.GetPlayerFromId(playerId)
|
||||
|
||||
if xTarget then
|
||||
if deadPlayers[playerId] then
|
||||
if Config.ReviveReward > 0 then
|
||||
xPlayer.showNotification(_U('revive_complete_award', xTarget.name, Config.ReviveReward))
|
||||
xPlayer.addMoney(Config.ReviveReward)
|
||||
xTarget.triggerEvent('esx_ambulancejob:revive')
|
||||
else
|
||||
xPlayer.showNotification(_U('revive_complete', xTarget.name))
|
||||
xTarget.triggerEvent('esx_ambulancejob:revive')
|
||||
end
|
||||
else
|
||||
xPlayer.showNotification(_U('player_not_unconscious'))
|
||||
end
|
||||
else
|
||||
xPlayer.showNotification(_U('revive_fail_offline'))
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerDeath')
|
||||
AddEventHandler('esx:onPlayerDeath', function(data)
|
||||
deadPlayers[source] = 'dead'
|
||||
TriggerClientEvent('esx_ambulancejob:setDeadPlayers', -1, deadPlayers)
|
||||
end)
|
||||
|
||||
RegisterServerEvent('esx_ambulancejob:svsearch')
|
||||
AddEventHandler('esx_ambulancejob:svsearch', function()
|
||||
TriggerClientEvent('esx_ambulancejob:clsearch', -1, source)
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:onPlayerDistress')
|
||||
AddEventHandler('esx_ambulancejob:onPlayerDistress', function()
|
||||
if deadPlayers[source] then
|
||||
deadPlayers[source] = 'distress'
|
||||
TriggerClientEvent('esx_ambulancejob:setDeadPlayers', -1, deadPlayers)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerSpawn')
|
||||
AddEventHandler('esx:onPlayerSpawn', function()
|
||||
if deadPlayers[source] then
|
||||
deadPlayers[source] = nil
|
||||
TriggerClientEvent('esx_ambulancejob:setDeadPlayers', -1, deadPlayers)
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:playerDropped', function(playerId, reason)
|
||||
if deadPlayers[playerId] then
|
||||
deadPlayers[playerId] = nil
|
||||
TriggerClientEvent('esx_ambulancejob:setDeadPlayers', -1, deadPlayers)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:heal')
|
||||
AddEventHandler('esx_ambulancejob:heal', function(target, type)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
if xPlayer.job.name == 'ambulance' then
|
||||
TriggerClientEvent('esx_ambulancejob:heal', target, type)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:putInVehicle')
|
||||
AddEventHandler('esx_ambulancejob:putInVehicle', function(target)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
if xPlayer.job.name == 'ambulance' then
|
||||
TriggerClientEvent('esx_ambulancejob:putInVehicle', target)
|
||||
end
|
||||
end)
|
||||
|
||||
ESX.RegisterServerCallback('esx_ambulancejob:removeItemsAfterRPDeath', function(source, cb)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
if Config.RemoveCashAfterRPDeath then
|
||||
if xPlayer.getMoney() > 0 then
|
||||
xPlayer.removeMoney(xPlayer.getMoney())
|
||||
end
|
||||
|
||||
if xPlayer.getAccount('black_money').money > 0 then
|
||||
xPlayer.setAccountMoney('black_money', 0)
|
||||
end
|
||||
end
|
||||
|
||||
if Config.RemoveItemsAfterRPDeath then
|
||||
for i=1, #xPlayer.inventory, 1 do
|
||||
if xPlayer.inventory[i].count > 0 then
|
||||
xPlayer.setInventoryItem(xPlayer.inventory[i].name, 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local playerLoadout = {}
|
||||
if Config.RemoveWeaponsAfterRPDeath then
|
||||
for i=1, #xPlayer.loadout, 1 do
|
||||
xPlayer.removeWeapon(xPlayer.loadout[i].name)
|
||||
end
|
||||
else -- save weapons & restore em' since spawnmanager removes them
|
||||
for i=1, #xPlayer.loadout, 1 do
|
||||
table.insert(playerLoadout, xPlayer.loadout[i])
|
||||
end
|
||||
|
||||
-- give back wepaons after a couple of seconds
|
||||
Citizen.CreateThread(function()
|
||||
Citizen.Wait(5000)
|
||||
for i=1, #playerLoadout, 1 do
|
||||
if playerLoadout[i].label ~= nil then
|
||||
xPlayer.addWeapon(playerLoadout[i].name, playerLoadout[i].ammo)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
cb()
|
||||
end)
|
||||
|
||||
if Config.EarlyRespawnFine then
|
||||
ESX.RegisterServerCallback('esx_ambulancejob:checkBalance', function(source, cb)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
local bankBalance = xPlayer.getAccount('bank').money
|
||||
|
||||
cb(bankBalance >= Config.EarlyRespawnFineAmount)
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:payFine')
|
||||
AddEventHandler('esx_ambulancejob:payFine', function()
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
local fineAmount = Config.EarlyRespawnFineAmount
|
||||
|
||||
xPlayer.showNotification(_U('respawn_bleedout_fine_msg', ESX.Math.GroupDigits(fineAmount)))
|
||||
xPlayer.removeAccountMoney('bank', fineAmount)
|
||||
end)
|
||||
end
|
||||
|
||||
ESX.RegisterServerCallback('esx_ambulancejob:getItemAmount', function(source, cb, item)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
local quantity = xPlayer.getInventoryItem(item).count
|
||||
|
||||
cb(quantity)
|
||||
end)
|
||||
|
||||
ESX.RegisterServerCallback('esx_ambulancejob:buyJobVehicle', function(source, cb, vehicleProps, type)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
local price = getPriceFromHash(vehicleProps.model, xPlayer.job.grade_name, type)
|
||||
|
||||
-- vehicle model not found
|
||||
if price == 0 then
|
||||
cb(false)
|
||||
else
|
||||
if xPlayer.getMoney() >= price then
|
||||
xPlayer.removeMoney(price)
|
||||
|
||||
MySQL.Async.execute('INSERT INTO owned_vehicles (owner, vehicle, plate, type, job, `stored`) VALUES (@owner, @vehicle, @plate, @type, @job, @stored)', {
|
||||
['@owner'] = xPlayer.identifier,
|
||||
['@vehicle'] = json.encode(vehicleProps),
|
||||
['@plate'] = vehicleProps.plate,
|
||||
['@type'] = type,
|
||||
['@job'] = xPlayer.job.name,
|
||||
['@stored'] = true
|
||||
}, function (rowsChanged)
|
||||
cb(true)
|
||||
end)
|
||||
else
|
||||
cb(false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
ESX.RegisterServerCallback('esx_ambulancejob:storeNearbyVehicle', function(source, cb, nearbyVehicles)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
local foundPlate, foundNum
|
||||
|
||||
for k,v in ipairs(nearbyVehicles) do
|
||||
local result = MySQL.Sync.fetchAll('SELECT plate FROM owned_vehicles WHERE owner = @owner AND plate = @plate AND job = @job', {
|
||||
['@owner'] = xPlayer.identifier,
|
||||
['@plate'] = v.plate,
|
||||
['@job'] = xPlayer.job.name
|
||||
})
|
||||
|
||||
if result[1] then
|
||||
foundPlate, foundNum = result[1].plate, k
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not foundPlate then
|
||||
cb(false)
|
||||
else
|
||||
MySQL.Async.execute('UPDATE owned_vehicles SET `stored` = true WHERE owner = @owner AND plate = @plate AND job = @job', {
|
||||
['@owner'] = xPlayer.identifier,
|
||||
['@plate'] = foundPlate,
|
||||
['@job'] = xPlayer.job.name
|
||||
}, function (rowsChanged)
|
||||
if rowsChanged == 0 then
|
||||
cb(false)
|
||||
else
|
||||
cb(true, foundNum)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
function getPriceFromHash(vehicleHash, jobGrade, type)
|
||||
local vehicles = Config.AuthorizedVehicles[type][jobGrade]
|
||||
|
||||
for k,v in ipairs(vehicles) do
|
||||
if GetHashKey(v.model) == vehicleHash then
|
||||
return v.price
|
||||
end
|
||||
end
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:removeItem')
|
||||
AddEventHandler('esx_ambulancejob:removeItem', function(item)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
xPlayer.removeInventoryItem(item, 1)
|
||||
|
||||
if item == 'bandage' then
|
||||
xPlayer.showNotification(_U('used_bandage'))
|
||||
elseif item == 'medikit' then
|
||||
xPlayer.showNotification(_U('used_medikit'))
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:giveItem')
|
||||
AddEventHandler('esx_ambulancejob:giveItem', function(itemName, amount)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
if xPlayer.job.name ~= 'ambulance' then
|
||||
print(('[esx_ambulancejob] [^2INFO^7] "%s" attempted to spawn in an item!'):format(xPlayer.identifier))
|
||||
return
|
||||
elseif (itemName ~= 'medikit' and itemName ~= 'bandage') then
|
||||
print(('[esx_ambulancejob] [^2INFO^7] "%s" attempted to spawn in an item!'):format(xPlayer.identifier))
|
||||
return
|
||||
end
|
||||
|
||||
if xPlayer.canCarryItem(itemName, amount) then
|
||||
xPlayer.addInventoryItem(itemName, amount)
|
||||
else
|
||||
xPlayer.showNotification(_U('max_item'))
|
||||
end
|
||||
end)
|
||||
|
||||
ESX.RegisterCommand('revive', 'admin', function(xPlayer, args, showError)
|
||||
args.playerId.triggerEvent('esx_ambulancejob:revive')
|
||||
end, true, {help = _U('revive_help'), validate = true, arguments = {
|
||||
{name = 'playerId', help = 'The player id', type = 'player'}
|
||||
}})
|
||||
|
||||
ESX.RegisterUsableItem('medikit', function(source)
|
||||
if not playersHealing[source] then
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
xPlayer.removeInventoryItem('medikit', 1)
|
||||
|
||||
playersHealing[source] = true
|
||||
TriggerClientEvent('esx_ambulancejob:useItem', source, 'medikit')
|
||||
|
||||
Citizen.Wait(10000)
|
||||
playersHealing[source] = nil
|
||||
end
|
||||
end)
|
||||
|
||||
ESX.RegisterUsableItem('bandage', function(source)
|
||||
if not playersHealing[source] then
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
xPlayer.removeInventoryItem('bandage', 1)
|
||||
|
||||
playersHealing[source] = true
|
||||
TriggerClientEvent('esx_ambulancejob:useItem', source, 'bandage')
|
||||
|
||||
Citizen.Wait(10000)
|
||||
playersHealing[source] = nil
|
||||
end
|
||||
end)
|
||||
|
||||
ESX.RegisterServerCallback('esx_ambulancejob:getDeathStatus', function(source, cb)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
MySQL.Async.fetchScalar('SELECT is_dead FROM users WHERE identifier = @identifier', {
|
||||
['@identifier'] = xPlayer.identifier
|
||||
}, function(isDead)
|
||||
|
||||
if isDead then
|
||||
print(('[esx_ambulancejob] [^2INFO^7] "%s" attempted combat logging'):format(xPlayer.identifier))
|
||||
end
|
||||
|
||||
cb(isDead)
|
||||
end)
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_ambulancejob:setDeathStatus')
|
||||
AddEventHandler('esx_ambulancejob:setDeathStatus', function(isDead)
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
|
||||
if type(isDead) == 'boolean' then
|
||||
MySQL.Sync.execute('UPDATE users SET is_dead = @isDead WHERE identifier = @identifier', {
|
||||
['@identifier'] = xPlayer.identifier,
|
||||
['@isDead'] = isDead
|
||||
})
|
||||
end
|
||||
end)
|
||||
Reference in New Issue
Block a user