mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-08-29 01:08:54 +00:00
Merge branch 'main' into main
This commit is contained in:
@@ -112,6 +112,19 @@ CREATE TABLE `cardealer_vehicles` (
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-- --------------------------------------------------------
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--
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-- Table structure for table `multicharacter_slots`
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--
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CREATE TABLE `multicharacter_slots` (
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`identifier` VARCHAR(60) NOT NULL,
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`slots` INT(11) NOT NULL,
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PRIMARY KEY (`identifier`) USING BTREE,
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INDEX `slots` (`slots`) USING BTREE
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) ENGINE=InnoDB;
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-- --------------------------------------------------------
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--
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-- Table structure for table `datastore`
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--
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@@ -317,6 +330,10 @@ CREATE TABLE `licenses` (
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--
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INSERT INTO `licenses` (`type`, `label`) VALUES
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('dmv', 'Driving Permit'),
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('drive', 'Drivers License'),
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('drive_bike', 'Motorcycle License'),
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('drive_truck', 'Commercial Drivers License'),
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('weed_processing', 'Weed Processing License');
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-- --------------------------------------------------------
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@@ -501,6 +518,7 @@ CREATE TABLE `users` (
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`status` longtext DEFAULT NULL,
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`is_dead` tinyint(1) DEFAULT 0,
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`id` int(11) NOT NULL,
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`disabled` TINYINT(1) NULL DEFAULT '0',
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`last_property` varchar(255) DEFAULT NULL
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) ENGINE=InnoDB;
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@@ -389,36 +389,32 @@ end
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function StartServerSyncLoops()
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if not Config.OxInventory then
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-- keep track of ammo
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CreateThread(function()
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local currentWeapon = {timer=0}
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while ESX.PlayerLoaded do
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local sleep = 500
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-- keep track of ammo
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if currentWeapon.timer == sleep then
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local ammoCount = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
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TriggerServerEvent('esx:updateWeaponAmmo', currentWeapon.name, ammoCount)
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currentWeapon.timer = 0
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elseif currentWeapon.timer > sleep then
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currentWeapon.timer = currentWeapon.timer - sleep
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end
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if IsPedArmed(ESX.PlayerData.ped, 4) then
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sleep = 0
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if IsPedShooting(ESX.PlayerData.ped) then
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local _,weaponHash = GetCurrentPedWeapon(ESX.PlayerData.ped, true)
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local weapon = ESX.GetWeaponFromHash(weaponHash)
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if weapon then
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currentWeapon.name = weapon.name
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currentWeapon.hash = weaponHash
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currentWeapon.timer = 100 * sleep
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end
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CreateThread(function()
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local currentWeapon = {Ammo = 0}
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while ESX.PlayerLoaded do
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local sleep = 300
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if GetSelectedPedWeapon(ESX.PlayerData.ped) ~= -1569615261 then
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sleep = 0
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local _,weaponHash = GetCurrentPedWeapon(ESX.PlayerData.ped, true)
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local weapon = ESX.GetWeaponFromHash(weaponHash)
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if weapon then
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local ammoCount = GetAmmoInPedWeapon(ESX.PlayerData.ped, weaponHash)
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if weapon.name ~= currentWeapon.name then
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currentWeapon.Ammo = ammoCount
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currentWeapon.name = weapon.name
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else
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if ammoCount ~= currentWeapon.Ammo then
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currentWeapon.Ammo = ammoCount
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TriggerServerEvent('esx:updateWeaponAmmo', weapon.name, ammoCount)
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end
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end
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end
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end
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Wait(sleep)
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end
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end
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Wait(sleep)
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end
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end)
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end)
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end
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-- sync current player coords with server
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@@ -18,6 +18,7 @@ Config.EnableDefaultInventory = true -- Display the default Inventory ( F2 )
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Config.EnableWantedLevel = false -- Use Normal GTA wanted Level?
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Config.EnablePVP = true -- Allow Player to player combat
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Config.Multichar = false -- Enable support for esx_multicharacter
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Config.Multichar = true -- Enable support for esx_multicharacter
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Config.Identity = true -- Select a characters identity data before they have loaded in (this happens by default with multichar)
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Config.OnDuty = true -- Default state of the on duty system
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Config.DistanceGive = 4.0 -- Max distance when giving items, weapons etc.
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Config.OnDuty = true -- Default state of the on duty system
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@@ -4,7 +4,7 @@ game 'gta5'
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description 'ES Extended'
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version '1.6.0'
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version '1.6.5'
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shared_scripts {
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'locale.lua',
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+309
-188
@@ -1,207 +1,328 @@
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Locales['sv'] = {
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-- Inventory
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['inventory'] = 'mitt förråd %s / %s',
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['use'] = 'använd',
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['give'] = 'ge',
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['remove'] = 'kasta',
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['return'] = 'gå tillbaka',
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['give_to'] = 'ge till',
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['amount'] = 'antal',
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['giveammo'] = 'ge ammunition',
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['amountammo'] = 'mängd ammunition',
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['noammo'] = 'du har inte tillräckligt med ammunition!',
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['gave_item'] = 'du gav ~y~%sx~s~ ~b~%s~s~ till ~y~%s~s~',
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['received_item'] = 'du tog emot ~y~%sx~s~ ~b~%s~s~ från ~b~%s~s~',
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['gave_weapon'] = 'du gav ~b~%s~s~ till ~y~%s~s~',
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['gave_weapon_ammo'] = 'du gav ~o~%sx %s~s~ för ~b~%s~s~ till ~y~%s~s~',
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['gave_weapon_withammo'] = 'du gav ~b~%s~s~ med ~o~%sx %s~s~ till ~y~%s~s~',
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['inventory'] = 'Förråd ( Vikt %s / %s )',
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['use'] = 'Använd',
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['give'] = 'Ge',
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['remove'] = 'Kasta',
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['return'] = 'Gå tillbaka',
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['give_to'] = 'Ge till',
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['amount'] = 'Antal',
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['giveammo'] = 'Ge ammunition',
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['amountammo'] = 'Mängd ammunition',
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['noammo'] = 'Inte tillräckligt med ammunition!',
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['gave_item'] = 'Ge ~y~%sx~s~ ~b~%s~s~ till ~y~%s~s~',
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['received_item'] = 'Fick ~y~%sx~s~ ~b~%s~s~ från ~b~%s~s~',
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['gave_weapon'] = 'Ge ~b~%s~s~ till ~y~%s~s~',
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['gave_weapon_ammo'] = 'Ge ~o~%sx %s~s~ för ~b~%s~s~ till ~y~%s~s~',
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['gave_weapon_withammo'] = 'Ge ~b~%s~s~ med ~o~%sx %s~s~ till ~y~%s~s~',
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['gave_weapon_hasalready'] = '~y~%s~s~ har redan en ~y~%s~s~',
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['gave_weapon_noweapon'] = '~y~%s~s~ har inte det vapnet',
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['received_weapon'] = 'du tog emot ~b~%s~s~ från ~b~%s~s~',
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['received_weapon_ammo'] = 'du tog emot ~o~%sx %s~s~ för ~b~%s~s~ från ~b~%s~s~',
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['received_weapon_withammo'] = 'du tog emot ~b~%s~s~ med ~o~%sx %s~s~ från ~b~%s~s~',
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['received_weapon_hasalready'] = '~b~%s~s~ försökte ge dig en ~y~%s~s~, men det vapnet har du redan',
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['received_weapon_noweapon'] = '~b~%s~s~ försökte ge dig ammunition för ett ~y~%s~s~, men du har inget sådant vapen',
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['gave_account_money'] = 'du gav ~g~%s SEK~s~ (%s) till ~y~%s~s~',
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['received_account_money'] = 'du tog emot ~g~%s SEK~s~ (%s) från ~b~%s~s~',
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['amount_invalid'] = 'ogiltig mängd',
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['players_nearby'] = 'det finns inga spelare nära',
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['ex_inv_lim'] = 'åtgärd inte möjligt, översteg förråd gräns för ~y~%s~s~',
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['imp_invalid_quantity'] = 'åtgärd omöjlig, ogiltig mängd',
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['imp_invalid_amount'] = 'åtgärd omöjlig, ogiltig belopp',
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['threw_standard'] = 'du kastade ~y~%sx~s~ ~b~%s~s~',
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['threw_account'] = 'du kastade ~g~%s SEK~s~ ~b~%s~s~',
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['threw_weapon'] = 'du kastade ~b~%s~s~',
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['threw_weapon_ammo'] = 'du kastade ~b~%s~s~ med ~o~%sx %s~s~',
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['threw_weapon_already'] = 'du har redan ett sådant vapen på dig',
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['threw_cannot_pickup'] = 'du kan inte plocka upp det på grund av att det kommer ej få plats i ditt förråd!',
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['threw_pickup_prompt'] = 'tryck ~y~E~s~ för att plocka upp',
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['received_weapon'] = 'Mottog ~b~%s~s~ från ~b~%s~s~',
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['received_weapon_ammo'] = 'Fick ~o~%sx %s~s~ för din ~b~%s~s~ från ~b~%s~s~',
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['received_weapon_withammo'] = 'Mottog ~b~%s~s~ med ~o~%sx %s~s~ från ~b~%s~s~',
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['received_weapon_hasalready'] = '~b~%s~s~ har försökt ge dig en ~y~%s~s~, men du har redan det här vapnet',
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['received_weapon_noweapon'] = '~b~%s~s~ har försökt ge dig ammunition för en ~y~%s~s~, men du har inte det här vapnet',
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['gave_account_money'] = 'Ge ~g~$%s~s~ (%s) till ~y~%s~s~',
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['received_account_money'] = 'Mottog ~g~$%s~s~ (%s) från ~b~%s~s~',
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['amount_invalid'] = 'Ogiltig mängd',
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['players_nearby'] = 'Inga spelare i närheten',
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['ex_inv_lim'] = 'Kan inte utföra åtgärden, överstiger maxvikten ~y~%s~s~',
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['imp_invalid_quantity'] = 'Det går inte att utföra åtgärden, mängden är ogiltig',
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['imp_invalid_amount'] = 'Det går inte att utföra åtgärden, mängden är ogiltigt',
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['threw_standard'] = 'Kastade ~y~%sx~s~ ~b~%s~s~',
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['threw_account'] = 'Kastade ~g~$%s~s~ ~b~%s~s~',
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['threw_weapon'] = 'Kastade ~b~%s~s~',
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['threw_weapon_ammo'] = 'Kastade ~b~%s~s~ med ~o~%sx %s~s~',
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['threw_weapon_already'] = 'Du har redan det här vapnet',
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['threw_cannot_pickup'] = 'Förrådet är fullt, kan inte plocka upp!',
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['threw_pickup_prompt'] = 'Tryck ~y~E~s~ för att plocka upp',
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-- Key mapping
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['keymap_showinventory'] = 'öppna inventory',
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['keymap_showinventory'] = 'Visa förrådet',
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-- Salary related
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['received_salary'] = 'du har mottagit din lön på ~g~%s SEK~s~',
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['received_help'] = 'du har mottagit bidrag på ~g~%s SEK~s~',
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['received_salary'] = 'Du har fått lön: ~g~$%s~s~',
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['received_help'] = 'Du har fått bidrag: ~g~$%s~s~',
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['company_nomoney'] = 'företaget du är anställt hos har inte råd att betala ut din lön',
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['received_paycheck'] = 'mottagit lön',
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['bank'] = 'bank',
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['account_bank'] = 'bank',
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['account_black_money'] = 'svarta pengar',
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['account_money'] = 'kontakter',
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['received_paycheck'] = 'Mottagit lön',
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['bank'] = 'Bank',
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['account_bank'] = 'Bank',
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['account_black_money'] = 'Svarta pengar',
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['account_money'] = 'Kontanter',
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['act_imp'] = 'åtgärd omöjlig',
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['in_vehicle'] = 'du kan inte ge saker till en som sitter i ett fordon!',
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['act_imp'] = 'Kan inte utföra åtgärd',
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['in_vehicle'] = 'Kan inte utföra åtgärd, spelaren är i ett fordon',
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-- Commands
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['command_car'] = 'spawna ett fordon',
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['command_car_car'] = 'namn på fordon eller hash',
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['command_cardel'] = 'radera fordon i närheten',
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['command_cardel_radius'] = 'valfri, radera alla fordon inom den angivna radien',
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['command_clear'] = 'töm chatten',
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['command_clearall'] = 'töm chatten för alla spelare',
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['command_clearinventory'] = 'töm en spelares inventory',
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['command_clearloadout'] = 'töm en spelares loadout',
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['command_giveaccountmoney'] = 'ge pengar för ett konto',
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['command_giveaccountmoney_account'] = 'giltigt kontonamn',
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['command_giveaccountmoney_amount'] = 'mängd att ge',
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['command_giveaccountmoney_invalid'] = 'kontonamnet är ej giltigt',
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['command_giveitem'] = 'ge ett item till en spelare',
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['command_giveitem_item'] = 'itemnamn',
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['command_giveitem_count'] = 'mängd av itemet',
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['command_giveweapon'] = 'ge ett vapen till en spelare',
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['command_giveweapon_weapon'] = 'vapennamn',
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['command_giveweapon_ammo'] = 'hur mycket ammo att ge',
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['command_giveweapon_hasalready'] = 'spelaren har redan ett sådant vapen',
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['command_giveweaponcomponent'] = 'ge vapen komponent',
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['command_giveweaponcomponent_component'] = 'vapenkomponent',
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['command_giveweaponcomponent_invalid'] = 'det vapenkomponentet är ej giltigt',
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['command_giveweaponcomponent_hasalready'] = 'spelaren har redan det vapenkomponent',
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['command_giveweaponcomponent_missingweapon'] = 'spelaren har ej det vapnet',
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['command_save'] = 'spara en spelare i databas',
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['command_saveall'] = 'spara alla spelare i databas',
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['command_setaccountmoney'] = 'bestäm ny balans på ett spelarkonto',
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['command_setaccountmoney_amount'] = 'ny balans',
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['command_setcoords'] = 'teleportera till koordinater',
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['command_setcoords_x'] = 'x axel',
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['command_setcoords_y'] = 'y axel',
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['command_setcoords_z'] = 'z axel',
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['command_setjob'] = 'välj jobb för en spelare',
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['command_setjob_job'] = 'jobbnamn',
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['command_setjob_grade'] = 'jobbnivå',
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['command_setjob_invalid'] = 'jobbet, nivån eller båda är ej giltiga',
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['command_setgroup'] = 'välj grupp åt en spelare',
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['command_setgroup_group'] = 'gruppnamn',
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['commanderror_argumentmismatch'] = 'argumentstorlek mismatch (gav %s, ville ha %s)',
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['commanderror_argumentmismatch_number'] = 'argument #%s typ mismatch (gav string, ville ha number)',
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['commanderror_invaliditem'] = 'ej giltigt item',
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['commanderror_invalidweapon'] = 'ej giltigt vapen',
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['commanderror_console'] = 'detta kommando kan ej executas i konsol',
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['commanderror_invalidcommand'] = '/%s är inte ett giltigt kommando!',
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['commanderror_invalidplayerid'] = 'det finns ingen spelare som matchar det angivna server id',
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['commandgeneric_playerid'] = 'spelarid',
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['command_car'] = 'Spawna ett fordon',
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['command_car_car'] = 'Fordonsmodell eller hash',
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['command_cardel'] = 'Ta bort fordon i närheten',
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['command_cardel_radius'] = 'Tar bort alla fordon inom angiven radie',
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['command_clear'] = 'Rensa chatttext',
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['command_clearall'] = 'Rensa chatttext för alla spelare',
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['command_clearinventory'] = 'Ta bort alla föremål från spelarens förråd',
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['command_clearloadout'] = 'Ta bort alla vapen från spelarens förråd',
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['command_giveaccountmoney'] = 'Ge pengar till ett specifikt konto',
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['command_giveaccountmoney_account'] = 'Konto att lägga till i',
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['command_giveaccountmoney_amount'] = 'Belopp att lägga till',
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['command_giveaccountmoney_invalid'] = 'Kontonamn ogiltigt',
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['command_giveitem'] = 'Ge spelaren ett föremål',
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['command_giveitem_item'] = 'Föremålsnamn',
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||||
['command_giveitem_count'] = 'Mängd',
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||||
['command_giveweapon'] = 'Ge spelaren ett vapen',
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||||
['command_giveweapon_weapon'] = 'Vapennamn',
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||||
['command_giveweapon_ammo'] = 'Ammunitionsmängd',
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||||
['command_giveweapon_hasalready'] = 'Spelaren har redan det här vapnet',
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['command_giveweaponcomponent'] = 'Ge en vapenkomponent till spelaren',
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||||
['command_giveweaponcomponent_component'] = 'Vapenkomponentnamn',
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||||
['command_giveweaponcomponent_invalid'] = 'Ogiltig vapenkomponent',
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||||
['command_giveweaponcomponent_hasalready'] = 'Spelaren har redan denna vapenkomponent',
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||||
['command_giveweaponcomponent_missingweapon'] = 'Spelaren har inte det här vapnet',
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||||
['command_save'] = 'Tvångspara en spelares data',
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||||
['command_saveall'] = 'Tvångspara allas spelardata',
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||||
['command_setaccountmoney'] = 'Ställ in pengarna på ett angivet konto',
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||||
['command_setaccountmoney_amount'] = 'Ny Summa',
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||||
['command_setcoords'] = 'Teleportera till specificerade koordinater',
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||||
['command_setcoords_x'] = 'X-värde',
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||||
['command_setcoords_y'] = 'Y-värde',
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||||
['command_setcoords_z'] = 'Z-värde',
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||||
['command_setjob'] = 'Ställ in en spelares jobb',
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||||
['command_setjob_job'] = 'Jobbnamn',
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||||
['command_setjob_grade'] = 'Jobbnivå',
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||||
['command_setjob_invalid'] = 'jobbet, nivån eller båda är ogiltiga',
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['command_setgroup'] = 'Ställ in en spelares behörighetsgrupp',
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['command_setgroup_group'] = 'Gruppens namn',
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||||
['commanderror_argumentmismatch'] = 'Ogiltigt antal argument (godkänt %s, önskat %s)',
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||||
['commanderror_argumentmismatch_number'] = 'Ogiltigt argument #%s datatyp (godkänd sträng, önskat nummer)',
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||||
['commanderror_invaliditem'] = 'Ogiltig artikel',
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||||
['commanderror_invalidweapon'] = 'Ogiltigt vapen',
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||||
['commanderror_console'] = 'Kommandot kan inte köras från konsolen',
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||||
['commanderror_invalidcommand'] = 'Ogiltigt kommando - /%s',
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||||
['commanderror_invalidplayerid'] = 'Angiven spelare är inte online',
|
||||
['commandgeneric_playerid'] = 'Spelarens server-id',
|
||||
|
||||
-- Locale settings
|
||||
['locale_digit_grouping_symbol'] = ' ',
|
||||
['locale_currency'] = '%s SEK',
|
||||
|
||||
-- Weapons
|
||||
['weapon_knife'] = 'kniv',
|
||||
['weapon_nightstick'] = 'batong',
|
||||
['weapon_hammer'] = 'hammare',
|
||||
['weapon_bat'] = 'slagträ',
|
||||
['weapon_golfclub'] = 'golf club',
|
||||
['weapon_crowbar'] = 'kofot',
|
||||
['weapon_pistol'] = 'pistol',
|
||||
['weapon_combatpistol'] = 'combat pistol',
|
||||
['weapon_appistol'] = 'ap pistol',
|
||||
['weapon_pistol50'] = 'pistol .50',
|
||||
['weapon_microsmg'] = 'micro smg',
|
||||
['weapon_smg'] = 'smg',
|
||||
['weapon_assaultsmg'] = 'assault smg',
|
||||
['weapon_assaultrifle'] = 'assault rifle',
|
||||
['weapon_carbinerifle'] = 'carbine rifle',
|
||||
['weapon_advancedrifle'] = 'advanced rifle',
|
||||
['weapon_mg'] = 'mg',
|
||||
['weapon_combatmg'] = 'combat mg',
|
||||
['weapon_pumpshotgun'] = 'pump shotgun',
|
||||
['weapon_sawnoffshotgun'] = 'sawed off shotgun',
|
||||
['weapon_assaultshotgun'] = 'assault shotgun',
|
||||
['weapon_bullpupshotgun'] = 'bullpup shotgun',
|
||||
['weapon_stungun'] = 'elchockpistol',
|
||||
['weapon_sniperrifle'] = 'prickskyttegevär',
|
||||
['weapon_heavysniper'] = 'tung prickskytt',
|
||||
['weapon_grenadelauncher'] = 'granatkastare',
|
||||
['weapon_rpg'] = 'raketgevär',
|
||||
['weapon_minigun'] = 'minigun',
|
||||
['weapon_grenade'] = 'granat',
|
||||
['weapon_stickybomb'] = 'klibbig bomb',
|
||||
['weapon_smokegrenade'] = 'rökgranat',
|
||||
['weapon_bzgas'] = 'bz gas',
|
||||
['weapon_molotov'] = 'molotov cocktail',
|
||||
['weapon_fireextinguisher'] = 'brandsläckare',
|
||||
['weapon_petrolcan'] = 'bensindunk',
|
||||
['weapon_ball'] = 'boll',
|
||||
['weapon_snspistol'] = 'sns pistol',
|
||||
['weapon_bottle'] = 'flaska',
|
||||
['weapon_gusenberg'] = 'gusenberg sweeper',
|
||||
['weapon_specialcarbine'] = 'special carbine',
|
||||
['weapon_heavypistol'] = 'heavy pistol',
|
||||
['weapon_bullpuprifle'] = 'bullpup rifle',
|
||||
['weapon_dagger'] = 'dolk',
|
||||
['weapon_vintagepistol'] = 'vintage pistol',
|
||||
['weapon_firework'] = 'fyrverkeriraket',
|
||||
['weapon_musket'] = 'musköt',
|
||||
['weapon_heavyshotgun'] = 'heavy shotgun',
|
||||
['weapon_marksmanrifle'] = 'marksman rifle',
|
||||
['weapon_hominglauncher'] = 'homing launcher',
|
||||
['weapon_proxmine'] = 'proximity mine',
|
||||
['weapon_snowball'] = 'snöboll',
|
||||
['weapon_flaregun'] = 'signalpistol',
|
||||
['weapon_combatpdw'] = 'combat pdw',
|
||||
['weapon_marksmanpistol'] = 'marksman pistol',
|
||||
['weapon_knuckle'] = 'knogjärn',
|
||||
['weapon_hatchet'] = 'yxa',
|
||||
['weapon_railgun'] = 'railgun',
|
||||
['weapon_machete'] = 'machete',
|
||||
['weapon_machinepistol'] = 'machine pistol',
|
||||
['weapon_switchblade'] = 'switchblade',
|
||||
['weapon_revolver'] = 'heavy revolver',
|
||||
['weapon_dbshotgun'] = 'double barrel shotgun',
|
||||
['weapon_compactrifle'] = 'compact rifle',
|
||||
['weapon_autoshotgun'] = 'auto shotgun',
|
||||
['weapon_battleaxe'] = 'stridsyxa',
|
||||
['weapon_compactlauncher'] = 'compact launcher',
|
||||
['weapon_minismg'] = 'mini smg',
|
||||
['weapon_pipebomb'] = 'pipe bomb',
|
||||
['weapon_poolcue'] = 'biljardkö',
|
||||
['weapon_wrench'] = 'skiftnyckel',
|
||||
['weapon_flashlight'] = 'ficklampa',
|
||||
['gadget_parachute'] = 'fallskärm',
|
||||
['weapon_flare'] = 'blossa',
|
||||
['weapon_doubleaction'] = 'double-Action Revolver',
|
||||
|
||||
-- Melee
|
||||
['weapon_dagger'] = 'Dolk',
|
||||
['weapon_bat'] = 'Slagträ',
|
||||
['weapon_battleaxe'] = 'Stridsyxa',
|
||||
['weapon_bottle'] = 'Flaska',
|
||||
['weapon_crowbar'] = 'Kofot',
|
||||
['weapon_flashlight'] = 'Ficklampa',
|
||||
['weapon_golfclub'] = 'Golfklubba',
|
||||
['weapon_hammer'] = 'Hammare',
|
||||
['weapon_hatchet'] = 'Yxa',
|
||||
['weapon_knife'] = 'Kniv',
|
||||
['weapon_knuckle'] = 'Knogjärn',
|
||||
['weapon_machete'] = 'Machete',
|
||||
['weapon_nightstick'] = 'Batong',
|
||||
['weapon_wrench'] = 'Rörtång',
|
||||
['weapon_poolcue'] = 'Biljardkö',
|
||||
['weapon_stone_hatchet'] = 'Stenyxa',
|
||||
['weapon_switchblade'] = 'Fällkniv',
|
||||
|
||||
-- Handguns
|
||||
['weapon_appistol'] = 'AP Pistol',
|
||||
['weapon_ceramicpistol'] = 'Ceramic Pistol',
|
||||
['weapon_combatpistol'] = 'Combat Pistol',
|
||||
['weapon_doubleaction'] = 'Double-Action Revolver',
|
||||
['weapon_navyrevolver'] = 'Navy Revolver',
|
||||
['weapon_flaregun'] = 'Flaregun',
|
||||
['weapon_gadgetpistol'] = 'Gadget Pistol',
|
||||
['weapon_heavypistol'] = 'Heavy Pistol',
|
||||
['weapon_revolver'] = 'Heavy Revolver',
|
||||
['weapon_revolver_mk2'] = 'Heavy Revolver MK2',
|
||||
['weapon_marksmanpistol'] = 'Marksman Pistol',
|
||||
['weapon_pistol'] = 'Pistol',
|
||||
['weapon_pistol_mk2'] = 'Pistol MK2',
|
||||
['weapon_pistol50'] = 'Pistol .50',
|
||||
['weapon_snspistol'] = 'SNS Pistol',
|
||||
['weapon_snspistol_mk2'] = 'SNS Pistol MK2',
|
||||
['weapon_stungun'] = 'Taser',
|
||||
['weapon_raypistol'] = 'Up-N-Atomizer',
|
||||
['weapon_vintagepistol'] = 'Vintage Pistol',
|
||||
|
||||
-- Shotguns
|
||||
['weapon_assaultshotgun'] = 'Assault Shotgun',
|
||||
['weapon_autoshotgun'] = 'Auto Shotgun',
|
||||
['weapon_bullpupshotgun'] = 'Bullpup Shotgun',
|
||||
['weapon_combatshotgun'] = 'Combat Shotgun',
|
||||
['weapon_dbshotgun'] = 'Double Barrel Shotgun',
|
||||
['weapon_heavyshotgun'] = 'Heavy Shotgun',
|
||||
['weapon_musket'] = 'Musket',
|
||||
['weapon_pumpshotgun'] = 'Pump Shotgun',
|
||||
['weapon_pumpshotgun_mk2'] = 'Pump Shotgun MK2',
|
||||
['weapon_sawnoffshotgun'] = 'Sawed Off Shotgun',
|
||||
|
||||
-- SMG & LMG
|
||||
['weapon_assaultsmg'] = 'Assault SMG',
|
||||
['weapon_combatmg'] = 'Combat MG',
|
||||
['weapon_combatmg_mk2'] = 'Combat MG MK2',
|
||||
['weapon_combatpdw'] = 'Combat PDW',
|
||||
['weapon_gusenberg'] = 'Gusenberg Sweeper',
|
||||
['weapon_machinepistol'] = 'Machine Pistol',
|
||||
['weapon_mg'] = 'MG',
|
||||
['weapon_microsmg'] = 'Micro SMG',
|
||||
['weapon_minismg'] = 'Mini SMG',
|
||||
['weapon_smg'] = 'SMG',
|
||||
['weapon_smg_mk2'] = 'SMG MK2',
|
||||
['weapon_raycarbine'] = 'Unholy Hellbringer',
|
||||
|
||||
-- Rifles
|
||||
['weapon_advancedrifle'] = 'Advanced Rifle',
|
||||
['weapon_assaultrifle'] = 'Assault Rifle',
|
||||
['weapon_assaultrifle_mk2'] = 'Assault Rifle MK2',
|
||||
['weapon_bullpuprifle'] = 'Bullpup Rifle',
|
||||
['weapon_bullpuprifle_mk2'] = 'Bullpup Rifle MK2',
|
||||
['weapon_carbinerifle'] = 'Carbine Rifle',
|
||||
['weapon_carbinerifle_mk2'] = 'Carbine Rifle MK2',
|
||||
['weapon_compactrifle'] = 'Compact Rifle',
|
||||
['weapon_militaryrifle'] = 'Military Rifle',
|
||||
['weapon_specialcarbine'] = 'Special Carbine',
|
||||
['weapon_specialcarbine_mk2'] = 'Special Carbine MK2',
|
||||
|
||||
-- Sniper
|
||||
['weapon_heavysniper'] = 'Heavy Sniper',
|
||||
['weapon_heavysniper_mk2'] = 'Heavy Sniper MK2',
|
||||
['weapon_marksmanrifle'] = 'Marksman Rifle',
|
||||
['weapon_marksmanrifle_mk2'] = 'Marksman Rifle MK2',
|
||||
['weapon_sniperrifle'] = 'Sniper Rifle',
|
||||
|
||||
-- Heavy / Launchers
|
||||
['weapon_compactlauncher'] = 'Compact Launcher',
|
||||
['weapon_firework'] = 'Firework Launcher',
|
||||
['weapon_grenadelauncher'] = 'Grenade Launcher',
|
||||
['weapon_hominglauncher'] = 'Homing Launcher',
|
||||
['weapon_minigun'] = 'Minigun',
|
||||
['weapon_railgun'] = 'Railgun',
|
||||
['weapon_rpg'] = 'Rocket Launcher',
|
||||
['weapon_rayminigun'] = 'Widowmaker',
|
||||
|
||||
-- Thrown
|
||||
['weapon_ball'] = 'Baseball',
|
||||
['weapon_bzgas'] = 'BZ Gas',
|
||||
['weapon_flare'] = 'Flare',
|
||||
['weapon_grenade'] = 'Grenade',
|
||||
['weapon_petrolcan'] = 'Jerrycan',
|
||||
['weapon_hazardcan'] = 'Hazardous Jerrycan',
|
||||
['weapon_molotov'] = 'Molotov Cocktail',
|
||||
['weapon_proxmine'] = 'Proximity Mine',
|
||||
['weapon_pipebomb'] = 'Pipe Bomb',
|
||||
['weapon_snowball'] = 'Snowball',
|
||||
['weapon_stickybomb'] = 'Sticky Bomb',
|
||||
['weapon_smokegrenade'] = 'Tear Gas',
|
||||
|
||||
-- Special
|
||||
['weapon_fireextinguisher'] = 'Fire Extinguisher',
|
||||
['weapon_digiscanner'] = 'Digital Scanner',
|
||||
['weapon_garbagebag'] = 'Garbage Bag',
|
||||
['weapon_handcuffs'] = 'Handcuffs',
|
||||
['gadget_nightvision'] = 'Night Vision',
|
||||
['gadget_parachute'] = 'parachute',
|
||||
|
||||
-- Weapon Components
|
||||
['component_clip_default'] = 'standard magg',
|
||||
['component_clip_extended'] = 'förlängd magg',
|
||||
['component_clip_drum'] = 'trummagasin',
|
||||
['component_clip_box'] = 'lådmagasin',
|
||||
['component_flashlight'] = 'ficklampa',
|
||||
['component_scope'] = 'sikte',
|
||||
['component_scope_advanced'] = 'advancerat sikte',
|
||||
['component_suppressor'] = 'ljuddämpare',
|
||||
['component_grip'] = 'handtag',
|
||||
['component_luxary_finish'] = 'lyxvapen behandling',
|
||||
['component_knuckle_base'] = 'base Model',
|
||||
['component_knuckle_pimp'] = 'the Pimp',
|
||||
['component_knuckle_ballas'] = 'the Ballas',
|
||||
['component_knuckle_dollar'] = 'the Hustler',
|
||||
['component_knuckle_diamond'] = 'the Rock',
|
||||
['component_knuckle_hate'] = 'the Hater',
|
||||
['component_knuckle_love'] = 'the Lover',
|
||||
['component_knuckle_player'] = 'the Player',
|
||||
['component_knuckle_king'] = 'the King',
|
||||
['component_knuckle_vagos'] = 'the Vagos',
|
||||
|
||||
['component_luxary_finish'] = 'luxary Weapon Finish',
|
||||
|
||||
['component_handle_default'] = 'default Handle',
|
||||
['component_handle_vip'] = 'vIP Handle',
|
||||
['component_handle_bodyguard'] = 'bodyguard Handle',
|
||||
|
||||
['component_vip_finish'] = 'vIP Finish',
|
||||
['component_bodyguard_finish'] = 'bodyguard Finish',
|
||||
|
||||
['component_camo_finish'] = 'digital Camo',
|
||||
['component_camo_finish2'] = 'brushstroke Camo',
|
||||
['component_camo_finish3'] = 'woodland Camo',
|
||||
['component_camo_finish4'] = 'skull Camo',
|
||||
['component_camo_finish5'] = 'sessanta Nove Camo',
|
||||
['component_camo_finish6'] = 'perseus Camo',
|
||||
['component_camo_finish7'] = 'leopard Camo',
|
||||
['component_camo_finish8'] = 'zebra Camo',
|
||||
['component_camo_finish9'] = 'geometric Camo',
|
||||
['component_camo_finish10'] = 'boom Camo',
|
||||
['component_camo_finish11'] = 'patriotic Camo',
|
||||
|
||||
['component_camo_slide_finish'] = 'digital Slide Camo',
|
||||
['component_camo_slide_finish2'] = 'brushstroke Slide Camo',
|
||||
['component_camo_slide_finish3'] = 'woodland Slide Camo',
|
||||
['component_camo_slide_finish4'] = 'skull Slide Camo',
|
||||
['component_camo_slide_finish5'] = 'sessanta Nove Slide Camo',
|
||||
['component_camo_slide_finish6'] = 'perseus Slide Camo',
|
||||
['component_camo_slide_finish7'] = 'leopard Slide Camo',
|
||||
['component_camo_slide_finish8'] = 'zebra Slide Camo',
|
||||
['component_camo_slide_finish9'] = 'geometric Slide Camo',
|
||||
['component_camo_slide_finish10'] = 'boom Slide Camo',
|
||||
['component_camo_slide_finish11'] = 'patriotic Slide Camo',
|
||||
|
||||
['component_clip_default'] = 'default Magazine',
|
||||
['component_clip_extended'] = 'extended Magazine',
|
||||
['component_clip_drum'] = 'drum Magazine',
|
||||
['component_clip_box'] = 'box Magazine',
|
||||
|
||||
['component_scope_holo'] = 'holographic Scope',
|
||||
['component_scope_small'] = 'small Scope',
|
||||
['component_scope_medium'] = 'medium Scope',
|
||||
['component_scope_large'] = 'large Scope',
|
||||
['component_scope'] = 'mounted Scope',
|
||||
['component_scope_advanced'] = 'advanced Scope',
|
||||
['component_ironsights'] = 'ironsights',
|
||||
|
||||
['component_suppressor'] = 'suppressor',
|
||||
['component_compensator'] = 'compensator',
|
||||
|
||||
['component_muzzle_flat'] = 'flat Muzzle Brake',
|
||||
['component_muzzle_tactical'] = 'tactical Muzzle Brake',
|
||||
['component_muzzle_fat'] = 'fat-End Muzzle Brake',
|
||||
['component_muzzle_precision'] = 'precision Muzzle Brake',
|
||||
['component_muzzle_heavy'] = 'heavy Duty Muzzle Brake',
|
||||
['component_muzzle_slanted'] = 'slanted Muzzle Brake',
|
||||
['component_muzzle_split'] = 'split-End Muzzle Brake',
|
||||
['component_muzzle_squared'] = 'squared Muzzle Brake',
|
||||
|
||||
['component_flashlight'] = 'flashlight',
|
||||
['component_grip'] = 'grip',
|
||||
|
||||
['component_barrel_default'] = 'default Barrel',
|
||||
['component_barrel_heavy'] = 'heavy Barrel',
|
||||
|
||||
['component_ammo_tracer'] = 'tracer Ammo',
|
||||
['component_ammo_incendiary'] = 'incendiary Ammo',
|
||||
['component_ammo_hollowpoint'] = 'hollowpoint Ammo',
|
||||
['component_ammo_fmj'] = 'fMJ Ammo',
|
||||
['component_ammo_armor'] = 'armor Piercing Ammo',
|
||||
['component_ammo_explosive'] = 'armor Piercing Incendiary Ammo',
|
||||
|
||||
['component_shells_default'] = 'default Shells',
|
||||
['component_shells_incendiary'] = 'dragons Breath Shells',
|
||||
['component_shells_armor'] = 'steel Buckshot Shells',
|
||||
['component_shells_hollowpoint'] = 'flechette Shells',
|
||||
['component_shells_explosive'] = 'explosive Slug Shells',
|
||||
|
||||
-- Weapon Ammo
|
||||
['ammo_rounds'] = 'ammunition',
|
||||
['ammo_shells'] = 'hagel',
|
||||
['ammo_charge'] = 'laddning',
|
||||
['ammo_petrol'] = 'liter bensin',
|
||||
['ammo_firework'] = 'fyrverkeri',
|
||||
['ammo_rockets'] = 'raket',
|
||||
['ammo_grenadelauncher'] = 'granat(er)',
|
||||
['ammo_grenade'] = 'granat(er)',
|
||||
['ammo_petrol'] = 'bensin',
|
||||
['ammo_firework'] = 'fyrverkeri(er)',
|
||||
['ammo_rockets'] = 'raket(er)',
|
||||
['ammo_grenadelauncher'] = 'grenat(er)',
|
||||
['ammo_grenade'] = 'grenat(er)',
|
||||
['ammo_stickybomb'] = 'bomb(er)',
|
||||
['ammo_pipebomb'] = 'bomb(er)',
|
||||
['ammo_smokebomb'] = 'bomb(er)',
|
||||
@@ -214,12 +335,12 @@ Locales['sv'] = {
|
||||
['ammo_flaregun'] = 'lysraket(er)',
|
||||
|
||||
-- Weapon Tints
|
||||
['tint_default'] = 'standardutseende',
|
||||
['tint_green'] = 'grönskinn',
|
||||
['tint_gold'] = 'guldskinn',
|
||||
['tint_pink'] = 'råsaskinn',
|
||||
['tint_army'] = 'arméskinn',
|
||||
['tint_lspd'] = 'blåskinn',
|
||||
['tint_orange'] = 'orangeskinn',
|
||||
['tint_platinum'] = 'platinaskinn',
|
||||
}
|
||||
['tint_default'] = 'Standard färg',
|
||||
['tint_green'] = 'Grön färg',
|
||||
['tint_gold'] = 'Guld färg',
|
||||
['tint_pink'] = 'Rosa färg',
|
||||
['tint_army'] = 'Armé färg',
|
||||
['tint_lspd'] = 'Blå färg',
|
||||
['tint_orange'] = 'Orange färg',
|
||||
['tint_platinum'] = 'Platina färg',
|
||||
}
|
||||
@@ -451,9 +451,7 @@ function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory,
|
||||
local loadoutNum, weapon = self.getWeapon(weaponName)
|
||||
|
||||
if weapon then
|
||||
if ammoCount < weapon.ammo then
|
||||
weapon.ammo = ammoCount
|
||||
end
|
||||
weapon.ammo = ammoCount
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -212,10 +212,9 @@ ESX.RegisterCommand("noclip", 'admin', function(xPlayer, args, showError)
|
||||
end, false)
|
||||
|
||||
ESX.RegisterCommand('players', "admin", function(xPlayer, args, showError)
|
||||
local xAll = ESX.GetPlayers()
|
||||
print("^5"..#xAll.." ^2online player(s)^0")
|
||||
for i=1, #xAll, 1 do
|
||||
local xPlayer = ESX.GetPlayerFromId(xAll[i])
|
||||
local xPlayers = ESX.GetExtendedPlayers() -- Returns all xPlayers
|
||||
print("^5"..#xPlayers.." ^2online player(s)^0")
|
||||
for _, xPlayer in pairs(xPlayers) do
|
||||
print("^1[ ^2ID : ^5"..xPlayer.source.." ^0| ^2Name : ^5"..xPlayer.getName().." ^0 | ^2Group : ^5"..xPlayer.getGroup().." ^0 | ^2Identifier : ^5".. xPlayer.identifier .."^1]^0\n")
|
||||
end
|
||||
end, true)
|
||||
|
||||
@@ -361,6 +361,11 @@ if not Config.OxInventory then
|
||||
local playerId = source
|
||||
local sourceXPlayer = ESX.GetPlayerFromId(playerId)
|
||||
local targetXPlayer = ESX.GetPlayerFromId(target)
|
||||
local distance = #(GetEntityCoords(GetPlayerPed(playerId)) - GetEntityCoords(GetPlayerPed(target)))
|
||||
if not sourceXPlayer then return end
|
||||
if not targetXPlayer then print("Cheating: " .. GetPlayerName(playerId)) return end
|
||||
if distance > Config.DistanceGive then print("Cheating: " .. GetPlayerName(playerId)) return end
|
||||
|
||||
|
||||
if type == 'item_standard' then
|
||||
local sourceItem = sourceXPlayer.getInventoryItem(itemName)
|
||||
@@ -391,12 +396,20 @@ if not Config.OxInventory then
|
||||
elseif type == 'item_weapon' then
|
||||
if sourceXPlayer.hasWeapon(itemName) then
|
||||
local weaponLabel = ESX.GetWeaponLabel(itemName)
|
||||
|
||||
if not targetXPlayer.hasWeapon(itemName) then
|
||||
local _, weapon = sourceXPlayer.getWeapon(itemName)
|
||||
local _, weaponObject = ESX.GetWeapon(itemName)
|
||||
itemCount = weapon.ammo
|
||||
|
||||
local weaponComponents = ESX.Table.Clone(weapon.components)
|
||||
local weaponTint = weapon.tintIndex
|
||||
if weaponTint then
|
||||
targetXPlayer.setWeaponTint(itemName, weaponTint)
|
||||
end
|
||||
if weaponComponents then
|
||||
for k, v in pairs(weaponComponents) do
|
||||
targetXPlayer.addWeaponComponent(itemName, v)
|
||||
end
|
||||
end
|
||||
sourceXPlayer.removeWeapon(itemName)
|
||||
targetXPlayer.addWeapon(itemName, itemCount)
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"version": "legacy",
|
||||
"commit" : "1.4.2",
|
||||
"changelog": "\n- Updated `Car` Command. Fixed some vulnerabilities. Fix SQL. Updated Commands."
|
||||
"commit" : "1.6.5",
|
||||
"changelog": "\n- Add ESX Mulitcharacter"
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Identity'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
Locales['sv'] = {
|
||||
['show_active_character'] = 'Visa aktiva karaktär',
|
||||
['active_character'] = 'Aktiv karaktär: ~b~%s~s~',
|
||||
['error_active_character'] = "Det gick inte att hämta din data.",
|
||||
['delete_character'] = 'Ta bort nuvarande karaktär och skapa en ny.',
|
||||
['deleted_character'] = 'Karaktär raderad.',
|
||||
['error_delete_character'] = "Det gick inte att ta bort din karaktär.",
|
||||
['thank_you_for_registering'] = "Registrering lyckades, Ha så kul!",
|
||||
['registration_error'] = "Det uppstod ett problem när du registrerade din karaktär, se till att informationen är korrekt.",
|
||||
['debug_xPlayer_get_first_name'] = "Returnerar ditt förnamn",
|
||||
['debug_xPlayer_get_last_name'] = "Returnerar ditt efternamn",
|
||||
['debug_xPlayer_get_full_name'] = "Returnerar ditt fullständiga namn",
|
||||
['debug_xPlayer_get_sex'] = "Returnerar ditt kön",
|
||||
['debug_xPlayer_get_dob'] = "Returnerar ditt födelsedatum",
|
||||
['debug_xPlayer_get_height'] = "Returnerar din längd",
|
||||
['error_debug_xPlayer_get_first_name'] = "Det uppstod ett problem när du fick ditt förnamn.",
|
||||
['error_debug_xPlayer_get_last_name'] = "Det uppstod ett problem när du fick ditt efternamn.",
|
||||
['error_debug_xPlayer_get_full_name'] = "Det uppstod ett problem när du fick ditt fullständiga namn.",
|
||||
['error_debug_xPlayer_get_sex'] = "Det uppstod ett problem när du skaffade ditt kön.",
|
||||
['error_debug_xPlayer_get_dob'] = "Det uppstod ett problem när du skaffade ditt födelsedatum.",
|
||||
['error_debug_xPlayer_get_height'] = "Det uppstod ett problem när du fick din längd.",
|
||||
['return_debug_xPlayer_get_first_name'] = "Förnamn: ~b~%s",
|
||||
['return_debug_xPlayer_get_last_name'] = "Efternamn: ~b~%s",
|
||||
['return_debug_xPlayer_get_full_name'] = "Fullständiga namn: ~b~%s",
|
||||
['return_debug_xPlayer_get_sex'] = "Kön: ~b~%s",
|
||||
['return_debug_xPlayer_get_dob'] = "Födelsedatum: ~b~%s",
|
||||
['return_debug_xPlayer_get_height'] = "Längd: ~b~%s Centimeter",
|
||||
['data_incorrect'] = 'Uppgifterna har angetts felaktigt. Var god försök igen.',
|
||||
['invalid_format'] = 'Data är felaktigt formaterade. Var god försök igen.',
|
||||
['no_identifier'] = 'Det uppstod ett fel när din karaktär skulle laddas!\nError code: identifier-missing\n\nOrsaken till detta fel är inte känd, din identifierare kunde inte hittas. Kom tillbaka senare eller rapportera det här problemet till en administratör.',
|
||||
['missing_identity'] = 'Det uppstod ett fel när din karaktär skulle laddas!\nError code: identity-missing\n\nDet verkar som om din identitet saknas, försök ansluta igen.',
|
||||
['deleted_identity'] = 'Din karaktär har tagits bort. Logga in igen för att skapa en ny karaktär.'
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Menu Default'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Menu Dialog'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Menu List'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
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.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,335 @@
|
||||
ESX = exports['es_extended']:getSharedObject()
|
||||
if ESX.GetConfig().Multichar then
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while not ESX.PlayerLoaded do
|
||||
Citizen.Wait(0)
|
||||
if NetworkIsPlayerActive(PlayerId()) then
|
||||
exports.spawnmanager:setAutoSpawn(false)
|
||||
DoScreenFadeOut(0)
|
||||
while not GetResourceState('esx_menu_default') == 'started' do
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
TriggerEvent("esx_multicharacter:SetupCharacters")
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
local canRelog, cam, spawned = true, nil, nil
|
||||
local Characters = {}
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupCharacters')
|
||||
AddEventHandler('esx_multicharacter:SetupCharacters', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
spawned = false
|
||||
cam = CreateCam("DEFAULT_SCRIPTED_CAMERA", true)
|
||||
local playerPed = PlayerPedId()
|
||||
SetEntityCoords(playerPed, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z, true, false, false, false)
|
||||
SetEntityHeading(playerPed, Config.Spawn.w)
|
||||
local offset = GetOffsetFromEntityInWorldCoords(playerPed, 0, 1.7, 0.4)
|
||||
DoScreenFadeOut(0)
|
||||
SetCamActive(cam, true)
|
||||
RenderScriptCams(true, false, 1, true, true)
|
||||
SetCamCoord(cam, offset.x, offset.y, offset.z)
|
||||
PointCamAtCoord(cam, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z + 1.3)
|
||||
ESX.UI.Menu.CloseAll()
|
||||
ESX.UI.HUD.SetDisplay(0.0)
|
||||
StartLoop()
|
||||
ShutdownLoadingScreen()
|
||||
ShutdownLoadingScreenNui()
|
||||
TriggerEvent('esx:loadingScreenOff')
|
||||
Citizen.Wait(200)
|
||||
TriggerServerEvent("esx_multicharacter:SetupCharacters")
|
||||
end)
|
||||
|
||||
StartLoop = function()
|
||||
hidePlayers = true
|
||||
MumbleSetVolumeOverride(PlayerId(), 0.0)
|
||||
Citizen.CreateThread(function()
|
||||
local keys = {18, 27, 172, 173, 174, 175, 176, 177, 187, 188, 191, 201, 108, 109}
|
||||
while hidePlayers do
|
||||
DisableAllControlActions(0)
|
||||
for i = 1, #keys do
|
||||
EnableControlAction(0, keys[i], true)
|
||||
end
|
||||
SetEntityVisible(PlayerPedId(), 0, 0)
|
||||
SetLocalPlayerVisibleLocally(1)
|
||||
SetPlayerInvincible(PlayerId(), 1)
|
||||
ThefeedHideThisFrame()
|
||||
HideHudComponentThisFrame(11)
|
||||
HideHudComponentThisFrame(12)
|
||||
HideHudComponentThisFrame(21)
|
||||
HideHudAndRadarThisFrame()
|
||||
Citizen.Wait(0)
|
||||
local vehicles = GetGamePool('CVehicle')
|
||||
for i = 1, #vehicles do
|
||||
SetEntityLocallyInvisible(vehicles[i])
|
||||
end
|
||||
end
|
||||
local playerId, playerPed = PlayerId(), PlayerPedId()
|
||||
MumbleSetVolumeOverride(playerId, -1.0)
|
||||
SetEntityVisible(playerPed, 1, 0)
|
||||
SetPlayerInvincible(playerId, 0)
|
||||
FreezeEntityPosition(playerPed, false)
|
||||
Citizen.Wait(10000)
|
||||
canRelog = true
|
||||
end)
|
||||
Citizen.CreateThread(function()
|
||||
local playerPool = {}
|
||||
while hidePlayers do
|
||||
local players = GetActivePlayers()
|
||||
for i = 1, #players do
|
||||
local player = players[i]
|
||||
if player ~= PlayerId() and not playerPool[player] then
|
||||
playerPool[player] = true
|
||||
NetworkConcealPlayer(player, true, true)
|
||||
end
|
||||
end
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
for k in pairs(playerPool) do
|
||||
NetworkConcealPlayer(k, false, false)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SetupCharacter = function(index)
|
||||
if spawned == false then
|
||||
exports.spawnmanager:spawnPlayer({
|
||||
x = Config.Spawn.x,
|
||||
y = Config.Spawn.y,
|
||||
z = Config.Spawn.z,
|
||||
heading = Config.Spawn.w,
|
||||
model = Characters[index].model or GetHashKey("mp_m_freemode_01"),
|
||||
skipFade = true
|
||||
}, function()
|
||||
canRelog = false
|
||||
if Characters[index] then
|
||||
local skin = Characters[index].skin or Config.Default
|
||||
if not Characters[index].model then
|
||||
if Characters[index].sex == _('female') then skin.sex = 1 else skin.sex = 0 end
|
||||
end
|
||||
TriggerEvent('skinchanger:loadSkin', skin)
|
||||
end
|
||||
DoScreenFadeIn(400)
|
||||
end)
|
||||
repeat Citizen.Wait(200) until not IsScreenFadedOut()
|
||||
|
||||
elseif Characters[index] and Characters[index].skin then
|
||||
if Characters[spawned] and Characters[spawned].model then
|
||||
RequestModel(Characters[index].model)
|
||||
while not HasModelLoaded(Characters[index].model) do
|
||||
RequestModel(Characters[index].model)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
SetPlayerModel(PlayerId(), Characters[index].model)
|
||||
SetModelAsNoLongerNeeded(Characters[index].model)
|
||||
end
|
||||
TriggerEvent('skinchanger:loadSkin', Characters[index].skin)
|
||||
end
|
||||
spawned = index
|
||||
local playerPed = PlayerPedId()
|
||||
FreezeEntityPosition(PlayerPedId(), true)
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
SetEntityAlpha(playerPed, 255)
|
||||
SendNUIMessage({
|
||||
action = "openui",
|
||||
character = Characters[spawned]
|
||||
})
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupUI')
|
||||
AddEventHandler('esx_multicharacter:SetupUI', function(data, slots)
|
||||
DoScreenFadeOut(0)
|
||||
Characters = data
|
||||
slots = slots
|
||||
local elements = {}
|
||||
local Character = next(Characters)
|
||||
exports.spawnmanager:forceRespawn()
|
||||
|
||||
if Character == nil then
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
exports.spawnmanager:spawnPlayer({
|
||||
x = Config.Spawn.x,
|
||||
y = Config.Spawn.y,
|
||||
z = Config.Spawn.z,
|
||||
heading = Config.Spawn.w,
|
||||
model = GetHashKey("mp_m_freemode_01"),
|
||||
skipFade = true
|
||||
}, function()
|
||||
canRelog = false
|
||||
DoScreenFadeIn(400)
|
||||
Citizen.Wait(400)
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, false)
|
||||
SetEntityAlpha(playerPed, 0)
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', 1, true)
|
||||
TriggerEvent('esx_identity:showRegisterIdentity')
|
||||
end)
|
||||
else
|
||||
for k,v in pairs(Characters) do
|
||||
if not v.model and v.skin then
|
||||
if v.skin.model then v.model = v.skin.model elseif v.skin.sex == 1 then v.model = GetHashKey("mp_m_freemode_01") else v.model = GetHashKey("mp_m_freemode_01") end
|
||||
end
|
||||
if spawned == false then SetupCharacter(Character) end
|
||||
local label = v.firstname..' '..v.lastname
|
||||
if Characters[k].disabled then
|
||||
elements[#elements+1] = {label = label, value = v.id}
|
||||
else
|
||||
elements[#elements+1] = {label = label, value = v.id}
|
||||
end
|
||||
end
|
||||
if #elements < slots then
|
||||
elements[#elements+1] = {label = _('create_char'), value = (#elements+1), new = true}
|
||||
end
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'selectchar', {
|
||||
title = _('select_char'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
local elements = {}
|
||||
if not data.current.new then
|
||||
if not Characters[data.current.value].disabled then
|
||||
elements[1] = {label = _('char_play'), action = 'play', value = data.current.value}
|
||||
else
|
||||
elements[1] = {label = _('char_disabled'), value = data.current.value}
|
||||
end
|
||||
if Config.CanDelete then elements[2] = {label = _('char_delete'), action = 'delete', value = data.current.value} end
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'choosechar', {
|
||||
title = _('select_char'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
if data.current.action == 'play' then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', data.current.value, false)
|
||||
elseif data.current.action == 'delete' then
|
||||
local elements2 = {}
|
||||
elements2[1] = {label = _('cancel')}
|
||||
elements2[2] = {label = _('confirm'), value = data.current.value}
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'deletechar', {
|
||||
title = _('delete_label', Characters[data.current.value].firstname, Characters[data.current.value].lastname),
|
||||
align = 'center',
|
||||
elements = elements2
|
||||
}, function(data, menu)
|
||||
if data.current.value then
|
||||
TriggerServerEvent('esx_multicharacter:DeleteCharacter', data.current.value)
|
||||
spawned = false
|
||||
ESX.UI.Menu.CloseAll()
|
||||
else
|
||||
menu.close()
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
else
|
||||
ESX.UI.Menu.CloseAll()
|
||||
local GetSlot = function()
|
||||
for i = 1, slots do
|
||||
if not Characters[i] then
|
||||
return i
|
||||
end
|
||||
end
|
||||
end
|
||||
local slot = GetSlot()
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', slot, true)
|
||||
TriggerEvent('esx_identity:showRegisterIdentity')
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.refresh()
|
||||
end, function(data, menu)
|
||||
if data.current.new then
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, false)
|
||||
SetEntityAlpha(playerPed, 0)
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
else
|
||||
SetupCharacter(data.current.value)
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
ResetEntityAlpha(playerPed)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded')
|
||||
AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
|
||||
local spawn = playerData.coords or Config.Spawn
|
||||
if isNew or not skin or #skin == 1 then
|
||||
local finished = false
|
||||
local sex = skin.sex or 0
|
||||
if sex == 0 then model = GetHashKey("mp_m_freemode_01") else model = GetHashKey("mp_m_freemode_01") end
|
||||
RequestModel(model)
|
||||
while not HasModelLoaded(model) do
|
||||
RequestModel(model)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
SetPlayerModel(PlayerId(), model)
|
||||
SetModelAsNoLongerNeeded(model)
|
||||
skin = Config.Default
|
||||
skin.sex = sex
|
||||
TriggerEvent('skinchanger:loadSkin', skin, function()
|
||||
playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
ResetEntityAlpha(playerPed)
|
||||
TriggerEvent('esx_skin:openSaveableMenu', function()
|
||||
finished = true end, function() finished = true
|
||||
end)
|
||||
end)
|
||||
repeat Citizen.Wait(200) until finished
|
||||
end
|
||||
DoScreenFadeOut(100)
|
||||
|
||||
SetCamActive(cam, false)
|
||||
RenderScriptCams(false, false, 0, true, true)
|
||||
cam = nil
|
||||
local playerPed = PlayerPedId()
|
||||
FreezeEntityPosition(playerPed, true)
|
||||
SetEntityCoordsNoOffset(playerPed, spawn.x, spawn.y, spawn.z, false, false, false, true)
|
||||
SetEntityHeading(playerPed, spawn.heading)
|
||||
if not isNew then TriggerEvent('skinchanger:loadSkin', skin or Characters[spawned].skin) end
|
||||
Citizen.Wait(400)
|
||||
DoScreenFadeIn(400)
|
||||
repeat Citizen.Wait(200) until not IsScreenFadedOut()
|
||||
TriggerServerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('playerSpawned')
|
||||
TriggerEvent('esx:restoreLoadout')
|
||||
Characters, hidePlayers = {}, false
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerLogout')
|
||||
AddEventHandler('esx:onPlayerLogout', function()
|
||||
DoScreenFadeOut(0)
|
||||
spawned = false
|
||||
TriggerEvent("esx_multicharacter:SetupCharacters")
|
||||
TriggerEvent('esx_skin:resetFirstSpawn')
|
||||
end)
|
||||
|
||||
if Config.Relog then
|
||||
RegisterCommand('relog', function(source, args, rawCommand)
|
||||
if canRelog == true then
|
||||
canRelog = false
|
||||
TriggerServerEvent('esx_multicharacter:relog')
|
||||
ESX.SetTimeout(10000, function()
|
||||
canRelog = true
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
@@ -0,0 +1,129 @@
|
||||
Config = {}
|
||||
Config.Locale = 'en'
|
||||
|
||||
-- Allows players to delete their characters
|
||||
Config.CanDelete = true
|
||||
|
||||
if IsDuplicityVersion() then
|
||||
-- This is the default number of slots for EVERY player
|
||||
-- If you want to manage extra slots for specific players you can do it by using '/setslots' and '/remslots' commands
|
||||
Config.Slots = 4
|
||||
--------------------
|
||||
|
||||
-- Text to prepend to each character (char#:identifier) - keep it short
|
||||
Config.Prefix = 'char'
|
||||
--------------------
|
||||
|
||||
-- Default identifier to store for characters - this should always match es_extended (recommended: license)
|
||||
Config.Identifier = 'license'
|
||||
|
||||
else
|
||||
-- Sets the location for the character selection scene
|
||||
-- To set the spawn location for new characters, modify the default value in the users SQL table
|
||||
Config.Spawn = vector4(-113.7, 565.3, 195.2, 0)
|
||||
--------------------
|
||||
|
||||
-- Do not use unless you are prepared to adjust your resources to correctly reset data
|
||||
-- Information: https://github.com/thelindat/esx_multicharacter#relogging
|
||||
Config.Relog = true
|
||||
--------------------
|
||||
|
||||
-- Default appearance for new characters
|
||||
Config.Default = {
|
||||
mom = 21,
|
||||
dad = 0,
|
||||
face_md_weight = 50,
|
||||
skin_md_weight = 50,
|
||||
nose_1 = 0,
|
||||
nose_2 = 0,
|
||||
nose_3 = 0,
|
||||
nose_4 = 0,
|
||||
nose_5 = 0,
|
||||
nose_6 = 0,
|
||||
cheeks_1 = 0,
|
||||
cheeks_2 = 0,
|
||||
cheeks_3 = 0,
|
||||
lip_thickness = 0,
|
||||
jaw_1 = 0,
|
||||
jaw_2 = 0,
|
||||
chin_1 = 0,
|
||||
chin_2 = 0,
|
||||
chin_13 = 0,
|
||||
chin_4 = 0,
|
||||
neck_thickness = 0,
|
||||
hair_1 = 0,
|
||||
hair_2 = 0,
|
||||
hair_color_1 = 0,
|
||||
hair_color_2 = 0,
|
||||
tshirt_1 = 0,
|
||||
tshirt_2 = 0,
|
||||
torso_1 = 0,
|
||||
torso_2 = 0,
|
||||
decals_1 = 0,
|
||||
decals_2 = 0,
|
||||
arms = 0,
|
||||
arms_2 = 0,
|
||||
pants_1 = 0,
|
||||
pants_2 = 0,
|
||||
shoes_1 = 0,
|
||||
shoes_2 = 0,
|
||||
mask_1 = 0,
|
||||
mask_2 = 0,
|
||||
bproof_1 = 0,
|
||||
bproof_2 = 0,
|
||||
chain_1 = 0,
|
||||
chain_2 = 0,
|
||||
helmet_1 = -1,
|
||||
helmet_2 = 0,
|
||||
glasses_1 = 0,
|
||||
glasses_2 = 0,
|
||||
watches_1 = -1,
|
||||
watches_2 = 0,
|
||||
bracelets_1 = -1,
|
||||
bracelets_2 = 0,
|
||||
bags_1 = 0,
|
||||
bags_2 = 0,
|
||||
eye_color = 0,
|
||||
eye_squint = 0,
|
||||
eyebrows_2 = 0,
|
||||
eyebrows_1 = 0,
|
||||
eyebrows_3 = 0,
|
||||
eyebrows_4 = 0,
|
||||
eyebrows_5 = 0,
|
||||
eyebrows_6 = 0,
|
||||
makeup_1 = 0,
|
||||
makeup_2 = 0,
|
||||
makeup_3 = 0,
|
||||
makeup_4 = 0,
|
||||
lipstick_1 = 0,
|
||||
lipstick_2 = 0,
|
||||
lipstick_3 = 0,
|
||||
lipstick_4 = 0,
|
||||
ears_1 = -1,
|
||||
ears_2 = 0,
|
||||
chest_1 = 0,
|
||||
chest_2 = 0,
|
||||
chest_3 = 0,
|
||||
bodyb_1 = -1,
|
||||
bodyb_2 = 0,
|
||||
bodyb_3 = -1,
|
||||
bodyb_4 = 0,
|
||||
age_1 = 0,
|
||||
age_2 = 0,
|
||||
blemishes_1 = 0,
|
||||
blemishes_2 = 0,
|
||||
blush_1 = 0,
|
||||
blush_2 = 0,
|
||||
blush_3 = 0,
|
||||
complexion_1 = 0,
|
||||
complexion_2 = 0,
|
||||
sun_1 = 0,
|
||||
sun_2 = 0,
|
||||
moles_1 = 0,
|
||||
moles_2 = 0,
|
||||
beard_1 = 0,
|
||||
beard_2 = 0,
|
||||
beard_3 = 0,
|
||||
beard_4 = 0
|
||||
}
|
||||
end
|
||||
@@ -0,0 +1,9 @@
|
||||
CREATE TABLE `multicharacter_slots` (
|
||||
`identifier` VARCHAR(60) NOT NULL,
|
||||
`slots` INT(11) NOT NULL,
|
||||
PRIMARY KEY (`identifier`) USING BTREE,
|
||||
INDEX `slots` (`slots`) USING BTREE
|
||||
) ENGINE=InnoDB;
|
||||
|
||||
ALTER TABLE `users` ADD COLUMN
|
||||
`disabled` TINYINT(1) NULL DEFAULT '0';
|
||||
@@ -0,0 +1,39 @@
|
||||
fx_version 'cerulean'
|
||||
game 'gta5'
|
||||
description 'Official Multicharacter System For ESX Legacy'
|
||||
version '1.6.5'
|
||||
lua54 'yes'
|
||||
|
||||
dependencies {
|
||||
'es_extended',
|
||||
'esx_menu_default',
|
||||
'esx_identity',
|
||||
'esx_skin'
|
||||
}
|
||||
|
||||
shared_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'locales/*.lua',
|
||||
'config.lua'
|
||||
}
|
||||
|
||||
server_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
'@oxmysql/lib/MySQL.lua',
|
||||
'server/*.lua',
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'client/*.lua'
|
||||
}
|
||||
|
||||
ui_page {
|
||||
'html/ui.html',
|
||||
}
|
||||
|
||||
files {
|
||||
'html/ui.html',
|
||||
'html/css/main.css',
|
||||
'html/js/app.js',
|
||||
'html/locales/*.js',
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
@import url('https://fonts.googleapis.com/css2?family=Raleway:wght@300;600&display=swap');
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
user-select: none;
|
||||
color: rgb(255, 255, 255);
|
||||
font-weight: 300;
|
||||
font-size: 1.6vh;
|
||||
font-family: Calibri, "Helvetica", san-serif;
|
||||
}
|
||||
|
||||
html {
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
p {
|
||||
margin: 0 !important;
|
||||
}
|
||||
|
||||
body {
|
||||
background: transparent;
|
||||
}
|
||||
|
||||
.main-container {
|
||||
display:none;
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
right: 25;
|
||||
transform: translate(0, -50%);
|
||||
background: rgba(0,0,0,0.7);
|
||||
}
|
||||
|
||||
.header {
|
||||
position: absolute;
|
||||
top: 5%;
|
||||
left: 50%;
|
||||
transform: translate(-50%);
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
|
||||
.footer {
|
||||
position: absolute;
|
||||
bottom: 5%;
|
||||
left: 50%;
|
||||
transform: translate(-50%);
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
|
||||
.character-box {
|
||||
display: flex;
|
||||
right: 0;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
text-align: center;
|
||||
line-height: 1.4rem;
|
||||
height: calc(100vh - 6rem);
|
||||
width: 20rem;
|
||||
padding: 1rem;
|
||||
border: 1px rgba(12,12,12,200) solid;
|
||||
box-shadow: 0px 0px 4px 1px rgba(12,12,12,20);
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-family: 'Raleway', sans-serif;
|
||||
padding-top: 2rem;
|
||||
display: block;
|
||||
font-size: 1.3rem;
|
||||
font-weight: 600;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
var money = Intl.NumberFormat('en-US', {
|
||||
style: 'currency',
|
||||
currency: 'USD',
|
||||
minimumFractionDigits: 0
|
||||
});
|
||||
|
||||
(() => {
|
||||
Kashacter = {};
|
||||
|
||||
Kashacter.ShowUI = function(data) {
|
||||
$('body').css({"display":"block"});
|
||||
$('.main-container').css({"display":"block"});
|
||||
$('[data-charid=1]').html('<div class="character-info"><p class="character-info-name"><h1>' + `${translate.name} ` + '</h1><span>' + data.firstname +' '+ data.lastname +'</span></p><p class="character-info-work"><h1>' + `${translate.job} ` + '</h1><span>'+ data.job +' '+ data.job_grade +'</span></p><p class="character-info-money"><h1>' + `${translate.money} ` + '</h1><span> '+ money.format(data.money) +'</span></p><p class="character-info-bank"><h1>' + `${translate.bank} ` + '</h1><span> '+ money.format(data.bank) +'</span></p> <p class="character-info-dateofbirth"><h1>' + `${translate.dob} ` + '</h1><span>'+ data.dateofbirth +'</span></p> <p class="character-info-gender"><h1>' + `${translate.gender} ` + '</h1><span>'+ data.sex +'</span></p></div>').attr("data-ischar", "true");
|
||||
};
|
||||
|
||||
Kashacter.CloseUI = function() {
|
||||
$('body').css({"display":"none"});
|
||||
$('.main-container').css({"display":"none"});
|
||||
$('[data-charid=1]').html('<h3 class="character-fullname"></h3><div class="character-info"><p class="character-info-new"></p></div>');
|
||||
};
|
||||
|
||||
window.onload = function(e) {
|
||||
window.addEventListener('message', function(event) {
|
||||
switch(event.data.action) {
|
||||
case 'openui':
|
||||
Kashacter.ShowUI(event.data.character);
|
||||
break;
|
||||
case 'closeui':
|
||||
Kashacter.CloseUI();
|
||||
break;
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Jméno";
|
||||
translate.job = "Práce";
|
||||
translate.bank = "Banka";
|
||||
translate.money = "Peníze";
|
||||
translate.gender = "Pohlaví";
|
||||
translate.dob = "Datum narození";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Name";
|
||||
translate.job = "Beruf";
|
||||
translate.bank = "Bankguthaben";
|
||||
translate.money = "Bargeld";
|
||||
translate.gender = "Geschlecht";
|
||||
translate.dob = "Geburtsdatum";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Name";
|
||||
translate.job = "Job";
|
||||
translate.bank = "Bank";
|
||||
translate.money = "Cash";
|
||||
translate.gender = "Gender";
|
||||
translate.dob = "Date of birth";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Nom";
|
||||
translate.job = "Métier";
|
||||
translate.bank = "Banque";
|
||||
translate.money = "Argent";
|
||||
translate.gender = "Sexe";
|
||||
translate.dob = "Date de naissance";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "imię";
|
||||
translate.job = "Zajęcie";
|
||||
translate.bank = "Bank";
|
||||
translate.money = "Gotówka";
|
||||
translate.gender = "Seks";
|
||||
translate.dob = "Data urodzenia";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "Nome";
|
||||
translate.job = "Trabalho";
|
||||
translate.bank = "Banco";
|
||||
translate.money = "Dinheiro";
|
||||
translate.gender = "Género";
|
||||
translate.dob = "Data de Nascimento";
|
||||
@@ -0,0 +1,8 @@
|
||||
const translate = new Object();
|
||||
|
||||
translate.name = "İsim";
|
||||
translate.job = "Meslek";
|
||||
translate.bank = "Banka";
|
||||
translate.money = "Nakit";
|
||||
translate.gender = "Cinsiyet";
|
||||
translate.dob = "Doğum Tarihi";
|
||||
@@ -0,0 +1,24 @@
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
|
||||
<!-- Custom CSS -->
|
||||
<link rel="stylesheet" type="text/css" href="css/main.css" />
|
||||
<!-- Locales -->
|
||||
<script src="locales/en.js"></script>
|
||||
</head>
|
||||
<body style="display: none;">
|
||||
<div class="main-container">
|
||||
<div class='header'>ESX Legacy</div>
|
||||
<div class="character-box" data-charid="1">
|
||||
<h3 class="character-fullname"></h3>
|
||||
<div class="character-info"></div>
|
||||
</div>
|
||||
<div class='footer'>Multicharacter</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<script src="https://code.jquery.com/jquery-3.3.1.min.js" integrity="sha256-FgpCb/KJQlLNfOu91ta32o/NMZxltwRo8QtmkMRdAu8=" crossorigin="anonymous"></script>
|
||||
<script src="js/app.js" type="text/javascript"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['cs'] = {
|
||||
['male'] = "Muž",
|
||||
['female'] = "Žena",
|
||||
['delete_label'] = "Vymazat %s %s?",
|
||||
['select_char'] = "Zvolit Postavu",
|
||||
['create_char'] = "Vytvořit Novou Postavu",
|
||||
['char_play'] = "Hrát za postavu",
|
||||
['char_disabled'] = "Tato postava je zakázána!",
|
||||
['char_delete'] = "Vymazat postavu",
|
||||
['cancel'] = "Zrušit",
|
||||
['confirm'] = "Potvrdit",
|
||||
['command_setslots'] = "Nastavit slot pro hráče v multicharacteru",
|
||||
['command_remslots'] = "Odebrat slot pro hráče v multicharacteru",
|
||||
['command_enablechar'] = "Povolit zovlený slot hráči",
|
||||
['command_disablechar'] = "Zakázat zvolený slot pro hračé",
|
||||
['command_charslot'] = "Číslo slotu",
|
||||
['command_identifier'] = "Identifier hráče",
|
||||
['command_slots'] = "# ze slotu",
|
||||
['slotsadd'] = "Přidal slot %s hráči %s",
|
||||
['slotsedit'] = "Nastavil si slot %s hráči %s",
|
||||
['slotsrem'] = "Odebral si slot %s",
|
||||
['charenabled'] = "Povolol si postavu #%s z %s",
|
||||
['chardisabled'] = "Zakázal si postavu #%s z %s",
|
||||
['charnotfound'] = "Postava #%s z %s nebyla nalezena/neexistuje",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['de'] = {
|
||||
['male'] = "Männlich",
|
||||
['female'] = "Weiblich",
|
||||
['delete_label'] = "Lösche %s %s?",
|
||||
['select_char'] = "Charakter auswählen",
|
||||
['create_char'] = "Neuen Charakter erstellen",
|
||||
['char_play'] = "Diesen Charakter spielen",
|
||||
['char_delete'] = "Diesen Charakter löschen",
|
||||
['cancel'] = "Abbrechen",
|
||||
['confirm'] = "Bestätigen",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['en'] = {
|
||||
['male'] = "Male",
|
||||
['female'] = "Female",
|
||||
['delete_label'] = "Delete %s %s?",
|
||||
['select_char'] = "Select Character",
|
||||
['create_char'] = "Create new character",
|
||||
['char_play'] = "Play this character",
|
||||
['char_disabled'] = "This character is disabled",
|
||||
['char_delete'] = "Delete this character",
|
||||
['cancel'] = "Cancel",
|
||||
['confirm'] = "Confirm",
|
||||
['command_setslots'] = "Set multicharacter slots number of a player",
|
||||
['command_remslots'] = "Remove multicharacter slots number of a player",
|
||||
['command_enablechar'] = "Enable a given character of a player",
|
||||
['command_disablechar'] = "Disable a given character of a player",
|
||||
['command_charslot'] = "Slot number of the character",
|
||||
['command_identifier'] = "Player identifier",
|
||||
['command_slots'] = "# of slots",
|
||||
['slotsadd'] = "You added %s slots to %s",
|
||||
['slotsedit'] = "You set %s slots to %s",
|
||||
['slotsrem'] = "You removed slots to %s",
|
||||
['charenabled'] = "You enabled character #%s of %s",
|
||||
['chardisabled'] = "You disabled character #%s of %s",
|
||||
['charnotfound'] = "Character #%s of %s doesn't exist",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['it'] = {
|
||||
['male'] = "Maschio",
|
||||
['female'] = "Femmina",
|
||||
['delete_label'] = "Cancella %s %s?",
|
||||
['select_char'] = "Seleziona Personaggio",
|
||||
['create_char'] = "Crea un nuovo personaggio",
|
||||
['char_play'] = "Gioca questo personaggio",
|
||||
['char_disabled'] = "Questo personaggio è disabilitato",
|
||||
['char_delete'] = "Cancella questo personaggio",
|
||||
['cancel'] = "Annulla",
|
||||
['confirm'] = "Conferma",
|
||||
['command_setslots'] = "Imposta il numero di slot di personaggi di un giocatore",
|
||||
['command_remslots'] = "Rimuovi il numero di slot di personaggi di un giocatore",
|
||||
['command_enablechar'] = "Abilita un personaggio di un giocatore",
|
||||
['command_disablechar'] = "Disabilita un personaggio di un giocatore",
|
||||
['command_charslot'] = "Numero dello slot del personaggio",
|
||||
['command_identifier'] = "Identifier del giocatore",
|
||||
['command_slots'] = "# di slot",
|
||||
['slotsadd'] = "Hai aggiunto %s slot a %s",
|
||||
['slotsedit'] = "Hai impostato %s slot a %s",
|
||||
['slotsrem'] = "Hai rimosso gli slot a %s",
|
||||
['charenabled'] = "Hai abilitato il %s° personaggio di %s",
|
||||
['chardisabled'] = "Hai disabilitato il %s° personaggio di %s",
|
||||
['charnotfound'] = "Il personaggio %s di %s non esiste",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['pt'] = {
|
||||
['male'] = "Masculino",
|
||||
['female'] = "Feminino",
|
||||
['delete_label'] = "Eliminar %s %s?",
|
||||
['select_char'] = "Selecionar personagem",
|
||||
['create_char'] = "Criar novo personagem",
|
||||
['char_play'] = "Selecionar",
|
||||
['char_delete'] = "Eliminar personagem",
|
||||
['cancel'] = "Cancelar",
|
||||
['confirm'] = "Confirmar",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['tr'] = {
|
||||
['male'] = "Erkek",
|
||||
['female'] = "Kadın",
|
||||
['delete_label'] = "Sil %s %s?",
|
||||
['select_char'] = "Karakter Seç",
|
||||
['create_char'] = "Yeni Karakter Oluştur",
|
||||
['char_play'] = "Bu Karakterle Oyna",
|
||||
['char_delete'] = "Bu Karakteri Sil",
|
||||
['cancel'] = "İptal",
|
||||
['confirm'] = "Onayla",
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
|
||||
# Preview
|
||||
|
||||

|
||||
|
||||
## Installation
|
||||
|
||||
- Modify your ESX config with `Config.Multichar = true`
|
||||
- All owner and identifier columns should be set to `VARCHAR(60)` to ensure correct data entry
|
||||
- The resource will attempt to set columns automatically
|
||||
|
||||
### Relogging
|
||||
|
||||
- Do not enable this setting if you do not intend to properly set up relog support
|
||||
- Requires the latest update for ESX Status (prevents multiple status ticks from running)
|
||||
- Add the following events to resources that require support for relogging, or
|
||||
- Add them to [@es_extended/imports.lua](https://github.com/esx-framework/esx-legacy/blob/main/[esx]/es_extended/imports.lua) (and use the imports in your resources)
|
||||
|
||||
```lua
|
||||
RegisterNetEvent('esx:playerLoaded', function(xPlayer)
|
||||
ESX.PlayerData = xPlayer
|
||||
ESX.PlayerLoaded = true
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerLogout', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
end)
|
||||
```
|
||||
|
||||
### Notes
|
||||
|
||||
- Characters are stored in the users table as `char#:license` - if you need to use a different identifier then you need to modify ESX itself
|
||||
- Character deletion does not require manual entries for the tables to remove
|
||||
- As characters are stored with unique identifiers, there is no excessive queries being executed
|
||||
|
||||
### Kashacters
|
||||
|
||||
- This project is forked from the [kashacters multicharacter resource](https://github.com/FiveEYZ/esx_kashacter)
|
||||
- Most of the code has been entirely rewritten
|
||||
- KASH has given permission for this resource to use his code and the addition of a license
|
||||
- The license obviously does not apply to previous versions and KASH has stated his resource is free to be used however
|
||||
|
||||
## Notice
|
||||
|
||||
Copyright © 2022 [Linden](https://github.com/thelindat/), ESX-Framework (fournier Brice & Jérémie N'gadi) and KASH
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses>.
|
||||
@@ -0,0 +1,79 @@
|
||||
ESX.RegisterCommand('setslots', 'admin', function(xPlayer, args, showError)
|
||||
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
|
||||
args.identifier
|
||||
})
|
||||
|
||||
if slots == nil then
|
||||
MySQL.update('INSERT INTO `multicharacter_slots` (`identifier`, `slots`) VALUES (?, ?)', {
|
||||
args.identifier,
|
||||
args.slots
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsadd', args.slots, args.identifier))
|
||||
else
|
||||
MySQL.update('UPDATE `multicharacter_slots` SET `slots` = ? WHERE `identifier` = ?', {
|
||||
args.slots,
|
||||
args.identifier
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsedit', args.slots, args.identifier))
|
||||
end
|
||||
end, true, {help = _U('command_setslots'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'slots', help = _U('command_slots'), type = 'number'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('remslots', 'admin', function(xPlayer, args, showError)
|
||||
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
|
||||
args.identifier
|
||||
})
|
||||
|
||||
if slots ~= nil then
|
||||
MySQL.update('DELETE FROM `multicharacter_slots` WHERE `identifier` = ?', {
|
||||
args.identifier
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsrem', args.identifier))
|
||||
end
|
||||
end, true, {help = _U('command_remslots'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('enablechar', 'admin', function(xPlayer, args, showError)
|
||||
|
||||
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
|
||||
|
||||
MySQL.update('UPDATE `users` SET `disabled` = 0 WHERE identifier = ?', {
|
||||
selectedCharacter
|
||||
}, function(result)
|
||||
if result > 0 then
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charenabled', args.charslot, args.identifier))
|
||||
else
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
|
||||
end
|
||||
end)
|
||||
|
||||
end, true, {help = _U('command_enablechar'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('disablechar', 'admin', function(xPlayer, args, showError)
|
||||
|
||||
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
|
||||
|
||||
MySQL.update('UPDATE `users` SET `disabled` = 1 WHERE identifier = ?', {
|
||||
selectedCharacter
|
||||
}, function(result)
|
||||
if result > 0 then
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('chardisabled', args.charslot, args.identifier))
|
||||
else
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
|
||||
end
|
||||
end)
|
||||
|
||||
end, true, {help = _U('command_disablechar'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
|
||||
}})
|
||||
|
||||
RegisterCommand('forcelog', function(source, args, rawCommand)
|
||||
TriggerEvent('esx:playerLogout', source)
|
||||
end, true)
|
||||
@@ -0,0 +1,221 @@
|
||||
if not ESX then
|
||||
error('\n^1Unable to start Multicharacter - you must be using ESX Legacy^0')
|
||||
elseif ESX.GetConfig().Multichar == true then
|
||||
local DATABASE do
|
||||
local connectionString = GetConvar('mysql_connection_string', '');
|
||||
if connectionString == '' then
|
||||
error(connectionString..'\n^1Unable to start Multicharacter - unable to determine database from mysql_connection_string^0', 0)
|
||||
elseif connectionString:find('mysql://') then
|
||||
connectionString = connectionString:sub(9, -1)
|
||||
DATABASE = connectionString:sub(connectionString:find('/')+1, -1):gsub('[%?]+[%w%p]*$', '')
|
||||
else
|
||||
connectionString = {string.strsplit(';', connectionString)}
|
||||
for i = 1, #connectionString do
|
||||
local v = connectionString[i]
|
||||
if v:match('database') then
|
||||
DATABASE = v:sub(10, #v)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local DB_TABLES = {users = 'identifier'}
|
||||
local FETCH = nil
|
||||
local SLOTS = Config.Slots or 4
|
||||
local PREFIX = Config.Prefix or 'char'
|
||||
local PRIMARY_IDENTIFIER = ESX.GetConfig().Identifier or GetConvar('sv_lan', '') == 'true' and 'ip' or Config.Identifier
|
||||
|
||||
local function GetIdentifier(source)
|
||||
local identifier = PRIMARY_IDENTIFIER..':'
|
||||
for _, v in pairs(GetPlayerIdentifiers(source)) do
|
||||
if string.match(v, identifier) then
|
||||
identifier = string.gsub(v, identifier, '')
|
||||
return identifier
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if next(ESX.Players) then
|
||||
local players = table.clone(ESX.Players)
|
||||
table.wipe(ESX.Players)
|
||||
for _, v in pairs(players) do
|
||||
ESX.Players[GetIdentifier(v.source)] = true
|
||||
end
|
||||
else ESX.Players = {} end
|
||||
|
||||
local function SetupCharacters(source)
|
||||
while not FETCH do Citizen.Wait(100) end
|
||||
local identifier = GetIdentifier(source)
|
||||
ESX.Players[identifier] = true
|
||||
|
||||
local slots = MySQL.scalar.await('SELECT slots FROM multicharacter_slots WHERE identifier = ?', { identifier }) or SLOTS
|
||||
identifier = PREFIX..'%:'..identifier
|
||||
|
||||
local result = MySQL.query.await(FETCH, {identifier, slots})
|
||||
local characters
|
||||
|
||||
if result then
|
||||
local characterCount = #result
|
||||
characters = table.create(0, characterCount)
|
||||
|
||||
for i = 1, characterCount, 1 do
|
||||
local v = result[i]
|
||||
local job, grade = v.job or 'unemployed', tostring(v.job_grade)
|
||||
|
||||
if ESX.Jobs[job] and ESX.Jobs[job].grades[grade] then
|
||||
if job ~= 'unemployed' then grade = ESX.Jobs[job].grades[grade].label else grade = '' end
|
||||
job = ESX.Jobs[job].label
|
||||
end
|
||||
|
||||
local accounts = json.decode(v.accounts)
|
||||
local id = tonumber(string.sub(v.identifier, #PREFIX+1, string.find(v.identifier, ':')-1))
|
||||
|
||||
characters[id] = {
|
||||
id = id,
|
||||
bank = accounts.bank,
|
||||
money = accounts.money,
|
||||
job = job,
|
||||
job_grade = grade,
|
||||
firstname = v.firstname,
|
||||
lastname = v.lastname,
|
||||
dateofbirth = v.dateofbirth,
|
||||
skin = v.skin and json.decode(v.skin) or {},
|
||||
disabled = v.disabled,
|
||||
sex = v.sex == 'm' and _('male') or _('female')
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
TriggerClientEvent('esx_multicharacter:SetupUI', source, characters, slots)
|
||||
end
|
||||
|
||||
AddEventHandler('playerConnecting', function(playerName, setKickReason, deferrals)
|
||||
deferrals.defer()
|
||||
local identifier = GetIdentifier(source)
|
||||
|
||||
if identifier then
|
||||
if ESX.Players[identifier] then
|
||||
deferrals.done(('A player is already connected to the server with this identifier.\nYour identifier: %s:%s'):format(PRIMARY_IDENTIFIER, identifier))
|
||||
else
|
||||
deferrals.done()
|
||||
end
|
||||
else
|
||||
deferrals.done(('Unable to retrieve player identifier.\nIdentifier type: %s'):format(PRIMARY_IDENTIFIER))
|
||||
end
|
||||
end)
|
||||
|
||||
local function DeleteCharacter(source, charid)
|
||||
local identifier = ('%s%s:%s'):format(PREFIX, charid, GetIdentifier(source))
|
||||
local query = 'DELETE FROM %s WHERE %s = ?'
|
||||
local queries = {}
|
||||
local count = 0
|
||||
|
||||
for table, column in pairs(DB_TABLES) do
|
||||
count += 1
|
||||
queries[count] = {query = query:format(table, column), values = {identifier}}
|
||||
end
|
||||
|
||||
MySQL.transaction(queries, function(result)
|
||||
if result then
|
||||
print(('[^2INFO^7] Player [%s] %s has deleted a character (%s)'):format(GetPlayerName(source), source, identifier))
|
||||
Citizen.Wait(50)
|
||||
SetupCharacters(source)
|
||||
else
|
||||
error('\n^1Transaction failed while trying to delete '..identifier..'^0')
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
MySQL.ready(function()
|
||||
local length = 42 + #PREFIX
|
||||
local DB_COLUMNS = MySQL.query.await(('SELECT TABLE_NAME, COLUMN_NAME, CHARACTER_MAXIMUM_LENGTH FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_SCHEMA = "%s" AND DATA_TYPE = "varchar" AND COLUMN_NAME IN (?)'):format(DATABASE, length), {
|
||||
{'identifier', 'owner'}
|
||||
})
|
||||
|
||||
if DB_COLUMNS then
|
||||
local columns = {}
|
||||
local count = 0
|
||||
|
||||
for i = 1, #DB_COLUMNS do
|
||||
local v = DB_COLUMNS[i]
|
||||
|
||||
if v?.CHARACTER_MAXIMUM_LENGTH ~= length then
|
||||
count += 1
|
||||
columns[v.TABLE_NAME] = v.COLUMN_NAME
|
||||
end
|
||||
end
|
||||
|
||||
if next(columns) then
|
||||
local query = 'ALTER TABLE `%s` MODIFY COLUMN `%s` VARCHAR(%s)'
|
||||
local queries = table.create(count, 0)
|
||||
|
||||
for k, v in pairs(columns) do
|
||||
queries[#queries+1] = {query = query:format(k, v, length)}
|
||||
end
|
||||
|
||||
if MySQL.transaction.await(queries) then
|
||||
print(('[^2INFO^7] Updated ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
|
||||
else
|
||||
print(('[^2INFO^7] Unable to update ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
|
||||
end
|
||||
end
|
||||
|
||||
ESX.Jobs = {}
|
||||
|
||||
local function GetJobs()
|
||||
if ESX.GetJobs then
|
||||
return ESX.GetJobs()
|
||||
end
|
||||
return exports.es_extended:getSharedObject().Jobs
|
||||
end
|
||||
|
||||
repeat
|
||||
ESX.Jobs = GetJobs()
|
||||
Citizen.Wait(50)
|
||||
until next(ESX.Jobs)
|
||||
|
||||
FETCH = 'SELECT identifier, accounts, job, job_grade, firstname, lastname, dateofbirth, sex, skin, disabled FROM users WHERE identifier LIKE ? LIMIT ?'
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupCharacters', function()
|
||||
SetupCharacters(source)
|
||||
end)
|
||||
|
||||
local awaitingRegistration = {}
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:CharacterChosen', function(charid, isNew)
|
||||
if type(charid) == 'number' and string.len(charid) <= 2 and type(isNew) == 'boolean' then
|
||||
if isNew then
|
||||
awaitingRegistration[source] = charid
|
||||
else
|
||||
TriggerEvent('esx:onPlayerJoined', source, PREFIX..charid)
|
||||
ESX.Players[GetIdentifier(source)] = true
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx_identity:completedRegistration', function(source, data)
|
||||
TriggerEvent('esx:onPlayerJoined', source, PREFIX..awaitingRegistration[source], data)
|
||||
awaitingRegistration[source] = nil
|
||||
ESX.Players[GetIdentifier(source)] = true
|
||||
end)
|
||||
|
||||
AddEventHandler('playerDropped', function(reason)
|
||||
awaitingRegistration[source] = nil
|
||||
ESX.Players[GetIdentifier(source)] = nil
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:DeleteCharacter', function(charid)
|
||||
if Config.CanDelete and type(charid) == 'number' and string.len(charid) <= 2 then
|
||||
DeleteCharacter(source, charid)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:relog', function()
|
||||
TriggerEvent('esx:playerLogout', source)
|
||||
end)
|
||||
|
||||
else
|
||||
assert(nil, '^3WARNING: Multicharacter is disabled - please check your ESX configuration^0')
|
||||
end
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Skin'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
Locales['sv'] = {
|
||||
['skin_menu'] = 'skin meny',
|
||||
['use_rotate_view'] = 'använd ~INPUT_VEH_FLY_ROLL_LEFT_ONLY~ och ~INPUT_VEH_FLY_ROLL_RIGHT_ONLY~ för att rotera.',
|
||||
['skin'] = 'ändra skin',
|
||||
['saveskin'] = 'spara skin till fil',
|
||||
['skin_menu'] = 'Skin meny',
|
||||
['use_rotate_view'] = 'Använd ~INPUT_FRONTEND_LS~ och ~INPUT_CHARACTER_WHEEL~ för att rotera vyn.',
|
||||
['skin'] = 'Ändra skin',
|
||||
['saveskin'] = 'Spara skin till en fil',
|
||||
}
|
||||
|
||||
@@ -1,76 +1,100 @@
|
||||
Locales['sv'] = {
|
||||
['sex'] = 'kön',
|
||||
['face'] = 'ansikte',
|
||||
['skin'] = 'hud',
|
||||
['wrinkles'] = 'rynkor',
|
||||
['wrinkle_thickness'] = 'rynk tjocklek',
|
||||
['beard_type'] = 'skäggtyp',
|
||||
['beard_size'] = 'skäggstorlek',
|
||||
['beard_color_1'] = 'skägg färg 1',
|
||||
['beard_color_2'] = 'skägg färg 2',
|
||||
['hair_1'] = 'hår 1',
|
||||
['hair_2'] = 'hår 2',
|
||||
['hair_color_1'] = 'hårfärg 1',
|
||||
['hair_color_2'] = 'hårfärg 2',
|
||||
['eye_color'] = 'eye color',
|
||||
['eyebrow_type'] = 'ögonbryn typ',
|
||||
['eyebrow_size'] = 'ögonbryn storlek',
|
||||
['eyebrow_color_1'] = 'ögonbryn färg 1',
|
||||
['eyebrow_color_2'] = 'ögonbryn färg 2',
|
||||
['makeup_type'] = 'smink typ',
|
||||
['makeup_thickness'] = 'smink tjocklek',
|
||||
['makeup_color_1'] = 'smink färg 1',
|
||||
['makeup_color_2'] = 'smink färg 2',
|
||||
['lipstick_type'] = 'läppstiftstyp',
|
||||
['lipstick_thickness'] = 'läppstjocklek',
|
||||
['lipstick_color_1'] = 'läppstift färg 1',
|
||||
['lipstick_color_2'] = 'läppstift färg 2',
|
||||
['ear_accessories'] = 'öron tillbehör',
|
||||
['ear_accessories_color'] = 'öron tillbehörs färg',
|
||||
['tshirt_1'] = 't-shirt 1',
|
||||
['tshirt_2'] = 't-shirt 2',
|
||||
['torso_1'] = 'kropp 1',
|
||||
['torso_2'] = 'kropp 2',
|
||||
['decals_1'] = 'dekaler 1',
|
||||
['decals_2'] = 'dekaler 2',
|
||||
['arms'] = 'armar',
|
||||
['arms_2'] = 'armar 2',
|
||||
['pants_1'] = 'byxor 1',
|
||||
['pants_2'] = 'byxor 2',
|
||||
['shoes_1'] = 'skor 1',
|
||||
['shoes_2'] = 'skor 2',
|
||||
['mask_1'] = 'mask 1',
|
||||
['mask_2'] = 'mask 2',
|
||||
['bproof_1'] = 'skottsäker väst 1',
|
||||
['bproof_2'] = 'skottsäker väst 2',
|
||||
['chain_1'] = 'kedja 1',
|
||||
['sex'] = 'Kön',
|
||||
['mom'] = 'Mammas ansikte',
|
||||
['dad'] = 'Pappas ansikte',
|
||||
['resemblance'] = 'Likhet',
|
||||
['skin_tone'] = 'Hudton',
|
||||
['nose_1'] = 'Näsvidd',
|
||||
['nose_2'] = 'Nästoppshöjd',
|
||||
['nose_3'] = 'Nästoppslängd',
|
||||
['nose_4'] = 'Näsbenshöjd',
|
||||
['nose_5'] = 'Nästoppssänkning',
|
||||
['nose_6'] = 'Näsbensvridning',
|
||||
['cheeks_1'] = 'Kindbens höjd',
|
||||
['cheeks_2'] = 'Kindbens bredd',
|
||||
['cheeks_3'] = 'Kinder bredd',
|
||||
['lip_fullness'] = 'Läppfullhet',
|
||||
['jaw_bone_width'] = 'Käkbensbredd',
|
||||
['jaw_bone_length'] = 'Käkbenslängd',
|
||||
['chin_height'] = 'Hakhöjd',
|
||||
['chin_length'] = 'Haklängd',
|
||||
['chin_width'] = 'Hakbredd',
|
||||
['chin_hole'] = 'Hakhålsstorlek',
|
||||
['neck_thickness'] = 'Halstjocklek',
|
||||
['wrinkles'] = 'Rynkor',
|
||||
['wrinkle_thickness'] = 'Rynktjocklek',
|
||||
['beard_type'] = 'Skägg typ',
|
||||
['beard_size'] = 'Skäggstorlek',
|
||||
['beard_color_1'] = 'Skäggfärg 1',
|
||||
['beard_color_2'] = 'Skäggfärg 2',
|
||||
['hair_1'] = 'Hår 1',
|
||||
['hair_2'] = 'Hår 2',
|
||||
['hair_color_1'] = 'Hårfärg 1',
|
||||
['hair_color_2'] = 'Hårfärg 1',
|
||||
['eye_color'] = 'Ögonfärg',
|
||||
['eye_squint'] = 'Ögonkisning',
|
||||
['eyebrow_type'] = 'Ögonbrynstyp',
|
||||
['eyebrow_size'] = 'Storlek på ögonbrynen',
|
||||
['eyebrow_color_1'] = 'Ögonbrynsfärg 1',
|
||||
['eyebrow_color_2'] = 'Ögonbrynsfärg 2',
|
||||
['eyebrow_depth'] = 'Ögonbryns djup',
|
||||
['eyebrow_height'] = 'Ögonbrynshöjd',
|
||||
['makeup_type'] = 'Typ av smink',
|
||||
['makeup_thickness'] = 'Sminktjocklek',
|
||||
['makeup_color_1'] = 'Sminkfärg 1',
|
||||
['makeup_color_2'] = 'Sminkfärg 2',
|
||||
['lipstick_type'] = 'Läppstiftstyp',
|
||||
['lipstick_thickness'] = 'Läppstift tjocklek',
|
||||
['lipstick_color_1'] = 'Läppstiftsfärg 1',
|
||||
['lipstick_color_2'] = 'Läppstiftsfärg 2',
|
||||
['ear_accessories'] = 'Örontillbehör',
|
||||
['ear_accessories_color'] = 'Örontillbehör färg',
|
||||
['tshirt_1'] = 'T-Shirt 1',
|
||||
['tshirt_2'] = 'T-Shirt 2',
|
||||
['torso_1'] = 'Kropp 1',
|
||||
['torso_2'] = 'Kropp 2',
|
||||
['decals_1'] = 'Dekaler 1',
|
||||
['decals_2'] = 'Dekaler 2',
|
||||
['arms'] = 'Armar',
|
||||
['arms_2'] = 'Armar 2',
|
||||
['pants_1'] = 'Byxor 1',
|
||||
['pants_2'] = 'Byxor 2',
|
||||
['shoes_1'] = 'Skor 1',
|
||||
['shoes_2'] = 'Skor 2',
|
||||
['mask_1'] = 'Mask 1',
|
||||
['mask_2'] = 'Mask 2',
|
||||
['bproof_1'] = 'Skottsäker väst 1',
|
||||
['bproof_2'] = 'Skottsäker väst 2',
|
||||
['chain_1'] = 'Kedja 1',
|
||||
['chain_2'] = 'kedja 2',
|
||||
['helmet_1'] = 'hjälm 1',
|
||||
['helmet_2'] = 'hjälm 2',
|
||||
['watches_1'] = 'watches 1',
|
||||
['watches_2'] = 'watches 2',
|
||||
['bracelets_1'] = 'bracelets 1',
|
||||
['bracelets_2'] = 'bracelets 2',
|
||||
['glasses_1'] = 'glasögon 1',
|
||||
['glasses_2'] = 'glasögon 2',
|
||||
['bag'] = 'väska',
|
||||
['bag_color'] = 'väska färg',
|
||||
['blemishes'] = 'blemishes',
|
||||
['blemishes_size']= 'blemishes thickness',
|
||||
['ageing'] = 'ageing',
|
||||
['ageing_1'] = 'ageing thickness',
|
||||
['blush'] = 'blush',
|
||||
['blush_1'] = 'blush thickness',
|
||||
['blush_color'] = 'blush color',
|
||||
['complexion'] = 'complexion',
|
||||
['complexion_1'] = 'complexion thickness',
|
||||
['sun'] = 'sun',
|
||||
['sun_1'] = 'sun thickness',
|
||||
['freckles'] = 'freckles',
|
||||
['freckles_1'] = 'freckles thickness',
|
||||
['chest_hair'] = 'chest hair',
|
||||
['chest_hair_1'] = 'chest hair thickness',
|
||||
['chest_color'] = 'chest hair color',
|
||||
['bodyb'] = 'body blemishes',
|
||||
['bodyb_size'] = 'body blemishes thickness',
|
||||
}
|
||||
['helmet_1'] = 'Hjälm 1',
|
||||
['helmet_2'] = 'Hjälm 2',
|
||||
['watches_1'] = 'Klockor 1',
|
||||
['watches_2'] = 'Klockor 2',
|
||||
['bracelets_1'] = 'Armband 1',
|
||||
['bracelets_2'] = 'Armband 2',
|
||||
['glasses_1'] = 'Glasögon 1',
|
||||
['glasses_2'] = 'Glasögon 2',
|
||||
['bag'] = 'Väska',
|
||||
['bag_color'] = 'Väsk färg',
|
||||
['blemishes'] = 'Fläckar',
|
||||
['blemishes_size'] = 'Fläckar tjocklek',
|
||||
['ageing'] = 'Åldrande',
|
||||
['ageing_1'] = 'Åldrande tjocklek',
|
||||
['blush'] = 'Rouge',
|
||||
['blush_1'] = 'Rouge tjocklek',
|
||||
['blush_color'] = 'Rouge färg',
|
||||
['complexion'] = 'Hy',
|
||||
['complexion_1'] = 'Hy tjocklek',
|
||||
['sun'] = 'Sol',
|
||||
['sun_1'] = 'Soltjocklek',
|
||||
['freckles'] = 'Fräknar',
|
||||
['freckles_1'] = 'Fräknar tjocklek',
|
||||
['chest_hair'] = 'Brösthår',
|
||||
['chest_hair_1'] = 'Brösthårets tjocklek',
|
||||
['chest_color'] = 'Hårfärg på bröstet',
|
||||
['bodyb'] = 'Kroppsfläckar',
|
||||
['bodyb_size'] = 'Kroppsfläckar tjocklek',
|
||||
['bodyb_extra'] = 'Fläckar kroppseffekt',
|
||||
['bodyb_extra_thickness'] = 'Fläckar kroppseffekt tjocklek',
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Accessories'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
Locales ['nl'] = {
|
||||
['valid_purchase'] = 'kopen?',
|
||||
['yes'] = 'ja (<span style="color: green;">$%s</span>)',
|
||||
['no'] = 'nee',
|
||||
['helmet'] = 'Helm / Hoed',
|
||||
['glasses'] = 'Brillen',
|
||||
['mask'] = 'Masker',
|
||||
['ears'] = 'Oor accessories',
|
||||
['shop'] = '%s Winkel',
|
||||
['set_unset'] = 'Doe aan / doe uit',
|
||||
['not_enough_money'] = 'Je hebt niet genoeg geld',
|
||||
['press_access'] = 'Druk op ~INPUT_CONTEXT~ om het menu te openen',
|
||||
['accessories_blip'] = 'Accessories',
|
||||
['no_ears'] = 'Je hebt geen oor accessories',
|
||||
['no_glasses'] = 'je hebt geen brillen',
|
||||
['no_helmet'] = 'je hebt geen helm',
|
||||
['no_mask'] = 'je hebt geen masker',
|
||||
['you_paid'] = 'je betaalde ~g~$%s~s~',
|
||||
}
|
||||
@@ -1,19 +1,19 @@
|
||||
Locales ['sv'] = {
|
||||
['valid_purchase'] = 'bekräfta köp?',
|
||||
['yes'] = 'ja (<span style="color: green;">%s SEK</span>)',
|
||||
['no'] = 'nej',
|
||||
['helmet'] = 'hjälm / hat',
|
||||
['glasses'] = 'glasögon',
|
||||
['mask'] = 'ansiktsmask',
|
||||
['ears'] = 'örontillbehör',
|
||||
['valid_purchase'] = 'Bekräfta köp?',
|
||||
['yes'] = 'Ja (<span style="color: green;">%s SEK</span>)',
|
||||
['no'] = 'Nej',
|
||||
['helmet'] = 'Hjälm / hatt',
|
||||
['glasses'] = 'Glasögon',
|
||||
['mask'] = 'Mask',
|
||||
['ears'] = 'Öron tillbehör',
|
||||
['shop'] = '%s affär',
|
||||
['set_unset'] = 'ta på / av',
|
||||
['not_enough_money'] = 'du har inte råd!',
|
||||
['press_access'] = 'tryck ~INPUT_CONTEXT~ för att öppna menyn.',
|
||||
['accessories_blip'] = 'extrautröstning',
|
||||
['no_ears'] = 'du har inga öron tillbehör',
|
||||
['no_glasses'] = 'du har inga glasögon',
|
||||
['no_helmet'] = 'du har ingen hjälm',
|
||||
['no_mask'] = 'du har inte någon mask',
|
||||
['you_paid'] = 'du har betalat ~g~%s SEK~s~',
|
||||
}
|
||||
['set_unset'] = 'Ta på / av',
|
||||
['not_enough_money'] = 'Du har inte tillräckligt med pengar',
|
||||
['press_access'] = 'Tryck ~INPUT_CONTEXT~ för att komma åt menyn',
|
||||
['accessories_blip'] = 'Tillbehör',
|
||||
['no_ears'] = 'Du har inga örontillbehör',
|
||||
['no_glasses'] = 'Du har inga glasögon',
|
||||
['no_helmet'] = 'Du har ingen hjälm',
|
||||
['no_mask'] = 'Du har ingen mask',
|
||||
['you_paid'] = 'Du betalade ~g~%s SEK~s~',
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Addon Account'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
server_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Addon Inventory'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
server_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -4,43 +4,22 @@ game 'gta5'
|
||||
|
||||
description 'ESX Ambulance Job'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
'@es_extended/locale.lua',
|
||||
'locales/*.lua',
|
||||
'config.lua'
|
||||
}
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
server_scripts {
|
||||
'@oxmysql/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',
|
||||
'locales/hu.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',
|
||||
'locales/hu.lua',
|
||||
'config.lua',
|
||||
'client/main.lua',
|
||||
'client/job.lua',
|
||||
'client/vehicle.lua',
|
||||
|
||||
@@ -1,85 +1,85 @@
|
||||
Locales['sv'] = {
|
||||
-- Cloakroom
|
||||
['cloakroom'] = 'omklädnignsrum',
|
||||
['ems_clothes_civil'] = 'civilkläder',
|
||||
['ems_clothes_ems'] = 'ambulanskläder',
|
||||
['cloakroom'] = 'Omklädnignsrum',
|
||||
['ems_clothes_civil'] = 'Civil klädsel',
|
||||
['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',
|
||||
['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 förvaras inte i garaget.',
|
||||
['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 inga fordon i närheten.',
|
||||
['garage_storeditem'] = 'Öppna garaget',
|
||||
['garage_storeitem'] = 'Förvara fordon i garaget',
|
||||
['garage_buyitem'] = 'Fordonsbutik',
|
||||
['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',
|
||||
['vehicleshop_title'] = 'Fordonsbutik',
|
||||
['vehicleshop_confirm'] = 'Vill du köpa detta fordon?',
|
||||
['vehicleshop_bought'] = 'Du har köpt ~y~%s~s~ för ~g~%s SEK~s~',
|
||||
['vehicleshop_money'] = 'Du har inte råd med det fordonet',
|
||||
['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!',
|
||||
['revive_inprogress'] = 'En återupplivning pågår',
|
||||
['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~',
|
||||
['revive_fail_offline'] = 'Den spelaren är inte längre online',
|
||||
['heal_inprogress'] = 'Du behandlar patienten!',
|
||||
['heal_complete'] = 'Du har behandlat ~y~%s~s~',
|
||||
['no_players'] = 'Inga spelare i närheten',
|
||||
['player_not_unconscious'] = 'Den spelaren är inte medvetslös!',
|
||||
['player_not_conscious'] = 'Den spelaren är inte vid medvetande!',
|
||||
-- Boss Menu
|
||||
['boss_actions'] = 'chefsmeny',
|
||||
['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.',
|
||||
['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 bär redan tillräckligt.',
|
||||
-- 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',
|
||||
['ems_menu'] = 'Ambulansmeny',
|
||||
['ems_menu_title'] = 'Ambulansmeny',
|
||||
['ems_menu_revive'] = 'Återuppliva spelare',
|
||||
['ems_menu_putincar'] = 'Sätt i fordonet',
|
||||
['ems_menu_small'] = 'Behandla mindre skador',
|
||||
['ems_menu_big'] = 'Behandla allvarliga skador',
|
||||
['ems_menu_search'] = 'Patienten hittades inte',
|
||||
-- Phone
|
||||
['alert_ambulance'] = 'ambulanssamtal',
|
||||
['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!',
|
||||
['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 återuppstå',
|
||||
['respawn_bleedout_fine'] = 'Håll [~b~E~s~] för att återuppstå, kostar ~g~%s SEK~s~',
|
||||
['respawn_bleedout_fine_msg'] = 'Du betalade ~r~%s SEK~s~ för att återuppstå.',
|
||||
['distress_send'] = 'Tryck ~b~[G]~s~ för att skicka nödsignal',
|
||||
['distress_sent'] = 'Nödsignal har skickats till tillgängliga enheter!',
|
||||
-- Revive
|
||||
['revive_help'] = 'återuppliva en spelare',
|
||||
['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.',
|
||||
['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 inte ~b~Akutväska~s~.',
|
||||
['not_enough_bandage'] = 'Du har inte ~b~Bandage~s~.',
|
||||
['healed'] = 'Du har blivit behandlad.',
|
||||
-- Blips
|
||||
['blip_hospital'] = 'sjukhus',
|
||||
['blip_dead'] = 'medvetslös människa',
|
||||
['blip_hospital'] = 'Sjukhus',
|
||||
['blip_dead'] = 'Medvetslös spelare',
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Animations'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -4,35 +4,20 @@ game 'gta5'
|
||||
|
||||
description 'ESX Atm'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
shared_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
'@es_extended/locale.lua',
|
||||
'locales/*.lua',
|
||||
'config.lua'
|
||||
}
|
||||
|
||||
server_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'locales/de.lua',
|
||||
'locales/br.lua',
|
||||
'locales/en.lua',
|
||||
'locales/fi.lua',
|
||||
'locales/fr.lua',
|
||||
'locales/es.lua',
|
||||
'locales/sv.lua',
|
||||
'locales/cs.lua',
|
||||
'config.lua',
|
||||
'server/main.lua'
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'locales/de.lua',
|
||||
'locales/br.lua',
|
||||
'locales/en.lua',
|
||||
'locales/fi.lua',
|
||||
'locales/fr.lua',
|
||||
'locales/es.lua',
|
||||
'locales/sv.lua',
|
||||
'locales/cs.lua',
|
||||
'config.lua',
|
||||
'client/main.lua'
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
Locales['nl'] = {
|
||||
['invalid_amount'] = '~r~Ongeldige hoeveelheid geld~s~',
|
||||
['deposit_money'] = '~g~€%s~s~ Gestort',
|
||||
['withdraw_money'] = '~g~€%s~s~ Opgenomen',
|
||||
['press_e_atm'] = 'Druk op ~INPUT_PICKUP~ om op te nemen of te storten ~g~PIN~s~',
|
||||
['atm_blip'] = 'PIN',
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
Locales['sv'] = {
|
||||
['invalid_amount'] = '~r~Det är en ogiltig summa pengar~s~',
|
||||
['deposit_money'] = 'du satte in ~g~$%s~s~',
|
||||
['withdraw_money'] = 'du har tagit ut ~g~$%s~s~',
|
||||
['press_e_atm'] = 'tryck ~INPUT_PICKUP~ för att komma åt denna ~g~ATM~s~',
|
||||
['atm_blip'] = 'bankomat',
|
||||
['deposit_money'] = 'Du har satt in ~g~$%s~s~',
|
||||
['withdraw_money'] = 'Du har tagit ut ~g~$%s~s~',
|
||||
['press_e_atm'] = 'Tryck ~INPUT_PICKUP~ för att komma åt denna ~g~Bankomat~s~',
|
||||
['atm_blip'] = 'Bankomat',
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Banker job'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
Locales['nl'] = {
|
||||
['actions'] = 'acties',
|
||||
['amount'] = 'bedrag',
|
||||
['balance'] = 'saldo',
|
||||
['bank'] = 'bank',
|
||||
['bill_amount'] = 'rekening bedrag',
|
||||
['billing'] = 'rekeningen',
|
||||
['customer'] = 'klant',
|
||||
['customers'] = 'klanten',
|
||||
['deposit'] = 'storten',
|
||||
['invalid_amount'] = 'ongedig bedrag',
|
||||
['no_player_nearby'] = 'geen speler in de omgeving',
|
||||
['press_input_context_to_open_menu'] = 'druk op ~INPUT_CONTEXT~ om het ~g~Bank Menu~s~te openen.',
|
||||
['withdraw'] = 'opnemen',
|
||||
['boss_actions'] = 'baas acties',
|
||||
['phone_receive'] = 'bank klant',
|
||||
['phone_label'] = 'bank',
|
||||
}
|
||||
@@ -1,18 +1,18 @@
|
||||
Locales['sv'] = {
|
||||
['actions'] = 'handling',
|
||||
['amount'] = 'belopp',
|
||||
['balance'] = 'balans',
|
||||
['bank'] = 'bank',
|
||||
['bill_amount'] = 'räkning belopp',
|
||||
['billing'] = 'räkning',
|
||||
['customer'] = 'kund',
|
||||
['customers'] = 'kunder',
|
||||
['deposit'] = 'insättning',
|
||||
['invalid_amount'] = 'ogiltig belopp',
|
||||
['no_player_nearby'] = 'det hittades inga spelare i närheten.',
|
||||
['press_input_context_to_open_menu'] = 'tryck ~INPUT_CONTEXT~ för att öppna ~g~bankmenyn~s~.',
|
||||
['withdraw'] = 'ta ut',
|
||||
['boss_actions'] = 'chef handlingar',
|
||||
['phone_receive'] = 'bank meddelande mottaget',
|
||||
['phone_label'] = 'bank',
|
||||
['actions'] = 'Handlingar',
|
||||
['amount'] = 'Belopp',
|
||||
['balance'] = 'Saldo',
|
||||
['bank'] = 'Bank',
|
||||
['bill_amount'] = 'Räkningsbelopp',
|
||||
['billing'] = 'Fakturering',
|
||||
['customer'] = 'Kund',
|
||||
['customers'] = 'Kunder',
|
||||
['deposit'] = 'Insättning',
|
||||
['invalid_amount'] = 'Ogiltig belopp',
|
||||
['no_player_nearby'] = 'Ingen spelare i närheten',
|
||||
['press_input_context_to_open_menu'] = 'Tryck ~INPUT_CONTEXT~ för att öppna ~g~Bankmenyn~s~.',
|
||||
['withdraw'] = 'Ta ut',
|
||||
['boss_actions'] = 'Chef handlingar',
|
||||
['phone_receive'] = 'Bank meddelande mottaget',
|
||||
['phone_label'] = 'Bank',
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Barber Shop'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Basic Needs'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Billing'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Boat'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
Locales['nl'] = {
|
||||
-- shop
|
||||
['boat_shop'] = 'boten winkel',
|
||||
['boat_shop_open'] = 'Druk op ~INPUT_CONTEXT~ tom de ~y~boten winkel~s~te openen.',
|
||||
['boat_shop_confirm'] = 'Koop <span style="color: yellow;">%s</span> voor <span style="color: orange;">€%s</span>?',
|
||||
['boat_shop_bought'] = 'Je hebt een ~y~gekocht~s~een ~b~%s~s~ voor ~g~€%s~s~',
|
||||
['boat_shop_nomoney'] = 'Deze boot kan je niet betalen!',
|
||||
['confirm_no'] = 'nee',
|
||||
['confirm_yes'] = 'ja',
|
||||
|
||||
-- garage
|
||||
['garage'] = 'boten garage',
|
||||
['garage_open'] = 'Druk op ~INPUT_CONTEXT~ om je ~y~boten garage~s~te openen.',
|
||||
['garage_store'] = 'Druk op ~INPUT_CONTEXT~ om je boot op te slaan.',
|
||||
['garage_taken'] = 'de boot staat klaar!',
|
||||
['garage_stored'] = 'de boot is opgeslagen in je garage!',
|
||||
['garage_noboats'] = 'je hebt geen opgeslagen boten! Ga naar de ~y~boten winkel~s~ om er een te kopen.',
|
||||
['garage_blocked'] = 'de boot kan er niet uit omdat iets het spawnpunt blokkeerd!',
|
||||
['garage_notowner'] = 'je bent geen eigenaar van deze boot!',
|
||||
|
||||
-- license
|
||||
['license_menu'] = 'Koop Vaarbewijs?',
|
||||
['license_buy_no'] = 'nee',
|
||||
['license_buy_yes'] = 'Koop vaarbewijs <span style="color: green;">€%s</span>',
|
||||
['license_bought'] = 'je kocht het ~y~Vaar Bewijs~s~ voor ~g~€%s~s~',
|
||||
['license_nomoney'] = 'je kan het ~y~Vaar Bewijs~s~niet betalen! ',
|
||||
|
||||
-- blips
|
||||
['blip_garage'] = 'boten garage',
|
||||
['blip_shop'] = 'boten winkel',
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Clothes Shop'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'CruiseControl System for ESX'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
dependencies {
|
||||
'es_extended'
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Data Store'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
server_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX DMV School'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
var tableauQuestion = [
|
||||
{
|
||||
question: "Si vas a 80 km / h, y te aproximas a una zona residencial, debes:",
|
||||
propositionA: "Acelerar",
|
||||
propositionB: "Mantienes tu velocidad, si no pasas otros vehículos.",
|
||||
propositionC: "Frenas",
|
||||
propositionD: "Mantienes la velocidad",
|
||||
reponse: "C"
|
||||
},
|
||||
|
||||
{
|
||||
question: "Si está girando a la derecha en un semáforo, pero ve un cruce de peatones, ¿qué hace?",
|
||||
propositionA: "Pasas del peaton",
|
||||
propositionB: "Comprueba que no hay otros vehículos alrededor.",
|
||||
propositionC: "Esperas hasta que el peatón haya cruzado.",
|
||||
propositionD: "Disparas al peatón y sigues conduciendo.",
|
||||
reponse: "C"
|
||||
},
|
||||
|
||||
{
|
||||
question: "Sin ninguna indicación previa, la velocidad en una zona residencial es de: __ km / h",
|
||||
propositionA: "30 km/h",
|
||||
propositionB: "50 km/h",
|
||||
propositionC: "40 km/h",
|
||||
propositionD: "60 km/h",
|
||||
reponse: "B"
|
||||
},
|
||||
|
||||
{
|
||||
question: "Antes de cada cambio de carril debe:",
|
||||
propositionA: "Mirar por los espejos",
|
||||
propositionB: "Comprobar los puntos muertos del vehiculo",
|
||||
propositionC: "Señalizar tu intención de girar",
|
||||
propositionD: "Todas las anteriores",
|
||||
reponse: "D"
|
||||
},
|
||||
|
||||
{
|
||||
question: "¿Qué nivel de alcohol en la sangre se clasifica como conducir bajo los efectos del alcohol?",
|
||||
propositionA: "0,5",
|
||||
propositionB: "0,1",
|
||||
propositionC: "0,8",
|
||||
propositionD: "0,0",
|
||||
reponse: "C"
|
||||
},
|
||||
|
||||
{
|
||||
question: "¿Cuándo puedes continuar conduciendo en un semáforo?",
|
||||
propositionA: "Cuando esta verde",
|
||||
propositionB: "Cuando no esta cruzando nadie",
|
||||
propositionC: "Cuando estas en una zona de colegio",
|
||||
propositionD: "Cuando estas entre un 60 u 80 km/h",
|
||||
reponse: "A"
|
||||
},
|
||||
|
||||
{
|
||||
question: "Un peatón tiene una señal de no cruzar, ¿qué haces?",
|
||||
propositionA: "Le dejas cruzar",
|
||||
propositionB: "Te quedas mirandolo",
|
||||
propositionC: "Le dices que cruce para que lo puedas atropellar",
|
||||
propositionD: "Continuas porque tu señal de tráfico esta en verde",
|
||||
reponse: "D"
|
||||
},
|
||||
|
||||
{
|
||||
question: "¿Que esta permitido cuando adelantas a otro vehículo?",
|
||||
propositionA: "Lo sigues de cerca para pasarlo más rápido.",
|
||||
propositionB: "Lo adelantas por la acera si es necesario.",
|
||||
propositionC: "Conduce por el lado opuesto de la carretera para adelantarlo.",
|
||||
propositionD: "Lo adelantas rapido",
|
||||
reponse: "C"
|
||||
},
|
||||
|
||||
{
|
||||
question: "Usted está conduciendo en una carretera que indica una velocidad máxima de 120 km / h. Pero la mayoría de los conductores conducen a 125 km / h, por lo que no debe conducir más rápido que:",
|
||||
propositionA: "120 km/h",
|
||||
propositionB: "125 km/h",
|
||||
propositionC: "130 km/h",
|
||||
propositionD: "110 km/h",
|
||||
reponse: "A"
|
||||
},
|
||||
|
||||
{
|
||||
question: "Cuando es superado por otro vehículo, es importante NO:",
|
||||
propositionA: "Seguir con la misma velocidad",
|
||||
propositionB: "Comprobar los espejos",
|
||||
propositionC: "Mirar a otros conductores",
|
||||
propositionD: "Aumentar la velocidad",
|
||||
reponse: "D"
|
||||
},
|
||||
]
|
||||
@@ -0,0 +1,119 @@
|
||||
<head>
|
||||
<link href="https://fonts.googleapis.com/css?family=Open+Sans" rel="stylesheet">
|
||||
<link rel="stylesheet" href="styles.css" type="text/css">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="full-screen">
|
||||
<div class="question-container">
|
||||
<!-- header -->
|
||||
<div class="header">
|
||||
<h1>Escuela de Conducción</h1>
|
||||
</div>
|
||||
<!-- home -->
|
||||
<div class="body home">
|
||||
<div class="content">
|
||||
<!-- ICI BREVE PRESENTATION -->
|
||||
<center>
|
||||
<img src="dmv.png" class="logo">
|
||||
<br>
|
||||
<p class="bold-text">Bienvenido a la Escuela de Conducción
|
||||
</center>
|
||||
<br>
|
||||
<center>Todos los ciudadanos de la ciudad deben aprobar su examen antes de poder conducir.
|
||||
<br>Tómese su tiempo, responda con sentido común y no conteste al azar.
|
||||
<br>
|
||||
<br> Examen teórico
|
||||
<br> - La prueba teórica cuesta $ 200, esto no se reembolsa si falla la prueba.
|
||||
<br> - No tenga miedo, la escuela de conducción acepta crédito, pero tenga cuidado de no entrar en deuda.
|
||||
<br> - Si falla la prueba la primera vez, no puede volver a tomarla de inmediato, tendrá que realizarla más adelante.
|
||||
<br>
|
||||
<br> Examen de Conducir
|
||||
<br> - La prueba de conducir cuesta $500, al igual que la prueba de la teoría, este pago no se devolverá si fallas.
|
||||
<br> - ¡Asegúrate de estar alerta mientras conduces y de evitar accidentes!</p>
|
||||
</center>
|
||||
</div>
|
||||
<div class="buttonspot">
|
||||
<a href="#" class="button btnQuestion">Empezar</a>
|
||||
</div>
|
||||
<div class="barre-progression">
|
||||
<h2>Progreso</h2>
|
||||
<progress class="progression" value="0" max="10">
|
||||
</div>
|
||||
</div>
|
||||
<!-- Question-->
|
||||
<div class="body questionnaire-container">
|
||||
<div class="content">
|
||||
<h2 id="questionNumero"></h2>
|
||||
<p id="question"></p>
|
||||
<form class="form" id="question-form">
|
||||
<div>
|
||||
<input type="radio" name="question" id="answerA" value="A">
|
||||
<label class="answerA"></label>
|
||||
</div>
|
||||
<div>
|
||||
<input type="radio" name="question" id="answerB" value="B">
|
||||
<label class="answerB"></label>
|
||||
</div>
|
||||
<div>
|
||||
<input type="radio" name="question" id="answerC" value="C">
|
||||
<label class="answerC"></label>
|
||||
</div>
|
||||
<div>
|
||||
<input type="radio" name="question" id="answerD" value="D">
|
||||
<label class="answerD"></label>
|
||||
</div>
|
||||
<button type="submit" id="submit" class="submit">Siguiente Pregunta</button>
|
||||
</form>
|
||||
</div>
|
||||
<div class="barre-progression">
|
||||
<h2>Progreso</h2>
|
||||
<progress class="progression" value="0" max="10">
|
||||
</div>
|
||||
</div>
|
||||
<!-- Results -->
|
||||
<div class="body resultGood">
|
||||
<div class="content">
|
||||
<center>
|
||||
<p class="bold-text">¡Buen trabajo!</p>
|
||||
<br>
|
||||
<br>Lo hiciste bien durante el examen.
|
||||
<br>
|
||||
<br>Puede cerrar esta ventana y tomar la prueba de conducción.
|
||||
</center>
|
||||
</div>
|
||||
<div class="buttonspot">
|
||||
<a href="#" class="button btnClose">Cerrar</a>
|
||||
</div>
|
||||
<div class="barre-progression">
|
||||
<h2>Progress</h2>
|
||||
<progress class="progression" value="10" max="10">
|
||||
</div>
|
||||
</div>
|
||||
<div class="body resultBad">
|
||||
<div class="content">
|
||||
<center>
|
||||
<p class="bold-text">Has fallado</p>
|
||||
<br>
|
||||
<br>No estabas listo para esta prueba, inténtalo de nuevo más tarde ...
|
||||
<br>
|
||||
<br>
|
||||
</center>
|
||||
</div>
|
||||
<div class="buttonspot">
|
||||
<a href="#" class="button btnKick">Cerrar</a>
|
||||
</div>
|
||||
<div class="barre-progression">
|
||||
<h2>Progress</h2>
|
||||
<progress class="progression" value="10" max="10">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
|
||||
<script src="questions.js" type="text/javascript"></script>
|
||||
<script src="scripts.js" type="text/javascript"></script>
|
||||
<script src="debounce.min.js" type="text/javascript"></script>
|
||||
|
||||
</body>
|
||||
@@ -32,7 +32,9 @@ end)
|
||||
--drawk marker
|
||||
CreateThread(function()
|
||||
while true do
|
||||
local Sleep = 1500
|
||||
if(inRangeMarkerDrugShop) then
|
||||
Sleep = 0
|
||||
local coordsMarker = Config.CircleZones.DrugDealer.coords
|
||||
local color = cfgMarker.Color
|
||||
DrawMarker(cfgMarker.Type, coordsMarker.x, coordsMarker.y,coordsMarker.z - 1.0,
|
||||
@@ -40,23 +42,22 @@ CreateThread(function()
|
||||
cfgMarker.Size, color.r,color.g,color.b,color.a,
|
||||
false, true, 2, false, nil, nil, false)
|
||||
end
|
||||
Wait(0)
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
--main loop
|
||||
CreateThread(function ()
|
||||
while true do
|
||||
if inZoneDrugShop then
|
||||
if(not menuOpen) then
|
||||
ESX.ShowHelpNotification(_U('dealer_prompt'),true)
|
||||
if IsControlJustPressed(0, 38) then
|
||||
OpenDrugShop()
|
||||
end
|
||||
local Sleep = 1500
|
||||
if inZoneDrugShop and not menuOpen then
|
||||
Sleep = 0
|
||||
ESX.ShowHelpNotification(_U('dealer_prompt'),true)
|
||||
if IsControlJustPressed(0, 38) then
|
||||
OpenDrugShop()
|
||||
end
|
||||
end
|
||||
|
||||
Wait(15)
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
@@ -73,7 +73,7 @@ end
|
||||
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
|
||||
local playerPed = PlayerPedId()
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
@@ -86,6 +86,7 @@ CreateThread(function()
|
||||
end
|
||||
|
||||
if nearbyObject and IsPedOnFoot(playerPed) then
|
||||
Sleep = 0
|
||||
if not isPickingUp then
|
||||
ESX.ShowHelpNotification(_U('weed_pickupprompt'))
|
||||
end
|
||||
@@ -114,9 +115,8 @@ CreateThread(function()
|
||||
isPickingUp = false
|
||||
end, 'cannabis')
|
||||
end
|
||||
else
|
||||
Wait(500)
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Drugs'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Garage'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Holdup'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -1,34 +1,11 @@
|
||||
# esx_joblisting
|
||||
|
||||
Simple job listing script, you can specify what jobs you want to be whitelisted in db.
|
||||
Simple job listing/Job Centre script, you can specify what jobs you want to be whitelisted in db.
|
||||
|
||||
## Download & Installation
|
||||
## Legal
|
||||
|
||||
### Using [fvm](https://github.com/qlaffont/fvm-installer)
|
||||
```
|
||||
fvm install --save --folder=esx esx-org/esx_joblisting
|
||||
```
|
||||
|
||||
### Using Git
|
||||
```
|
||||
cd resources
|
||||
git clone https://github.com/ESX-Org/esx_joblisting [esx]/esx_joblisting
|
||||
```
|
||||
|
||||
### Manually
|
||||
- Download https://github.com/ESX-Org/esx_joblisting/archive/master.zip
|
||||
- Put it in the `[esx]` directory
|
||||
|
||||
## Installation
|
||||
- Import `esx_joblisting.sql` in your database
|
||||
- Add this in your `server.cfg`:
|
||||
|
||||
```
|
||||
start esx_joblisting
|
||||
```
|
||||
|
||||
# Legal
|
||||
### License
|
||||
|
||||
esx_joblisting - job listing script
|
||||
|
||||
Copyright (C) 2015-2022 Jérémie N'gadi
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
local menuIsShowed, hasAlreadyEnteredMarker, isInMarker = false, false, false
|
||||
local menuIsShowed = false
|
||||
|
||||
function ShowJobListingMenu()
|
||||
menuIsShowed = true
|
||||
ESX.TriggerServerCallback('esx_joblisting:getJobsList', function(jobs)
|
||||
local elements = {}
|
||||
|
||||
for i=1, #jobs, 1 do
|
||||
for k,v in pairs(jobs) do
|
||||
table.insert(elements, {
|
||||
label = jobs[i].label,
|
||||
job = jobs[i].job
|
||||
label = v.label,
|
||||
job = k
|
||||
})
|
||||
end
|
||||
|
||||
@@ -18,8 +19,10 @@ function ShowJobListingMenu()
|
||||
}, function(data, menu)
|
||||
TriggerServerEvent('esx_joblisting:setJob', data.current.job)
|
||||
ESX.ShowNotification(_U('new_job'))
|
||||
menuIsShowed = false
|
||||
menu.close()
|
||||
end, function(data, menu)
|
||||
menuIsShowed = false
|
||||
menu.close()
|
||||
end)
|
||||
|
||||
@@ -33,7 +36,7 @@ end)
|
||||
-- Activate menu when player is inside marker, and draw markers
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
|
||||
local coords = GetEntityCoords(PlayerPedId())
|
||||
isInMarker = false
|
||||
@@ -42,23 +45,24 @@ CreateThread(function()
|
||||
local distance = #(coords - Config.Zones[i])
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
Sleep = 0
|
||||
DrawMarker(Config.MarkerType, Config.Zones[i], 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.ZoneSize.x, Config.ZoneSize.y, Config.ZoneSize.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, false, false, false)
|
||||
else
|
||||
if menuIsShowed then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
menuIsShowed = false
|
||||
end
|
||||
end
|
||||
|
||||
if distance < (Config.ZoneSize.x / 2) then
|
||||
isInMarker = true
|
||||
ESX.ShowHelpNotification(_U('access_job_center'))
|
||||
if IsControlJustReleased(0, 38) and not menuIsShowed then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
ShowJobListingMenu()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if isInMarker and not hasAlreadyEnteredMarker then
|
||||
hasAlreadyEnteredMarker = true
|
||||
end
|
||||
|
||||
if not isInMarker and hasAlreadyEnteredMarker then
|
||||
hasAlreadyEnteredMarker = false
|
||||
TriggerEvent('esx_joblisting:hasExitedMarker')
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -67,26 +71,14 @@ CreateThread(function()
|
||||
for i=1, #Config.Zones, 1 do
|
||||
local blip = AddBlipForCoord(Config.Zones[i])
|
||||
|
||||
SetBlipSprite (blip, 407)
|
||||
SetBlipDisplay(blip, 4)
|
||||
SetBlipScale (blip, 1.2)
|
||||
SetBlipColour (blip, 27)
|
||||
SetBlipAsShortRange(blip, true)
|
||||
SetBlipSprite (blip, Config.Blip.Sprite)
|
||||
SetBlipDisplay(blip, Config.Blip.Display)
|
||||
SetBlipScale (blip, Config.Blip.Scale)
|
||||
SetBlipColour (blip, Config.Blip.Colour)
|
||||
SetBlipAsShortRange(blip, Config.Blip.ShortRange)
|
||||
|
||||
BeginTextCommandSetBlipName("STRING")
|
||||
AddTextComponentSubstringPlayerName(_U('job_center'))
|
||||
EndTextCommandSetBlipName(blip)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Menu Controls
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
|
||||
if IsControlJustReleased(0, 38) and isInMarker and not menuIsShowed then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
ShowJobListingMenu()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -1,12 +1,20 @@
|
||||
Config = {}
|
||||
|
||||
Config.DrawDistance = 10.0
|
||||
Config.ZoneSize = {x = 3.0, y = 3.0, z = 0.5}
|
||||
Config.MarkerColor = {r = 100, g = 100, b = 204}
|
||||
Config.MarkerType = 1
|
||||
Config.ZoneSize = {x = 2.7, y = 2.7, z = 0.5}
|
||||
Config.MarkerColor = {r = 100, g = 200, b = 104}
|
||||
Config.MarkerType = 27
|
||||
|
||||
Config.Locale = 'en'
|
||||
|
||||
Config.Zones = {
|
||||
vector3(-265.0, -963.6, 30.2)
|
||||
vector3(-265.08, -964.1, 30.3)
|
||||
}
|
||||
|
||||
Config.Blip = {
|
||||
Sprite = 407,
|
||||
Display = 4,
|
||||
Scale = 0.9,
|
||||
Colour = 27,
|
||||
ShortRange = true
|
||||
}
|
||||
@@ -1,42 +1,19 @@
|
||||
fx_version 'adamant'
|
||||
|
||||
fx_version 'bodacious'
|
||||
game 'gta5'
|
||||
|
||||
description 'ESX Job Listing'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
server_scripts {
|
||||
'@oxmysql/lib/MySQL.lua',
|
||||
shared_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
'@es_extended/locale.lua',
|
||||
'config.lua',
|
||||
'locales/de.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',
|
||||
'server/main.lua'
|
||||
'locales/*.lua',
|
||||
'config.lua'
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'config.lua',
|
||||
'locales/de.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',
|
||||
'client/main.lua'
|
||||
}
|
||||
server_script 'server/main.lua'
|
||||
|
||||
client_script 'client/main.lua'
|
||||
|
||||
dependency 'es_extended'
|
||||
|
||||
@@ -1,32 +1,43 @@
|
||||
local availableJobs = {}
|
||||
|
||||
MySQL.ready(function()
|
||||
MySQL.query('SELECT name, label FROM jobs WHERE whitelisted = @whitelisted', {
|
||||
['@whitelisted'] = false
|
||||
}, function(result)
|
||||
for i=1, #result, 1 do
|
||||
table.insert(availableJobs, {
|
||||
job = result[i].name,
|
||||
label = result[i].label
|
||||
})
|
||||
function getJobs()
|
||||
local jobs = ESX.GetJobs()
|
||||
local availableJobs = {}
|
||||
for k,v in pairs(jobs) do
|
||||
print(v.whitelisted)
|
||||
if v.whitelisted == false then
|
||||
availableJobs[k] = {label = v.label}
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
return availableJobs
|
||||
end
|
||||
|
||||
ESX.RegisterServerCallback('esx_joblisting:getJobsList', function(source, cb)
|
||||
cb(availableJobs)
|
||||
local jobs = getJobs()
|
||||
cb(jobs)
|
||||
end)
|
||||
|
||||
function IsNearCentre(player)
|
||||
local Ped = GetPlayerPed(player)
|
||||
local PedCoords = GetEntityCoords(Ped)
|
||||
local Zones = Config.Zones
|
||||
|
||||
for i=1, #Config.Zones, 1 do
|
||||
local distance = #(PedCoords - Config.Zones[i])
|
||||
|
||||
if distance < Config.DrawDistance then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
RegisterServerEvent('esx_joblisting:setJob')
|
||||
AddEventHandler('esx_joblisting:setJob', function(job)
|
||||
local source = source
|
||||
local xPlayer = ESX.GetPlayerFromId(source)
|
||||
local jobs = getJobs()
|
||||
|
||||
if xPlayer then
|
||||
for k,v in ipairs(availableJobs) do
|
||||
if v.job == job then
|
||||
xPlayer.setJob(job, 0)
|
||||
break
|
||||
end
|
||||
if xPlayer and IsNearCentre(source) then
|
||||
if jobs[job] then
|
||||
xPlayer.setJob(job, 0)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -30,7 +30,6 @@ local vehicleMaxHealth = nil
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded')
|
||||
AddEventHandler('esx:playerLoaded', function(xPlayer)
|
||||
ESX.PlayerData = xPlayer
|
||||
refreshBlips()
|
||||
end)
|
||||
|
||||
@@ -230,7 +229,6 @@ function refreshBlips()
|
||||
|
||||
if ESX.PlayerData.job ~= nil then
|
||||
for jobKey,jobValues in pairs(Config.Jobs) do
|
||||
|
||||
if jobKey == ESX.PlayerData.job.name then
|
||||
for zoneKey,zoneValues in pairs(jobValues.Zones) do
|
||||
|
||||
@@ -245,11 +243,10 @@ function refreshBlips()
|
||||
else
|
||||
_Pos = zoneValues.Pos
|
||||
end
|
||||
print(_Pos.x)
|
||||
local blip = AddBlipForCoord(_Pos.x, _Pos.y, _Pos.z)
|
||||
SetBlipSprite (blip, jobValues.BlipInfos.Sprite)
|
||||
SetBlipDisplay (blip, 4)
|
||||
SetBlipScale (blip, 1.2)
|
||||
SetBlipScale (blip, 0.8)
|
||||
SetBlipCategory(blip, 3)
|
||||
SetBlipColour (blip, jobValues.BlipInfos.Color)
|
||||
SetBlipAsShortRange(blip, true)
|
||||
@@ -301,21 +298,16 @@ end)
|
||||
|
||||
-- Show top left hint
|
||||
CreateThread(function()
|
||||
while true do
|
||||
while hintIsShowed do
|
||||
Wait(0)
|
||||
|
||||
if hintIsShowed then
|
||||
ESX.ShowHelpNotification(hintToDisplay)
|
||||
else
|
||||
Wait(500)
|
||||
end
|
||||
ESX.ShowHelpNotification(hintToDisplay)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Display markers (only if on duty and the player's job ones)
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
local zones = {}
|
||||
|
||||
if ESX.PlayerData.job ~= nil then
|
||||
@@ -332,18 +324,22 @@ CreateThread(function()
|
||||
TriggerEvent("izone:getZoneCenter", v.Zone, function(center)
|
||||
if (not(center == nil)) then
|
||||
if(v.Marker ~= -1 and #(coords - center) < Config.DrawDistance) then
|
||||
Sleep = 0
|
||||
DrawMarker(v.Marker, center.x, center.y, center.z - 1, 0.0, 0.0, 0.0, 0, 0.0, 0.0, v.Size.x, v.Size.y, v.Size.z, v.Color.r, v.Color.g, v.Color.b, 100, false, true, 2, false, false, false, false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
else
|
||||
if(v.Marker ~= -1 and #(coords - v.Pos) < Config.DrawDistance) then
|
||||
local Pos = vector3(v.Pos.x, v.Pos.y, v.Pos.z)
|
||||
if(v.Marker ~= -1 and #(coords - Pos) < Config.DrawDistance) then
|
||||
Sleep = 0
|
||||
DrawMarker(v.Marker, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, v.Size.x, v.Size.y, v.Size.z, v.Color.r, v.Color.g, v.Color.b, 100, false, true, 2, false, false, false, false)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -363,13 +359,14 @@ end)
|
||||
-- Activate public marker
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
local coords = GetEntityCoords(PlayerPedId())
|
||||
local position = nil
|
||||
local zone = nil
|
||||
|
||||
for k,v in pairs(Config.PublicZones) do
|
||||
if #(coords - v.Pos) < v.Size.x/2 then
|
||||
Sleep = 0
|
||||
isInPublicMarker = true
|
||||
position = v.Teleport
|
||||
zone = v
|
||||
@@ -394,6 +391,7 @@ CreateThread(function()
|
||||
hintIsShowed = false
|
||||
end
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -401,7 +399,7 @@ end)
|
||||
CreateThread(function()
|
||||
while true do
|
||||
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
|
||||
if ESX.PlayerData.job ~= nil and ESX.PlayerData.job.name ~= 'unemployed' then
|
||||
local zones = nil
|
||||
@@ -425,6 +423,7 @@ CreateThread(function()
|
||||
if v.Zone then
|
||||
TriggerEvent("izone:isPlayerInZone", v.Zone, function(isIn)
|
||||
if isIn then
|
||||
Sleep = 0
|
||||
isInMarker = true
|
||||
currentZone = k
|
||||
zone = v
|
||||
@@ -439,7 +438,9 @@ CreateThread(function()
|
||||
end
|
||||
-- Else use radius defined from center
|
||||
else
|
||||
if #(coords - v.Pos) < v.Size.x then
|
||||
local Pos = vector3(v.Pos.x, v.Pos.y, v.Pos.z)
|
||||
if #(coords - Pos) < v.Size.x then
|
||||
Sleep = 0
|
||||
isInMarker = true
|
||||
currentZone = k
|
||||
zone = v
|
||||
@@ -509,6 +510,7 @@ CreateThread(function()
|
||||
end
|
||||
end
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
@@ -4,58 +4,22 @@ game 'gta5'
|
||||
|
||||
description 'ESX Jobs'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
server_scripts {
|
||||
shared_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
'@es_extended/locale.lua',
|
||||
'locales/br.lua',
|
||||
'locales/en.lua',
|
||||
'locales/es.lua',
|
||||
'locales/fi.lua',
|
||||
'locales/fr.lua',
|
||||
'locales/sv.lua',
|
||||
'locales/cs.lua',
|
||||
'locales/de.lua',
|
||||
'config.lua',
|
||||
|
||||
'jobs/fisherman.lua',
|
||||
'jobs/fueler.lua',
|
||||
'jobs/lumberjack.lua',
|
||||
'jobs/miner.lua',
|
||||
'jobs/reporter.lua',
|
||||
'jobs/slaughterer.lua',
|
||||
'jobs/tailor.lua',
|
||||
|
||||
'jobs/*.lua',
|
||||
'locales/*.lua',
|
||||
}
|
||||
server_scripts {
|
||||
'@oxmysql/lib/MySQL.lua',
|
||||
'server/main.lua'
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/locale.lua',
|
||||
'locales/br.lua',
|
||||
'locales/fi.lua',
|
||||
'locales/en.lua',
|
||||
'locales/es.lua',
|
||||
'locales/fr.lua',
|
||||
'locales/sv.lua',
|
||||
'locales/cs.lua',
|
||||
'config.lua',
|
||||
|
||||
'jobs/fisherman.lua',
|
||||
'jobs/fueler.lua',
|
||||
'jobs/lumberjack.lua',
|
||||
'jobs/miner.lua',
|
||||
'jobs/reporter.lua',
|
||||
'jobs/slaughterer.lua',
|
||||
'jobs/tailor.lua',
|
||||
|
||||
'client/main.lua'
|
||||
}
|
||||
|
||||
dependencies {
|
||||
'es_extended',
|
||||
'esx_addonaccount',
|
||||
'skinchanger',
|
||||
'esx_skin'
|
||||
}
|
||||
dependency 'es_extended'
|
||||
|
||||
@@ -112,4 +112,4 @@ Locales['en'] = {
|
||||
['dd_clothing'] = 'clothing',
|
||||
['dd_makeclothing'] = 'press ~INPUT_PICKUP~ to retrieve clothing.',
|
||||
['dd_deliver_clothes'] = 'press ~INPUT_PICKUP~ to deliver the clothes.',
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,117 @@
|
||||
Locales['nl'] = {
|
||||
-- Global menus
|
||||
['cloakroom'] = 'Kleedkamer',
|
||||
['cloak_change'] = 'Druk op ~INPUT_PICKUP~ om je werkkleding aan/uit te doen.',
|
||||
['citizen_wear'] = 'Burgerkleding',
|
||||
['job_wear'] = 'Werkkleding',
|
||||
['bank_deposit_returned'] = 'a security deposit of ~g~$%s~s~ was returned to you.',
|
||||
['bank_deposit_taken'] = 'a security deposit of ~r~$%s~s~ was taken from you.',
|
||||
['foot_work'] = 'Je moet uit een voertuig zijn om te werken',
|
||||
['next_point'] = 'Ga naar de volgende stap zodra je klaar bent met deze.',
|
||||
['not_your_vehicle'] = 'Dit is niet jou voertuig of je moet de bestuurder zijn.',
|
||||
['in_vehicle'] = 'Je moet in een voertuig zitten',
|
||||
['wrong_point'] = 'Je bent bij het verkeerde afleverpunt',
|
||||
['max_limit'] = 'Je hebt al het maximale ~y~%s~s~ bij je',
|
||||
['not_enough'] = 'Je hebt niet genoeg ~y~%s~s~ om het werk te voltooien',
|
||||
['spawn_veh'] = 'Pak werkvoertuig',
|
||||
['spawn_veh_button'] = 'Druk op ~INPUT_PICKUP~ om je werkvoertuig op te roepen',
|
||||
['spawn_truck_button'] = 'Druk op ~INPUT_PICKUP~ om een vrachtwagen te pakken',
|
||||
['spawn_blocked'] = 'Een voertuig blokkerd het spawnpoint!',
|
||||
['service_vh'] = 'service voertuig',
|
||||
['return_vh'] = 'Voertuig terug zetten',
|
||||
['return_vh_button'] = 'Druk op ~INPUT_PICKUP~ om het voertuig terug te zetten',
|
||||
['delivery_point'] = 'Afleverpunt',
|
||||
['delivery'] = 'Afleveren',
|
||||
['public_enter'] = 'Druk op ~INPUT_PICKUP~ om het gebouw te betreden',
|
||||
['public_leave'] = 'Druk op ~INPUT_PICKUP~ om het gebouw te verlaten',
|
||||
|
||||
-- Lumber Jack job
|
||||
['lj_locker_room'] = 'Houthakker kleedkamer',
|
||||
['lj_mapblip'] = 'Houthandel',
|
||||
['lj_wood'] = 'Hout',
|
||||
['lj_pickup'] = 'Druk op ~INPUT_PICKUP~ om hout op te halen',
|
||||
['lj_cutwood'] = 'Het hout word gezaagd',
|
||||
['lj_cutwood_button'] = 'Druk op ~INPUT_PICKUP~ om het hout te zagen',
|
||||
['lj_board'] = 'Plaken',
|
||||
['lj_planks'] = 'pakket met planken',
|
||||
['lj_cutwood'] = 'hout zagen',
|
||||
['lj_pick_boards'] = 'Druk op ~INPUT_PICKUP~ om hout te zagen',
|
||||
['lj_deliver_button'] = 'Druk op ~INPUT_PICKUP~ om het hout te leveren',
|
||||
|
||||
-- Fisherman
|
||||
['fm_fish_locker'] = 'Vissers kleedkamer',
|
||||
['fm_fish'] = 'Vis',
|
||||
['fm_fish_area'] = 'Vis gebied',
|
||||
['fm_fish_button'] = 'Druk op ~INPUT_PICKUP~ om te beginnen met vissen',
|
||||
['fm_spawnboat_title'] = 'Pak een vissersboot',
|
||||
['fm_spawnboat'] = 'Druk op ~INPUT_PICKUP~ om de boot op te roepen',
|
||||
['fm_boat_title'] = 'boot',
|
||||
['fm_boat_return_title'] = 'Boot terugzetten',
|
||||
['fm_boat_return_button'] = 'Druk op ~INPUT_PICKUP~ om de boot terug te zetten',
|
||||
['fm_deliver_fish'] = 'Druk op ~INPUT_PICKUP~ om de vis af te leveren',
|
||||
|
||||
-- Fuel
|
||||
['f_oil_refiner'] = 'Olie transporteur kleedkamer',
|
||||
['f_drill_oil'] = 'Olieboor',
|
||||
['f_fuel'] = 'Olie',
|
||||
['f_drillbutton'] = 'Druk op ~INPUT_PICKUP~ om te beginnen met olie boren',
|
||||
['f_fuel_refine'] = 'olie raffineren',
|
||||
['f_refine_fuel_button'] = 'Druk op ~INPUT_PICKUP~ om te raffineren',
|
||||
['f_fuel_mixture'] = 'mix geraffineerde olie',
|
||||
['f_gas'] = 'Brandstof',
|
||||
['f_fuel_mixture_button'] = 'Druk op ~INPUT_PICKUP~ om olie te mixen',
|
||||
['f_deliver_gas'] = 'Brandstof afleveren',
|
||||
['f_deliver_gas_button'] = 'Druk op ~INPUT_PICKUP~ om de brandstof af te leveren',
|
||||
['caution_afford'] = 'Je hebt onvoldoende Geld opzak om een voertuig te leasen!',
|
||||
|
||||
-- Miner
|
||||
['m_miner_locker'] = 'Kleedkamer',
|
||||
['m_rock'] = 'Metaal erts',
|
||||
['m_pickrocks'] = 'Druk op ~INPUT_PICKUP~ om erts te verzamelen',
|
||||
['m_washrock'] = 'erts verwerken',
|
||||
['m_rock_button'] = 'Druk op ~INPUT_PICKUP~ om de erts te verwerken',
|
||||
['m_rock_smelting'] = 'erts omsmelten',
|
||||
['m_copper'] = 'Koper',
|
||||
['m_sell_copper'] = 'Koper verkopen',
|
||||
['m_deliver_copper'] = 'druk op ~INPUT_PICKUP~ om Koper te verkopen',
|
||||
['m_iron'] = 'Aluminium',
|
||||
['m_sell_iron'] = 'Aluminium verkoop',
|
||||
['m_deliver_iron'] = 'Drup op ~INPUT_PICKUP~ om Aluminium te verkopen',
|
||||
['m_gold'] = 'Goud',
|
||||
['m_sell_gold'] = 'Goud verkopen',
|
||||
['m_deliver_gold'] = 'Druk op ~INPUT_PICKUP~ om Goud te verkopen',
|
||||
['m_diamond'] = 'Diamant',
|
||||
['m_sell_diamond'] = 'Diamanten verkopen',
|
||||
['m_deliver_diamond'] = 'Druk op ~INPUT_PICKUP~ om Diamant te verkopen',
|
||||
['m_melt_button'] = 'Druk op ~INPUT_PICKUP~ om de erts om te smelten',
|
||||
|
||||
-- Reporter
|
||||
['reporter_locker'] = 'Kleedkamer',
|
||||
['reporter_name'] = 'OmroepZeeland',
|
||||
['reporter_garage'] = 'Druk op ~INPUT_PICKUP~ om nara de garage te gaan',
|
||||
|
||||
-- Slaughterer
|
||||
['s_slaughter_locker'] = 'Kûppen kleedkamer',
|
||||
['s_hen'] = 'Kûppenhok',
|
||||
['s_alive_chicken'] = 'Levende Kûppen',
|
||||
['s_catch_hen'] = 'Druk op ~INPUT_PICKUP~ om levende Kûppen te vangen',
|
||||
['s_slaughtered_chicken'] = 'Kûppen om te verpakken',
|
||||
['s_chop_animal'] = 'Druk op ~INPUT_PICKUP~ om de Kûppen te slachten',
|
||||
['s_slaughtered'] = 'Slachthuis',
|
||||
['s_package'] = 'verpakken',
|
||||
['s_packagechicken'] = 'krat met Kûpfilet',
|
||||
['s_unpackaged'] = 'Kûppen om te verpakken',
|
||||
['s_unpackaged_button'] = 'Druk op ~INPUT_PICKUP~ om de Kûpfilet in de krat te doen',
|
||||
['s_deliver'] = 'Druk op ~INPUT_PICKUP~ om de kratten met Kûppen af te leveren',
|
||||
|
||||
-- Dress Designer
|
||||
['dd_dress_locker'] = 'kleding ontwerper kleedkamer',
|
||||
['dd_wool'] = 'wol',
|
||||
['dd_pickup'] = 'Druk op ~INPUT_PICKUP~ om schapenwol te verzamelen',
|
||||
['dd_fabric'] = 'kleding stof',
|
||||
['dd_makefabric'] = 'Druk op ~INPUT_PICKUP~ om van wol kleding stof te maken',
|
||||
['dd_clothing'] = 'Kleding',
|
||||
['dd_makeclothing'] = 'Druk op ~INPUT_PICKUP~ om kleding te maken',
|
||||
['dd_deliver_clothes'] = 'Druk op ~INPUT_PICKUP~ om kleding af te leveren',
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX License'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
server_scripts {
|
||||
'@async/async.lua',
|
||||
|
||||
@@ -1,34 +1,11 @@
|
||||
# esx_lscustom
|
||||
|
||||
## Requirements
|
||||
|
||||
- [esx_vehicleshop](https://github.com/ESX-Org/esx_vehicleshop)
|
||||
|
||||
## Download & Installation
|
||||
## Legal
|
||||
|
||||
### Using [fvm](https://github.com/qlaffont/fvm-installer)
|
||||
```
|
||||
fvm install --save --folder=esx esx-org/esx_lscustom
|
||||
```
|
||||
|
||||
### Using Git
|
||||
```
|
||||
cd resources
|
||||
git clone https://github.com/ESX-Org/esx_lscustom [esx]/esx_lscustom
|
||||
```
|
||||
|
||||
### Manually
|
||||
- Download https://github.com/ESX-Org/esx_lscustom/archive/master.zip
|
||||
- Put it in the `[esx]` directory
|
||||
|
||||
## Installation
|
||||
- Add this to your `server.cfg`:
|
||||
|
||||
```
|
||||
start esx_lscustom
|
||||
```
|
||||
|
||||
# Legal
|
||||
### License
|
||||
esx_lscustoms - The best LS Custom out there for FX
|
||||
|
||||
Copyright (C) 2015-2022 Jérémie N'gadi
|
||||
|
||||
@@ -1,12 +1,8 @@
|
||||
local Vehicles = {}
|
||||
local lsMenuIsShowed = false
|
||||
local isInLSMarker = false
|
||||
local myCar = {}
|
||||
|
||||
local Vehicles, myCar = {},{}
|
||||
local lsMenuIsShowed, isInLSMarker = false, false
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded')
|
||||
AddEventHandler('esx:playerLoaded', function(xPlayer)
|
||||
ESX.PlayerData = xPlayer
|
||||
ESX.PlayerLoaded = true
|
||||
|
||||
ESX.TriggerServerCallback('esx_lscustom:getVehiclesPrices', function(vehicles)
|
||||
@@ -14,11 +10,6 @@ AddEventHandler('esx:playerLoaded', function(xPlayer)
|
||||
end)
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:setJob')
|
||||
AddEventHandler('esx:setJob', function(job)
|
||||
ESX.PlayerData.job = job
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_lscustom:installMod')
|
||||
AddEventHandler('esx_lscustom:installMod', function()
|
||||
local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
|
||||
@@ -378,7 +369,7 @@ end)
|
||||
-- Activate menu when player is inside marker
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
local playerPed = PlayerPedId()
|
||||
|
||||
if IsPedInAnyVehicle(playerPed, false) then
|
||||
@@ -389,57 +380,37 @@ CreateThread(function()
|
||||
for k,v in pairs(Config.Zones) do
|
||||
local zonePos = vector3(v.Pos.x, v.Pos.y, v.Pos.z)
|
||||
if #(coords - zonePos) < v.Size.x and not lsMenuIsShowed then
|
||||
isInLSMarker = true
|
||||
Sleep = 0
|
||||
ESX.ShowHelpNotification(v.Hint)
|
||||
break
|
||||
else
|
||||
isInLSMarker = false
|
||||
if IsControlJustReleased(0, 38) then
|
||||
lsMenuIsShowed = true
|
||||
|
||||
local vehicle = GetVehiclePedIsIn(playerPed, false)
|
||||
FreezeEntityPosition(vehicle, true)
|
||||
myCar = ESX.Game.GetVehicleProperties(vehicle)
|
||||
|
||||
ESX.UI.Menu.CloseAll()
|
||||
GetAction({value = 'main'})
|
||||
|
||||
-- Prevent Free Tunning Bug
|
||||
CreateThread(function()
|
||||
while lsMenuIsShowed do
|
||||
DisableControlAction(2, 288, true)
|
||||
DisableControlAction(2, 289, true)
|
||||
DisableControlAction(2, 170, true)
|
||||
DisableControlAction(2, 167, true)
|
||||
DisableControlAction(2, 168, true)
|
||||
DisableControlAction(2, 23, true)
|
||||
DisableControlAction(0, 75, true) -- Disable exit vehicle
|
||||
DisableControlAction(27, 75, true) -- Disable exit vehicle
|
||||
Wait(0)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if IsControlJustReleased(0, 38) and not lsMenuIsShowed and isInLSMarker then
|
||||
if (ESX.PlayerData.job and ESX.PlayerData.job.name == 'mechanic') or not Config.IsMechanicJobOnly then
|
||||
lsMenuIsShowed = true
|
||||
|
||||
local vehicle = GetVehiclePedIsIn(playerPed, false)
|
||||
FreezeEntityPosition(vehicle, true)
|
||||
|
||||
myCar = ESX.Game.GetVehicleProperties(vehicle)
|
||||
|
||||
ESX.UI.Menu.CloseAll()
|
||||
GetAction({value = 'main'})
|
||||
end
|
||||
end
|
||||
|
||||
if isInLSMarker and not hasAlreadyEnteredMarker then
|
||||
hasAlreadyEnteredMarker = true
|
||||
end
|
||||
|
||||
if not isInLSMarker and hasAlreadyEnteredMarker then
|
||||
hasAlreadyEnteredMarker = false
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
-- Prevent Free Tunning Bug
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
|
||||
if lsMenuIsShowed then
|
||||
DisableControlAction(2, 288, true)
|
||||
DisableControlAction(2, 289, true)
|
||||
DisableControlAction(2, 170, true)
|
||||
DisableControlAction(2, 167, true)
|
||||
DisableControlAction(2, 168, true)
|
||||
DisableControlAction(2, 23, true)
|
||||
DisableControlAction(0, 75, true) -- Disable exit vehicle
|
||||
DisableControlAction(27, 75, true) -- Disable exit vehicle
|
||||
else
|
||||
Wait(500)
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX LS Customs'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -771,9 +771,10 @@ end)
|
||||
-- Pop NPC mission vehicle when inside area
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
|
||||
if NPCTargetTowableZone and not NPCHasSpawnedTowable then
|
||||
Sleep = 0
|
||||
local coords = GetEntityCoords(PlayerPedId())
|
||||
local zone = Config.Zones[NPCTargetTowableZone]
|
||||
|
||||
@@ -789,14 +790,17 @@ CreateThread(function()
|
||||
end
|
||||
|
||||
if NPCTargetTowableZone and NPCHasSpawnedTowable and not NPCHasBeenNextToTowable then
|
||||
Sleep = 500
|
||||
local coords = GetEntityCoords(PlayerPedId())
|
||||
local zone = Config.Zones[NPCTargetTowableZone]
|
||||
|
||||
if #(coords - zone.Pos) < Config.NPCNextToDistance then
|
||||
Sleep = 0
|
||||
ESX.ShowNotification(_U('please_tow'))
|
||||
NPCHasBeenNextToTowable = true
|
||||
end
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -818,31 +822,28 @@ end)
|
||||
-- Display markers
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 2000
|
||||
|
||||
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'mechanic' then
|
||||
Sleep = 500
|
||||
local coords, letSleep = GetEntityCoords(PlayerPedId()), true
|
||||
|
||||
for k,v in pairs(Config.Zones) do
|
||||
if v.Type ~= -1 and #(coords - v.Pos) < Config.DrawDistance then
|
||||
Sleep = 0
|
||||
DrawMarker(v.Type, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Size.x, v.Size.y, v.Size.z, v.Color.r, v.Color.g, v.Color.b, 100, false, true, 2, false, nil, nil, false)
|
||||
letSleep = false
|
||||
end
|
||||
end
|
||||
|
||||
if letSleep then
|
||||
Wait(500)
|
||||
end
|
||||
else
|
||||
Wait(500)
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Enter / Exit marker events
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 500
|
||||
|
||||
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'mechanic' then
|
||||
|
||||
@@ -852,6 +853,7 @@ CreateThread(function()
|
||||
|
||||
for k,v in pairs(Config.Zones) do
|
||||
if(#(coords - v.Pos) < v.Size.x) then
|
||||
Sleep = 0
|
||||
isInMarker = true
|
||||
currentZone = k
|
||||
end
|
||||
@@ -867,8 +869,8 @@ CreateThread(function()
|
||||
HasAlreadyEnteredMarker = false
|
||||
TriggerEvent('esx_mechanicjob:hasExitedMarker', LastZone)
|
||||
end
|
||||
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -917,10 +919,8 @@ end)
|
||||
|
||||
-- Key Controls
|
||||
CreateThread(function()
|
||||
while true do
|
||||
while CurrentAction do
|
||||
Wait(0)
|
||||
|
||||
if CurrentAction then
|
||||
ESX.ShowHelpNotification(CurrentActionMsg)
|
||||
|
||||
if IsControlJustReleased(0, 38) and ESX.PlayerData.job and ESX.PlayerData.job.name == 'mechanic' then
|
||||
@@ -983,8 +983,6 @@ CreateThread(function()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:onPlayerDeath', function(data) isDead = true end)
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Mechanic Job'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
Submodule [esx_addons]/esx_multicharacter deleted from 02352a8e18
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Optional Needs'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Phone'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -19,20 +19,20 @@
|
||||
|
||||
<div class="menu">
|
||||
<ul class="home">
|
||||
<li class="phone-icon" id="phone-icon-rep">Repertoire</li>
|
||||
<li class="phone-icon" id="phone-icon-rep">Contacts</li>
|
||||
<li class="phone-icon" id="phone-icon-msg">Messages</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div id="repertoire" class="screen">
|
||||
<div class="head-screen">
|
||||
<span id="btn-head-back-rep" class="btn-head btn-head-back"></span>Répertoire
|
||||
<span id="btn-head-back-rep" class="btn-head btn-head-back"></span>Contacts
|
||||
<span id="btn-head-new-contact" class="btn-head btn-head-new"></span>
|
||||
</div>
|
||||
<div class="container">
|
||||
<div class="content-screen repertoire-list">
|
||||
<div class="contact no-item online">
|
||||
<p class="no-item">Aucun contact</p>
|
||||
<p class="no-item">No contacts</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -45,7 +45,7 @@
|
||||
<div class="container">
|
||||
<div class="content-screen messages-list">
|
||||
<div class="message no-item">
|
||||
<p class="no-item">Aucun message</p>
|
||||
<p class="no-item">No messages</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -57,23 +57,23 @@
|
||||
<div class="container">
|
||||
<div class="content-screen">
|
||||
<input type="hidden" id="writer_number" value="0" />
|
||||
<textarea id="writer_message" placeholder="Votre message"></textarea>
|
||||
<label><input type="checkbox" id="writer_anonyme" value="true">Anonyme</label>
|
||||
<button id="writer_cancel">Annuler</button>
|
||||
<button id="writer_send" class="marged">Envoyer</button>
|
||||
<textarea id="writer_message" placeholder="Your message"></textarea>
|
||||
<label><input type="checkbox" id="writer_anonyme" value="true">Anonymous</label>
|
||||
<button id="writer_cancel">Cancel</button>
|
||||
<button id="writer_send" class="marged">Send</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="contact" class="screen">
|
||||
<div class="head-screen"><span id="btn-head-back-contact" class="btn-head btn-head-back"></span>Ajouter
|
||||
un contact</div>
|
||||
<div class="head-screen"><span id="btn-head-back-contact" class="btn-head btn-head-back"></span>Add a
|
||||
contact</div>
|
||||
<div class="container">
|
||||
<div class="content-screen">
|
||||
<input type="text" id="contact_name" placeholder="Nom" />
|
||||
<input type="text" id="contact_number" placeholder="Numéro" />
|
||||
<button id="contact_cancel">Annuler</button>
|
||||
<button id="contact_send">Ajouter</button>
|
||||
<input type="text" id="contact_name" placeholder="Name" />
|
||||
<input type="text" id="contact_number" placeholder="Number" />
|
||||
<button id="contact_cancel">Cancel</button>
|
||||
<button id="contact_send">Add</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -87,4 +87,4 @@
|
||||
|
||||
</body>
|
||||
|
||||
</html>
|
||||
</html>
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Police Job'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -860,7 +860,7 @@ CreateThread(function()
|
||||
end
|
||||
|
||||
if letSleep then
|
||||
Wait(500)
|
||||
Wait(1500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
@@ -868,9 +868,9 @@ end)
|
||||
-- Key controls
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
|
||||
if CurrentAction then
|
||||
local Sleep = 1500
|
||||
if CurrentAction then
|
||||
Sleep = 0
|
||||
ESX.ShowHelpNotification(CurrentActionMsg)
|
||||
|
||||
if IsControlJustReleased(0, 38) then
|
||||
@@ -890,8 +890,7 @@ CreateThread(function()
|
||||
|
||||
CurrentAction = nil
|
||||
end
|
||||
else
|
||||
Wait(500)
|
||||
end
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
Config = {}
|
||||
|
||||
Config.DrawDistance = 100
|
||||
Config.DrawDistance = 10.0
|
||||
Config.MarkerSize = {x = 1.5, y = 1.5, z = 1.0}
|
||||
Config.MarkerColor = {r = 102, g = 102, b = 204}
|
||||
Config.RoomMenuMarkerColor = {r = 102, g = 204, b = 102}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Property'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -225,22 +225,24 @@ end)
|
||||
-- Display markers
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 1500
|
||||
|
||||
local coords = GetEntityCoords(PlayerPedId())
|
||||
|
||||
for k,v in pairs(Config.Zones) do
|
||||
if(v.Type ~= -1 and #(coords - v.Pos) < Config.DrawDistance) then
|
||||
Sleep = 0
|
||||
DrawMarker(v.Type, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, v.Size.x, v.Size.y, v.Size.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, false, false, false)
|
||||
end
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Enter / Exit marker events
|
||||
CreateThread(function()
|
||||
while true do
|
||||
Wait(0)
|
||||
local Sleep = 500
|
||||
|
||||
local coords = GetEntityCoords(PlayerPedId())
|
||||
local isInMarker = false
|
||||
@@ -248,6 +250,7 @@ CreateThread(function()
|
||||
|
||||
for k,v in pairs(Config.Zones) do
|
||||
if #(coords - v.Pos) < v.Size.x then
|
||||
Sleep = 0
|
||||
isInMarker = true
|
||||
currentZone = k
|
||||
end
|
||||
@@ -263,15 +266,14 @@ CreateThread(function()
|
||||
hasAlreadyEnteredMarker = false
|
||||
TriggerEvent('esx_realestateagentjob:hasExitedMarker', LastZone)
|
||||
end
|
||||
Wait(Sleep)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Key controls
|
||||
CreateThread(function()
|
||||
while true do
|
||||
while CurrentAction do
|
||||
Wait(0)
|
||||
|
||||
if CurrentAction then
|
||||
ESX.ShowHelpNotification(CurrentActionMsg)
|
||||
|
||||
if IsControlJustReleased(0, 38) then
|
||||
@@ -281,9 +283,6 @@ CreateThread(function()
|
||||
|
||||
CurrentAction = nil
|
||||
end
|
||||
else
|
||||
Wait(500)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Real Estate Job'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX RP Chat'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Service'
|
||||
|
||||
version '1.6.0'
|
||||
version '1.6.5'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -21,14 +21,14 @@ Config.Zones = {
|
||||
}
|
||||
},
|
||||
Pos = {
|
||||
vector3(373.8, 325.8, 102.5),
|
||||
vector3(2557.4, 382.2, 107.6),
|
||||
vector3(-3038.9, 585.9, 6.9),
|
||||
vector3(-3241.9, 1001.4, 11.8),
|
||||
vector3(547.4, 2671.7, 41.1),
|
||||
vector3(1961.4, 3740.6, 31.3),
|
||||
vector3(2678.9, 3280.6, 54.2),
|
||||
vector3(1729.2, 6414.1, 34.0)
|
||||
vector3(373.8, 325.8, 103.5),
|
||||
vector3(2557.4, 382.2, 108.6),
|
||||
vector3(-3038.9, 585.9, 7.9),
|
||||
vector3(-3241.9, 1001.4, 12.8),
|
||||
vector3(547.4, 2671.7, 42.1),
|
||||
vector3(1961.4, 3740.6, 32.3),
|
||||
vector3(2678.9, 3280.6, 55.2),
|
||||
vector3(1729.2, 6414.1, 35.0)
|
||||
},
|
||||
Size = 1.0,
|
||||
Type = 59,
|
||||
@@ -51,15 +51,15 @@ Config.Zones = {
|
||||
}
|
||||
},
|
||||
Pos = {
|
||||
vector3(1135.8, -982.2, 45.4),
|
||||
vector3(-1222.9, -906.9, 11.3),
|
||||
vector3(-1487.5, -379.1, 39.1),
|
||||
vector3(-2968.2, 390.9, 14.0),
|
||||
vector3(1166.0, 2708.9, 37.1),
|
||||
vector3(1392.5, 3604.6, 33.9),
|
||||
vector3(127.8, -1284.7, 28.2), --StripClub
|
||||
vector3(-1393.4, -606.6, 29.3), --Tequila la
|
||||
vector3(-559.9, 287.0, 81.1) --Bahamamas
|
||||
vector3(1135.8, -982.2, 46.4),
|
||||
vector3(-1222.9, -906.9, 12.3),
|
||||
vector3(-1487.5, -379.1, 40.1),
|
||||
vector3(-2968.2, 390.9, 15.0),
|
||||
vector3(1166.0, 2708.9, 38.1),
|
||||
vector3(1392.5, 3604.6, 34.9),
|
||||
vector3(127.8, -1284.7, 29.2), --StripClub
|
||||
vector3(-1393.4, -606.6, 30.3), --Tequila la
|
||||
vector3(-559.9, 287.0, 82.1) --Bahamamas
|
||||
},
|
||||
Size = 1.0,
|
||||
Type = 59,
|
||||
@@ -82,11 +82,11 @@ Config.Zones = {
|
||||
}
|
||||
},
|
||||
Pos = {
|
||||
vector3(-48.5, -1757.5, 28.4),
|
||||
vector3(1163.3, -323.8, 68.2),
|
||||
vector3(-707.5, -914.2, 18.2),
|
||||
vector3(-1820.5, 792.5, 137.1),
|
||||
vector3(1698.3, 4924.4, 41.0)
|
||||
vector3(-48.5, -1757.5, 29.4),
|
||||
vector3(1163.3, -323.8, 69.2),
|
||||
vector3(-707.5, -914.2, 19.2),
|
||||
vector3(-1820.5, 792.5, 138.1),
|
||||
vector3(1698.3, 4924.4, 42.0)
|
||||
},
|
||||
Size = 1.0,
|
||||
Type = 59,
|
||||
@@ -95,3 +95,4 @@ Config.Zones = {
|
||||
ShowMarker = true
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user