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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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Preamble
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
fxserver-es_extended
Copyright (C) 2015 Jérémie N'gadi
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
fxserver-es_extended Copyright (C) 2015 Jérémie N'gadi
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
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<h1 align='center'>ESX Legacy</a></h1><h5 align='center'>There is no official support for this resource. Create a thread on the <a href='https://forum.cfx.re/c/server-development/essentialmode/46'>ESX Server Development board</a> or find a support Discord.</h5>
ESX is the most popular framework for creating an economy-based roleplay server on FiveM, with many more official and unofficial resources designed to utilise the tools provided by this resource. Here's a taste of what's available:
###### `esx_identity` enable character registration using a name, sex, and date of birth
###### `esx_society` add employee management, society funds and more
###### `esx_billing` add support for registered societies to fine or bill players
###### `esx_vehicleshop` allow players to purchase vehicles directly or from players
###### `esx_ambulancejob` adds a death and respawn system while allowing players to become EMS to heal or revive others
###### `esx_policejob` allow players to become cops, granting the ability to detain and fine others
Many more resources are available on the [ESX Framework Github](https://github.com/esx-framework) and [ESX Community Github](https://github.com/esx-community/) pages.
## Information
- [ESX Forum](https://forum.esx-framework.org/)
- [ESX Documentation](https://wiki.esx-framework.org/)
- [ESX Development Discord](https://discord.me/esx)
- [FiveM Native Reference](https://runtime.fivem.net/doc/reference.html)
ESX was initially developed by Gizz back in 2017 for his friend as the were creating an FiveM server and there wasn't any economy roleplaying frameworks available. The original code was written within a week or two and later open sourced, it has ever since been improved and parts been rewritten to further improve on it.
## Legacy
ESX Legacy is mostly intended as a bug-fix and optimisation update to provide a more stable experience for the people using ESX 1.2 or Final, however there are also some new features added in to allow better server performance with other resources and official support for esx_multicharacter.
#### Bug fixes
* ESX.Jobs is no longer set until the full table has been creating, allowing other resources to retrieve it more easily
* Now using spawnmanager to spawn players and prevent weird desync issues
- This may cause problems with some third-party resources that modify player spawns
* /clearloadout now properly removes all weapons instead of needing to be performed multiple times
#### Optimisation
* Support for compile-time hashing instead of calling the native
* Utilise the `MySQL.Store` function to reduce overhead when executing queries
* Allow loops to sleep while not performing any tasks
* The current player ped and death status are now stored in ESX.PlayerData, reducing the need to constantly call the native
* Weapon ammo is no longer synced on every frame, instead triggering a server event once shooting has ceased
* Reduced the number of queries being performed by a single player connecting to the server
#### Features
* Support for the latest weapons and components
* Additional admin commands from esx_adminplus
* Save all players before the txAdmin scheduled restarts
* When loading a new player, send the isNew argument along with `esx:playerLoaded`
* Added an imports file to load in other resource manifests with `shared_script '@es_extended/imports.lua'`
- Removes the need to define ESX in your resources, as it will perform the task for you
- Ensures ESX.PlayerData will always return current information (exception: loadout and inventory)
* Support for relogging, clearing all player data and cancelling sync loops
* Added the `ESX.GetExtendedPlayers` function to be used with xPlayer loops without causing massive server hitches
To get an idea for how you can utilise imports and the new functions, you can refer to [this updated boilerplate](https://github.com/thelindat/esx_legacy_boilerplate).
##### Any resources made using the imports will only work for ESX Legacy.
## Conflicts
* The following resources should not be used with ESX Legacy and can result in errors
- **essentialsmode**
- basic-gamemode
- fivem-map-skater
- fivem-map-hipster
- default_spawnpoint
## 1.2 + Features
- Weight based inventory system
- Weapons support, including support for attachments and tints
- Supports different money accounts (defaulted with cash, bank and black money)
- Many official resources available in our GitHub
- Job system, with grades and clothes support
- Supports multiple languages, most strings are localized
- Easy to use API for developers to easily integrate ESX to their projects
- Register your own commands easily, with argument validation, chat suggestion and using FXServer ACL
## Requirements
- [mysql-async](https://github.com/brouznouf/fivem-mysql-async)
- [async](https://github.com/esx-framework/async)
## Download & Installation
### Using Git
```
cd resources
git clone https://github.com/esx-framework/es_extended.git --branch legacy
git clone https://github.com/esx-framework/esx_menu_default [esx]/[ui]/esx_menu_default
git clone https://github.com/esx-framework/esx_menu_dialog [esx]/[ui]/esx_menu_dialog
git clone https://github.com/esx-framework/esx_menu_list [esx]/[ui]/esx_menu_list
```
### Plume ESX:
PlumeESX is a full featured (13 jobs) and highly configurable yet lightweight ESX v1.2 base that can be easily extendable.
Forum Thread: https://forum.cfx.re/t/recipe-plumeesx-full-base-2021/1964029
YouTube Tutorial: https://www.youtube.com/watch?v=iGfwUCO0RZQ
### Manually
- Download https://github.com/esx-framework/es_extended/archive/refs/heads/legacy.zip
- Put it in the `resource/[esx]` directory
- Download https://github.com/esx-framework/esx_menu_default/archive/refs/heads/master.zip
- Put it in the `resource/[esx]/[ui]` directory
- Download https://github.com/esx-framework/esx_menu_dialog/archive/refs/heads/master.zip
- Put it in the `resource/[esx]/[ui]` directory
- Download https://github.com/esx-framework/esx_menu_list/archive/refs/heads/master.zip
- Put it in the `resource/[esx]/[ui]` directory
### Installation
- Import `es_extended.sql` in your database
- Configure your `server.cfg` to look like this
```
add_principal group.admin group.user
add_ace resource.es_extended command.add_ace allow
add_ace resource.es_extended command.add_principal allow
add_ace resource.es_extended command.remove_principal allow
add_ace resource.es_extended command.stop allow
start mysql-async
start es_extended
start esx_menu_default
start esx_menu_list
start esx_menu_dialog
```
## Reborn
ESX Reborn is the name for the framework being actively developed by the team, with many existing features being rewritten and improved upon. It is currently possible to create a server using ESX Reborn, however the project is still missing many features and should not be used unless you are a developer looking to contribute in some way.
## Legal
### License
es_extended - ESX framework for FiveM
Copyright (C) 2015-2021 Jérémie N'gadi
This program Is free software: you can redistribute it And/Or modify it under the terms Of the GNU General Public License As published by the Free Software Foundation, either version 3 Of the License, Or (at your option) any later version.
This program Is distributed In the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty Of MERCHANTABILITY Or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License For more details.
You should have received a copy Of the GNU General Public License along with this program. If Not, see http://www.gnu.org/licenses/.
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AddEventHandler('esx:getSharedObject', function(cb)
cb(ESX)
end)
function getSharedObject()
return ESX
end
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--[[The MIT License (MIT)
Copyright (c) 2017 IllidanS4
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
]]
local entityEnumerator = {
__gc = function(enum)
if enum.destructor and enum.handle then
enum.destructor(enum.handle)
end
enum.destructor = nil
enum.handle = nil
end
}
local function EnumerateEntities(initFunc, moveFunc, disposeFunc)
return coroutine.wrap(function()
local iter, id = initFunc()
if not id or id == 0 then
disposeFunc(iter)
return
end
local enum = {handle = iter, destructor = disposeFunc}
setmetatable(enum, entityEnumerator)
local next = true
repeat
coroutine.yield(id)
next, id = moveFunc(iter)
until not next
enum.destructor, enum.handle = nil, nil
disposeFunc(iter)
end)
end
function EnumerateEntitiesWithinDistance(entities, isPlayerEntities, coords, maxDistance)
local nearbyEntities = {}
if coords then
coords = vector3(coords.x, coords.y, coords.z)
else
local playerPed = PlayerPedId()
coords = GetEntityCoords(playerPed)
end
for k,entity in pairs(entities) do
local distance = #(coords - GetEntityCoords(entity))
if distance <= maxDistance then
table.insert(nearbyEntities, isPlayerEntities and k or entity)
end
end
return nearbyEntities
end
function EnumerateObjects()
return EnumerateEntities(FindFirstObject, FindNextObject, EndFindObject)
end
function EnumeratePeds()
return EnumerateEntities(FindFirstPed, FindNextPed, EndFindPed)
end
function EnumerateVehicles()
return EnumerateEntities(FindFirstVehicle, FindNextVehicle, EndFindVehicle)
end
function EnumeratePickups()
return EnumerateEntities(FindFirstPickup, FindNextPickup, EndFindPickup)
end
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local pickups = {}
Citizen.CreateThread(function()
while NetworkIsPlayerActive(PlayerId()) and not Config.Multichar do
Citizen.Wait(5)
DoScreenFadeOut(0)
TriggerServerEvent('esx:onPlayerJoined')
break
end
end)
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
ESX.PlayerLoaded = true
ESX.PlayerData = playerData
FreezeEntityPosition(PlayerPedId(), true)
if Config.Multichar then
Citizen.Wait(3000)
else
exports.spawnmanager:spawnPlayer({
x = playerData.coords.x,
y = playerData.coords.y,
z = playerData.coords.z + 0.25,
heading = playerData.coords.heading,
model = `mp_m_freemode_01`,
skipFade = false
}, function()
TriggerServerEvent('esx:onPlayerSpawn')
TriggerEvent('esx:onPlayerSpawn')
TriggerEvent('playerSpawned') -- compatibility with old scripts
TriggerEvent('esx:restoreLoadout')
if isNew then
if skin.sex == 0 then
TriggerEvent('skinchanger:loadDefaultModel', true)
else
TriggerEvent('skinchanger:loadDefaultModel', false)
end
elseif skin then TriggerEvent('skinchanger:loadSkin', skin) end
TriggerEvent('esx:loadingScreenOff')
ShutdownLoadingScreen()
ShutdownLoadingScreenNui()
FreezeEntityPosition(ESX.PlayerData.ped, false)
end)
end
while ESX.PlayerData.ped == nil do Citizen.Wait(20) end
-- enable PVP
if Config.EnablePVP then
SetCanAttackFriendly(ESX.PlayerData.ped, true, false)
NetworkSetFriendlyFireOption(true)
end
if Config.EnableHud then
for k,v in ipairs(playerData.accounts) do
local accountTpl = '<div><img src="img/accounts/' .. v.name .. '.png"/>&nbsp;{{money}}</div>'
ESX.UI.HUD.RegisterElement('account_' .. v.name, k, 0, accountTpl, {money = ESX.Math.GroupDigits(v.money)})
end
local jobTpl = '<div>{{job_label}} - {{grade_label}}</div>'
if playerData.job.grade_label == '' or playerData.job.grade_label == playerData.job.label then
jobTpl = '<div>{{job_label}}</div>'
end
ESX.UI.HUD.RegisterElement('job', #playerData.accounts, 0, jobTpl, {
job_label = playerData.job.label,
grade_label = playerData.job.grade_label
})
end
StartServerSyncLoops()
end)
RegisterNetEvent('esx:onPlayerLogout')
AddEventHandler('esx:onPlayerLogout', function()
ESX.PlayerLoaded = false
if Config.EnableHud then ESX.UI.HUD.Reset() end
end)
RegisterNetEvent('esx:setMaxWeight')
AddEventHandler('esx:setMaxWeight', function(newMaxWeight) ESX.PlayerData.maxWeight = newMaxWeight end)
AddEventHandler('esx:onPlayerSpawn', function()
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
if ESX.PlayerData.dead ~= false then ESX.SetPlayerData('dead', false) end
end)
AddEventHandler('esx:onPlayerDeath', function()
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
if ESX.PlayerData.dead ~= false then ESX.SetPlayerData('dead', true) end
end)
AddEventHandler('skinchanger:modelLoaded', function()
while not ESX.PlayerLoaded do
Citizen.Wait(100)
end
TriggerEvent('esx:restoreLoadout')
end)
AddEventHandler('esx:restoreLoadout', function()
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
local ammoTypes = {}
RemoveAllPedWeapons(ESX.PlayerData.ped, true)
for k,v in ipairs(ESX.PlayerData.loadout) do
local weaponName = v.name
local weaponHash = GetHashKey(weaponName)
GiveWeaponToPed(ESX.PlayerData.ped, weaponHash, 0, false, false)
SetPedWeaponTintIndex(ESX.PlayerData.ped, weaponHash, v.tintIndex)
local ammoType = GetPedAmmoTypeFromWeapon(ESX.PlayerData.ped, weaponHash)
for k2,v2 in ipairs(v.components) do
local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
GiveWeaponComponentToPed(ESX.PlayerData.ped, weaponHash, componentHash)
end
if not ammoTypes[ammoType] then
AddAmmoToPed(ESX.PlayerData.ped, weaponHash, v.ammo)
ammoTypes[ammoType] = true
end
end
end)
RegisterNetEvent('esx:setAccountMoney')
AddEventHandler('esx:setAccountMoney', function(account)
for k,v in ipairs(ESX.PlayerData.accounts) do
if v.name == account.name then
ESX.PlayerData.accounts[k] = account
break
end
end
ESX.SetPlayerData('accounts', ESX.PlayerData.accounts)
if Config.EnableHud then
ESX.UI.HUD.UpdateElement('account_' .. account.name, {
money = ESX.Math.GroupDigits(account.money)
})
end
end)
RegisterNetEvent('esx:addInventoryItem')
AddEventHandler('esx:addInventoryItem', function(item, count, showNotification)
for k,v in ipairs(ESX.PlayerData.inventory) do
if v.name == item then
ESX.UI.ShowInventoryItemNotification(true, v.label, count - v.count)
ESX.PlayerData.inventory[k].count = count
break
end
end
if showNotification then
ESX.UI.ShowInventoryItemNotification(true, item, count)
end
if ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
ESX.ShowInventory()
end
end)
RegisterNetEvent('esx:removeInventoryItem')
AddEventHandler('esx:removeInventoryItem', function(item, count, showNotification)
for k,v in ipairs(ESX.PlayerData.inventory) do
if v.name == item then
ESX.UI.ShowInventoryItemNotification(false, v.label, v.count - count)
ESX.PlayerData.inventory[k].count = count
break
end
end
if showNotification then
ESX.UI.ShowInventoryItemNotification(false, item, count)
end
if ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
ESX.ShowInventory()
end
end)
RegisterNetEvent('esx:addWeapon')
AddEventHandler('esx:addWeapon', function(weapon, ammo)
GiveWeaponToPed(ESX.PlayerData.ped, GetHashKey(weapon), ammo, false, false)
end)
RegisterNetEvent('esx:addWeaponComponent')
AddEventHandler('esx:addWeaponComponent', function(weapon, weaponComponent)
local componentHash = ESX.GetWeaponComponent(weapon, weaponComponent).hash
GiveWeaponComponentToPed(ESX.PlayerData.ped, GetHashKey(weapon), componentHash)
end)
RegisterNetEvent('esx:setWeaponAmmo')
AddEventHandler('esx:setWeaponAmmo', function(weapon, weaponAmmo)
SetPedAmmo(ESX.PlayerData.ped, GetHashKey(weapon), weaponAmmo)
end)
RegisterNetEvent('esx:setWeaponTint')
AddEventHandler('esx:setWeaponTint', function(weapon, weaponTintIndex)
SetPedWeaponTintIndex(ESX.PlayerData.ped, GetHashKey(weapon), weaponTintIndex)
end)
RegisterNetEvent('esx:removeWeapon')
AddEventHandler('esx:removeWeapon', function(weapon)
local playerPed = ESX.PlayerData.ped
RemoveWeaponFromPed(ESX.PlayerData.ped, GetHashKey(weapon))
SetPedAmmo(ESX.PlayerData.ped, GetHashKey(weapon), 0)
end)
RegisterNetEvent('esx:removeWeaponComponent')
AddEventHandler('esx:removeWeaponComponent', function(weapon, weaponComponent)
local componentHash = ESX.GetWeaponComponent(weapon, weaponComponent).hash
RemoveWeaponComponentFromPed(ESX.PlayerData.ped, GetHashKey(weapon), componentHash)
end)
RegisterNetEvent('esx:teleport')
AddEventHandler('esx:teleport', function(coords)
ESX.Game.Teleport(ESX.PlayerData.ped, coords)
end)
RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(Job)
if Config.EnableHud then
ESX.UI.HUD.UpdateElement('job', {
job_label = Job.label,
grade_label = Job.grade_label
})
end
ESX.SetPlayerData('job', Job)
end)
RegisterNetEvent('esx:spawnVehicle')
AddEventHandler('esx:spawnVehicle', function(vehicle)
local model = (type(vehicle) == 'number' and vehicle or GetHashKey(vehicle))
if IsModelInCdimage(model) then
local playerCoords, playerHeading = GetEntityCoords(ESX.PlayerData.ped), GetEntityHeading(ESX.PlayerData.ped)
ESX.Game.SpawnVehicle(model, playerCoords, playerHeading, function(vehicle)
TaskWarpPedIntoVehicle(ESX.PlayerData.ped, vehicle, -1)
end)
else
TriggerEvent('chat:addMessage', { args = { '^1SYSTEM', 'Invalid vehicle model.' } })
end
end)
RegisterNetEvent('esx:createPickup')
AddEventHandler('esx:createPickup', function(pickupId, label, coords, type, name, components, tintIndex)
local function setObjectProperties(object)
SetEntityAsMissionEntity(object, true, false)
PlaceObjectOnGroundProperly(object)
FreezeEntityPosition(object, true)
SetEntityCollision(object, false, true)
pickups[pickupId] = {
obj = object,
label = label,
inRange = false,
coords = vector3(coords.x, coords.y, coords.z)
}
end
if type == 'item_weapon' then
local weaponHash = GetHashKey(name)
ESX.Streaming.RequestWeaponAsset(weaponHash)
local pickupObject = CreateWeaponObject(weaponHash, 50, coords.x, coords.y, coords.z, true, 1.0, 0)
SetWeaponObjectTintIndex(pickupObject, tintIndex)
for k,v in ipairs(components) do
local component = ESX.GetWeaponComponent(name, v)
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
end
setObjectProperties(pickupObject)
else
ESX.Game.SpawnLocalObject('prop_money_bag_01', coords, setObjectProperties)
end
end)
RegisterNetEvent('esx:createMissingPickups')
AddEventHandler('esx:createMissingPickups', function(missingPickups)
for pickupId,pickup in pairs(missingPickups) do
TriggerEvent('esx:createPickup', pickupId, pickup.label, pickup.coords, pickup.type, pickup.name, pickup.components, pickup.tintIndex)
end
end)
RegisterNetEvent('esx:registerSuggestions')
AddEventHandler('esx:registerSuggestions', function(registeredCommands)
for name,command in pairs(registeredCommands) do
if command.suggestion then
TriggerEvent('chat:addSuggestion', ('/%s'):format(name), command.suggestion.help, command.suggestion.arguments)
end
end
end)
RegisterNetEvent('esx:removePickup')
AddEventHandler('esx:removePickup', function(pickupId)
if pickups[pickupId] and pickups[pickupId].obj then
ESX.Game.DeleteObject(pickups[pickupId].obj)
pickups[pickupId] = nil
end
end)
RegisterNetEvent('esx:deleteVehicle')
AddEventHandler('esx:deleteVehicle', function(radius)
if radius and tonumber(radius) then
radius = tonumber(radius) + 0.01
local vehicles = ESX.Game.GetVehiclesInArea(GetEntityCoords(ESX.PlayerData.ped), radius)
for k,entity in ipairs(vehicles) do
local attempt = 0
while not NetworkHasControlOfEntity(entity) and attempt < 100 and DoesEntityExist(entity) do
Citizen.Wait(100)
NetworkRequestControlOfEntity(entity)
attempt = attempt + 1
end
if DoesEntityExist(entity) and NetworkHasControlOfEntity(entity) then
ESX.Game.DeleteVehicle(entity)
end
end
else
local vehicle, attempt = ESX.Game.GetVehicleInDirection(), 0
if IsPedInAnyVehicle(ESX.PlayerData.ped, true) then
vehicle = GetVehiclePedIsIn(ESX.PlayerData.ped, false)
end
while not NetworkHasControlOfEntity(vehicle) and attempt < 100 and DoesEntityExist(vehicle) do
Citizen.Wait(100)
NetworkRequestControlOfEntity(vehicle)
attempt = attempt + 1
end
if DoesEntityExist(vehicle) and NetworkHasControlOfEntity(vehicle) then
ESX.Game.DeleteVehicle(vehicle)
end
end
end)
-- Pause menu disables HUD display
if Config.EnableHud then
Citizen.CreateThread(function()
local isPaused = false
while true do
Citizen.Wait(300)
if IsPauseMenuActive() and not isPaused then
isPaused = true
ESX.UI.HUD.SetDisplay(0.0)
elseif not IsPauseMenuActive() and isPaused then
isPaused = false
ESX.UI.HUD.SetDisplay(1.0)
end
end
end)
AddEventHandler('esx:loadingScreenOff', function()
ESX.UI.HUD.SetDisplay(1.0)
end)
end
function StartServerSyncLoops()
-- keep track of ammo
Citizen.CreateThread(function()
local currentWeapon = {timer=0}
while ESX.PlayerLoaded do
local sleep = 5
if currentWeapon.timer == sleep then
local ammoCount = GetAmmoInPedWeapon(ESX.PlayerData.ped, currentWeapon.hash)
TriggerServerEvent('esx:updateWeaponAmmo', currentWeapon.name, ammoCount)
currentWeapon.timer = 0
elseif currentWeapon.timer > sleep then
currentWeapon.timer = currentWeapon.timer - sleep
end
if IsPedArmed(ESX.PlayerData.ped, 4) then
if IsPedShooting(ESX.PlayerData.ped) then
local _,weaponHash = GetCurrentPedWeapon(ESX.PlayerData.ped, true)
local weapon = ESX.GetWeaponFromHash(weaponHash)
if weapon then
currentWeapon.name = weapon.name
currentWeapon.hash = weaponHash
currentWeapon.timer = 100 * sleep
end
end
else
sleep = 200
end
Citizen.Wait(sleep)
end
end)
-- sync current player coords with server
Citizen.CreateThread(function()
local previousCoords = vector3(ESX.PlayerData.coords.x, ESX.PlayerData.coords.y, ESX.PlayerData.coords.z)
while ESX.PlayerLoaded do
local playerPed = PlayerPedId()
if ESX.PlayerData.ped ~= playerPed then ESX.SetPlayerData('ped', playerPed) end
if DoesEntityExist(ESX.PlayerData.ped) then
local playerCoords = GetEntityCoords(ESX.PlayerData.ped)
local distance = #(playerCoords - previousCoords)
if distance > 1 then
previousCoords = playerCoords
local playerHeading = ESX.Math.Round(GetEntityHeading(ESX.PlayerData.ped), 1)
local formattedCoords = {x = ESX.Math.Round(playerCoords.x, 1), y = ESX.Math.Round(playerCoords.y, 1), z = ESX.Math.Round(playerCoords.z, 1), heading = playerHeading}
TriggerServerEvent('esx:updateCoords', formattedCoords)
end
end
Citizen.Wait(1500)
end
end)
end
if Config.EnableDefaultInventory then
RegisterCommand('showinv', function()
if not ESX.PlayerData.dead and not ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
ESX.ShowInventory()
end
end)
RegisterKeyMapping('showinv', _U('keymap_showinventory'), 'keyboard', 'F2')
end
-- disable wanted level
if not Config.EnableWantedLevel then
ClearPlayerWantedLevel(PlayerId())
SetMaxWantedLevel(0)
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local playerCoords, letSleep = GetEntityCoords(ESX.PlayerData.ped), true
local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer(playerCoords)
for pickupId,pickup in pairs(pickups) do
local distance = #(playerCoords - pickup.coords)
if distance < 5 then
local label = pickup.label
letSleep = false
if distance < 1 then
if IsControlJustReleased(0, 38) then
if IsPedOnFoot(ESX.PlayerData.ped) and (closestDistance == -1 or closestDistance > 3) and not pickup.inRange then
pickup.inRange = true
local dict, anim = 'weapons@first_person@aim_rng@generic@projectile@sticky_bomb@', 'plant_floor'
ESX.Streaming.RequestAnimDict(dict)
TaskPlayAnim(ESX.PlayerData.ped, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
Citizen.Wait(1000)
TriggerServerEvent('esx:onPickup', pickupId)
PlaySoundFrontend(-1, 'PICK_UP', 'HUD_FRONTEND_DEFAULT_SOUNDSET', false)
end
end
label = ('%s~n~%s'):format(label, _U('threw_pickup_prompt'))
end
ESX.Game.Utils.DrawText3D({
x = pickup.coords.x,
y = pickup.coords.y,
z = pickup.coords.z + 0.25
}, label, 1.2, 1)
elseif pickup.inRange then
pickup.inRange = false
end
end
if letSleep then
Citizen.Wait(500)
end
end
end)
----- Admin commnads from esx_adminplus
RegisterNetEvent("esx:tpm")
AddEventHandler("esx:tpm", function()
local WaypointHandle = GetFirstBlipInfoId(8)
if DoesBlipExist(WaypointHandle) then
local waypointCoords = GetBlipInfoIdCoord(WaypointHandle)
for height = 1, 1000 do
SetPedCoordsKeepVehicle(ESX.PlayerData.ped, waypointCoords["x"], waypointCoords["y"], height + 0.0)
local foundGround, zPos = GetGroundZFor_3dCoord(waypointCoords["x"], waypointCoords["y"], height + 0.0)
if foundGround then
SetPedCoordsKeepVehicle(ESX.PlayerData.ped, waypointCoords["x"], waypointCoords["y"], height + 0.0)
break
end
Citizen.Wait(5)
end
TriggerEvent('chatMessage', "Successfully Teleported")
else
TriggerEvent('chatMessage', "No Waypoint Set")
end
end)
local noclip = false
RegisterNetEvent("esx:noclip")
AddEventHandler("esx:noclip", function(input)
local player = PlayerId()
local msg = "disabled"
if(noclip == false)then
noclip_pos = GetEntityCoords(ESX.PlayerData.ped, false)
end
noclip = not noclip
if(noclip)then
msg = "enabled"
end
TriggerEvent("chatMessage", "Noclip has been ^2^*" .. msg)
end)
local heading = 0
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if(noclip)then
SetEntityCoordsNoOffset(ESX.PlayerData.ped, noclip_pos.x, noclip_pos.y, noclip_pos.z, 0, 0, 0)
if(IsControlPressed(1, 34))then
heading = heading + 1.5
if(heading > 360)then
heading = 0
end
SetEntityHeading(ESX.PlayerData.ped, heading)
end
if(IsControlPressed(1, 9))then
heading = heading - 1.5
if(heading < 0)then
heading = 360
end
SetEntityHeading(ESX.PlayerData.ped, heading)
end
if(IsControlPressed(1, 8))then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 1.0, 0.0)
end
if(IsControlPressed(1, 32))then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, -1.0, 0.0)
end
if(IsControlPressed(1, 27))then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 0.0, 1.0)
end
if(IsControlPressed(1, 173))then
noclip_pos = GetOffsetFromEntityInWorldCoords(ESX.PlayerData.ped, 0.0, 0.0, -1.0)
end
else
Citizen.Wait(200)
end
end
end)
RegisterNetEvent("esx:killPlayer")
AddEventHandler("esx:killPlayer", function()
SetEntityHealth(ESX.PlayerData.ped, 0)
end)
RegisterNetEvent("esx:freezePlayer")
AddEventHandler("esx:freezePlayer", function(input)
local player = PlayerId()
if input == 'freeze' then
SetEntityCollision(ESX.PlayerData.ped, false)
FreezeEntityPosition(ESX.PlayerData.ped, true)
SetPlayerInvincible(player, true)
elseif input == 'unfreeze' then
SetEntityCollision(ESX.PlayerData.ped, true)
FreezeEntityPosition(ESX.PlayerData.ped, false)
SetPlayerInvincible(player, false)
end
end)
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Citizen.CreateThread(function()
local isDead = false
while true do
Citizen.Wait(0)
local letSleep = 0
local player = PlayerId()
if NetworkIsPlayerActive(player) then
local playerPed = PlayerPedId()
if IsPedFatallyInjured(playerPed) and not isDead then
letSleep = false
isDead = true
local killerEntity, deathCause = GetPedSourceOfDeath(playerPed), GetPedCauseOfDeath(playerPed)
local killerClientId = NetworkGetPlayerIndexFromPed(killerEntity)
if killerEntity ~= playerPed and killerClientId and NetworkIsPlayerActive(killerClientId) then
PlayerKilledByPlayer(GetPlayerServerId(killerClientId), killerClientId, deathCause)
else
PlayerKilled(deathCause)
end
elseif not IsPedFatallyInjured(playerPed) and isDead then
letSleep = false
isDead = false
end
end
if letSleep then
Citizen.Wait(500)
end
end
end)
function PlayerKilledByPlayer(killerServerId, killerClientId, deathCause)
local victimCoords = GetEntityCoords(PlayerPedId())
local killerCoords = GetEntityCoords(GetPlayerPed(killerClientId))
local distance = #(victimCoords - killerCoords)
local data = {
victimCoords = {x = ESX.Math.Round(victimCoords.x, 1), y = ESX.Math.Round(victimCoords.y, 1), z = ESX.Math.Round(victimCoords.z, 1)},
killerCoords = {x = ESX.Math.Round(killerCoords.x, 1), y = ESX.Math.Round(killerCoords.y, 1), z = ESX.Math.Round(killerCoords.z, 1)},
killedByPlayer = true,
deathCause = deathCause,
distance = ESX.Math.Round(distance, 1),
killerServerId = killerServerId,
killerClientId = killerClientId
}
TriggerEvent('esx:onPlayerDeath', data)
TriggerServerEvent('esx:onPlayerDeath', data)
end
function PlayerKilled(deathCause)
local playerPed = PlayerPedId()
local victimCoords = GetEntityCoords(playerPed)
local data = {
victimCoords = {x = ESX.Math.Round(victimCoords.x, 1), y = ESX.Math.Round(victimCoords.y, 1), z = ESX.Math.Round(victimCoords.z, 1)},
killedByPlayer = false,
deathCause = deathCause
}
TriggerEvent('esx:onPlayerDeath', data)
TriggerServerEvent('esx:onPlayerDeath', data)
end
+98
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ESX.Scaleform.ShowFreemodeMessage = function(title, msg, sec)
local scaleform = ESX.Scaleform.Utils.RequestScaleformMovie('MP_BIG_MESSAGE_FREEMODE')
BeginScaleformMovieMethod(scaleform, 'SHOW_SHARD_WASTED_MP_MESSAGE')
PushScaleformMovieMethodParameterString(title)
PushScaleformMovieMethodParameterString(msg)
EndScaleformMovieMethod()
while sec > 0 do
Citizen.Wait(1)
sec = sec - 0.01
DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255)
end
SetScaleformMovieAsNoLongerNeeded(scaleform)
end
ESX.Scaleform.ShowBreakingNews = function(title, msg, bottom, sec)
local scaleform = ESX.Scaleform.Utils.RequestScaleformMovie('BREAKING_NEWS')
BeginScaleformMovieMethod(scaleform, 'SET_TEXT')
PushScaleformMovieMethodParameterString(msg)
PushScaleformMovieMethodParameterString(bottom)
EndScaleformMovieMethod()
BeginScaleformMovieMethod(scaleform, 'SET_SCROLL_TEXT')
PushScaleformMovieMethodParameterInt(0) -- top ticker
PushScaleformMovieMethodParameterInt(0) -- Since this is the first string, start at 0
PushScaleformMovieMethodParameterString(title)
EndScaleformMovieMethod()
BeginScaleformMovieMethod(scaleform, 'DISPLAY_SCROLL_TEXT')
PushScaleformMovieMethodParameterInt(0) -- Top ticker
PushScaleformMovieMethodParameterInt(0) -- Index of string
EndScaleformMovieMethod()
while sec > 0 do
Citizen.Wait(1)
sec = sec - 0.01
DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255)
end
SetScaleformMovieAsNoLongerNeeded(scaleform)
end
ESX.Scaleform.ShowPopupWarning = function(title, msg, bottom, sec)
local scaleform = ESX.Scaleform.Utils.RequestScaleformMovie('POPUP_WARNING')
BeginScaleformMovieMethod(scaleform, 'SHOW_POPUP_WARNING')
PushScaleformMovieMethodParameterFloat(500.0) -- black background
PushScaleformMovieMethodParameterString(title)
PushScaleformMovieMethodParameterString(msg)
PushScaleformMovieMethodParameterString(bottom)
PushScaleformMovieMethodParameterBool(true)
EndScaleformMovieMethod()
while sec > 0 do
Citizen.Wait(1)
sec = sec - 0.01
DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255)
end
SetScaleformMovieAsNoLongerNeeded(scaleform)
end
ESX.Scaleform.ShowTrafficMovie = function(sec)
local scaleform = ESX.Scaleform.Utils.RequestScaleformMovie('TRAFFIC_CAM')
BeginScaleformMovieMethod(scaleform, 'PLAY_CAM_MOVIE')
EndScaleformMovieMethod()
while sec > 0 do
Citizen.Wait(1)
sec = sec - 0.01
DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255)
end
SetScaleformMovieAsNoLongerNeeded(scaleform)
end
ESX.Scaleform.Utils.RequestScaleformMovie = function(movie)
local scaleform = RequestScaleformMovie(movie)
while not HasScaleformMovieLoaded(scaleform) do
Citizen.Wait(0)
end
return scaleform
end
+85
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function ESX.Streaming.RequestModel(modelHash, cb)
modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))
if not HasModelLoaded(modelHash) and IsModelInCdimage(modelHash) then
RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
Citizen.Wait(4)
end
end
if cb ~= nil then
cb()
end
end
function ESX.Streaming.RequestStreamedTextureDict(textureDict, cb)
if not HasStreamedTextureDictLoaded(textureDict) then
RequestStreamedTextureDict(textureDict)
while not HasStreamedTextureDictLoaded(textureDict) do
Citizen.Wait(4)
end
end
if cb ~= nil then
cb()
end
end
function ESX.Streaming.RequestNamedPtfxAsset(assetName, cb)
if not HasNamedPtfxAssetLoaded(assetName) then
RequestNamedPtfxAsset(assetName)
while not HasNamedPtfxAssetLoaded(assetName) do
Citizen.Wait(4)
end
end
if cb ~= nil then
cb()
end
end
function ESX.Streaming.RequestAnimSet(animSet, cb)
if not HasAnimSetLoaded(animSet) then
RequestAnimSet(animSet)
while not HasAnimSetLoaded(animSet) do
Citizen.Wait(4)
end
end
if cb ~= nil then
cb()
end
end
function ESX.Streaming.RequestAnimDict(animDict, cb)
if not HasAnimDictLoaded(animDict) then
RequestAnimDict(animDict)
while not HasAnimDictLoaded(animDict) do
Citizen.Wait(4)
end
end
if cb ~= nil then
cb()
end
end
function ESX.Streaming.RequestWeaponAsset(weaponHash, cb)
if not HasWeaponAssetLoaded(weaponHash) then
RequestWeaponAsset(weaponHash)
while not HasWeaponAssetLoaded(weaponHash) do
Citizen.Wait(4)
end
end
if cb ~= nil then
cb()
end
end
+14
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local Chunks = {}
RegisterNUICallback('__chunk', function(data, cb)
Chunks[data.id] = Chunks[data.id] or ''
Chunks[data.id] = Chunks[data.id] .. data.chunk
if data['end'] then
local msg = json.decode(Chunks[data.id])
TriggerEvent(GetCurrentResourceName() .. ':message:' .. data.__type, msg)
Chunks[data.id] = nil
end
cb('')
end)
+100
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local Charset = {}
for i = 48, 57 do table.insert(Charset, string.char(i)) end
for i = 65, 90 do table.insert(Charset, string.char(i)) end
for i = 97, 122 do table.insert(Charset, string.char(i)) end
ESX.GetRandomString = function(length)
math.randomseed(GetGameTimer())
if length > 0 then
return ESX.GetRandomString(length - 1) .. Charset[math.random(1, #Charset)]
else
return ''
end
end
ESX.GetConfig = function()
return Config
end
ESX.GetWeapon = function(weaponName)
weaponName = string.upper(weaponName)
for k,v in ipairs(Config.Weapons) do
if v.name == weaponName then
return k, v
end
end
end
ESX.GetWeaponFromHash = function(weaponHash)
for k,v in ipairs(Config.Weapons) do
if GetHashKey(v.name) == weaponHash then
return v
end
end
end
ESX.GetWeaponList = function()
return Config.Weapons
end
ESX.GetWeaponLabel = function(weaponName)
weaponName = string.upper(weaponName)
for k,v in ipairs(Config.Weapons) do
if v.name == weaponName then
return v.label
end
end
end
ESX.GetWeaponComponent = function(weaponName, weaponComponent)
weaponName = string.upper(weaponName)
local weapons = Config.Weapons
for k,v in ipairs(Config.Weapons) do
if v.name == weaponName then
for k2,v2 in ipairs(v.components) do
if v2.name == weaponComponent then
return v2
end
end
end
end
end
ESX.DumpTable = function(table, nb)
if nb == nil then
nb = 0
end
if type(table) == 'table' then
local s = ''
for i = 1, nb + 1, 1 do
s = s .. " "
end
s = '{\n'
for k,v in pairs(table) do
if type(k) ~= 'number' then k = '"'..k..'"' end
for i = 1, nb, 1 do
s = s .. " "
end
s = s .. '['..k..'] = ' .. ESX.DumpTable(v, nb + 1) .. ',\n'
end
for i = 1, nb, 1 do
s = s .. " "
end
return s .. '}'
else
return tostring(table)
end
end
ESX.Round = function(value, numDecimalPlaces)
return ESX.Math.Round(value, numDecimalPlaces)
end
+25
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ESX.Math = {}
ESX.Math.Round = function(value, numDecimalPlaces)
if numDecimalPlaces then
local power = 10^numDecimalPlaces
return math.floor((value * power) + 0.5) / (power)
else
return math.floor(value + 0.5)
end
end
-- credit http://richard.warburton.it
ESX.Math.GroupDigits = function(value)
local left,num,right = string.match(value,'^([^%d]*%d)(%d*)(.-)$')
return left..(num:reverse():gsub('(%d%d%d)','%1' .. _U('locale_digit_grouping_symbol')):reverse())..right
end
ESX.Math.Trim = function(value)
if value then
return (string.gsub(value, "^%s*(.-)%s*$", "%1"))
else
return nil
end
end
+165
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ESX.Table = {}
-- nil proof alternative to #table
function ESX.Table.SizeOf(t)
local count = 0
for _,_ in pairs(t) do
count = count + 1
end
return count
end
function ESX.Table.Set(t)
local set = {}
for k,v in ipairs(t) do set[v] = true end
return set
end
function ESX.Table.IndexOf(t, value)
for i=1, #t, 1 do
if t[i] == value then
return i
end
end
return -1
end
function ESX.Table.LastIndexOf(t, value)
for i=#t, 1, -1 do
if t[i] == value then
return i
end
end
return -1
end
function ESX.Table.Find(t, cb)
for i=1, #t, 1 do
if cb(t[i]) then
return t[i]
end
end
return nil
end
function ESX.Table.FindIndex(t, cb)
for i=1, #t, 1 do
if cb(t[i]) then
return i
end
end
return -1
end
function ESX.Table.Filter(t, cb)
local newTable = {}
for i=1, #t, 1 do
if cb(t[i]) then
table.insert(newTable, t[i])
end
end
return newTable
end
function ESX.Table.Map(t, cb)
local newTable = {}
for i=1, #t, 1 do
newTable[i] = cb(t[i], i)
end
return newTable
end
function ESX.Table.Reverse(t)
local newTable = {}
for i=#t, 1, -1 do
table.insert(newTable, t[i])
end
return newTable
end
function ESX.Table.Clone(t)
if type(t) ~= 'table' then return t end
local meta = getmetatable(t)
local target = {}
for k,v in pairs(t) do
if type(v) == 'table' then
target[k] = ESX.Table.Clone(v)
else
target[k] = v
end
end
setmetatable(target, meta)
return target
end
function ESX.Table.Concat(t1, t2)
local t3 = ESX.Table.Clone(t1)
for i=1, #t2, 1 do
table.insert(t3, t2[i])
end
return t3
end
function ESX.Table.Join(t, sep)
local sep = sep or ','
local str = ''
for i=1, #t, 1 do
if i > 1 then
str = str .. sep
end
str = str .. t[i]
end
return str
end
-- Credit: https://stackoverflow.com/a/15706820
-- Description: sort function for pairs
function ESX.Table.Sort(t, order)
-- collect the keys
local keys = {}
for k,_ in pairs(t) do
keys[#keys + 1] = k
end
-- if order function given, sort by it by passing the table and keys a, b,
-- otherwise just sort the keys
if order then
table.sort(keys, function(a,b)
return order(t, a, b)
end)
else
table.sort(keys)
end
-- return the iterator function
local i = 0
return function()
i = i + 1
if keys[i] then
return keys[i], t[keys[i]]
end
end
end
+22
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Config = {}
Config.Locale = 'en'
Config.Accounts = {
bank = _U('account_bank'),
black_money = _U('account_black_money'),
money = _U('account_money')
}
Config.StartingAccountMoney = {bank = 50000}
Config.EnableSocietyPayouts = false -- pay from the society account that the player is employed at? Requirement: esx_society
Config.EnableHud = true -- enable the default hud? Display current job and accounts (black, bank & cash)
Config.MaxWeight = 24 -- the max inventory weight without backpack
Config.PaycheckInterval = 7 * 60000 -- how often to recieve pay checks in milliseconds
Config.EnableDebug = false -- Use Debug options?
Config.EnableDefaultInventory = true -- Display the default Inventory ( F2 )
Config.EnableWantedLevel = false -- Use Normal GTA wanted Level?
Config.EnablePVP = true -- Allow Player to player combat
Config.Multichar = false -- Enable support for esx_multicharacter
Config.Identity = true -- Select a characters identity data before they have loaded in (this happens by default with multichar)
+965
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Config.DefaultWeaponTints = {
[0] = _U('tint_default'),
[1] = _U('tint_green'),
[2] = _U('tint_gold'),
[3] = _U('tint_pink'),
[4] = _U('tint_army'),
[5] = _U('tint_lspd'),
[6] = _U('tint_orange'),
[7] = _U('tint_platinum')
}
Config.Weapons = {
-- Melee
{name = 'WEAPON_DAGGER', label = _U('weapon_dagger'), components = {}},
{name = 'WEAPON_BAT', label = _U('weapon_bat'), components = {}},
{name = 'WEAPON_BATTLEAXE', label = _U('weapon_battleaxe'), components = {}},
{
name = 'WEAPON_KNUCKLE',
label = _U('weapon_knuckle'),
components = {
{name = 'knuckle_base', label = _U('component_knuckle_base'), hash = `COMPONENT_KNUCKLE_VARMOD_BASE`},
{name = 'knuckle_pimp', label = _U('component_knuckle_pimp'), hash = `COMPONENT_KNUCKLE_VARMOD_PIMP`},
{name = 'knuckle_ballas', label = _U('component_knuckle_ballas'), hash = `COMPONENT_KNUCKLE_VARMOD_BALLAS`},
{name = 'knuckle_dollar', label = _U('component_knuckle_dollar'), hash = `COMPONENT_KNUCKLE_VARMOD_DOLLAR`},
{name = 'knuckle_diamond', label = _U('component_knuckle_diamond'), hash = `COMPONENT_KNUCKLE_VARMOD_DIAMOND`},
{name = 'knuckle_hate', label = _U('component_knuckle_hate'), hash = `COMPONENT_KNUCKLE_VARMOD_HATE`},
{name = 'knuckle_love', label = _U('component_knuckle_love'), hash = `COMPONENT_KNUCKLE_VARMOD_LOVE`},
{name = 'knuckle_player', label = _U('component_knuckle_player'), hash = `COMPONENT_KNUCKLE_VARMOD_PLAYER`},
{name = 'knuckle_king', label = _U('component_knuckle_king'), hash = `COMPONENT_KNUCKLE_VARMOD_KING`},
{name = 'knuckle_vagos', label = _U('component_knuckle_vagos'), hash = `COMPONENT_KNUCKLE_VARMOD_VAGOS`}
}
},
{name = 'WEAPON_BOTTLE', label = _U('weapon_bottle'), components = {}},
{name = 'WEAPON_CROWBAR', label = _U('weapon_crowbar'), components = {}},
{name = 'WEAPON_FLASHLIGHT', label = _U('weapon_flashlight'), components = {}},
{name = 'WEAPON_GOLFCLUB', label = _U('weapon_golfclub'), components = {}},
{name = 'WEAPON_HAMMER', label = _U('weapon_hammer'), components = {}},
{name = 'WEAPON_HATCHET', label = _U('weapon_hatchet'), components = {}},
{name = 'WEAPON_KNIFE', label = _U('weapon_knife'), components = {}},
{name = 'WEAPON_MACHETE', label = _U('weapon_machete'), components = {}},
{name = 'WEAPON_NIGHTSTICK', label = _U('weapon_nightstick'), components = {}},
{name = 'WEAPON_WRENCH', label = _U('weapon_wrench'), components = {}},
{name = 'WEAPON_POOLCUE', label = _U('weapon_poolcue'), components = {}},
{name = 'WEAPON_STONE_HATCHET', label = _U('weapon_stone_hatchet'), components = {}},
{
name = 'WEAPON_SWITCHBLADE',
label = _U('weapon_switchblade'),
components = {
{name = 'handle_default', label = _U('component_handle_default'), hash = `COMPONENT_SWITCHBLADE_VARMOD_BASE`},
{name = 'handle_vip', label = _U('component_handle_vip'), hash = `COMPONENT_SWITCHBLADE_VARMOD_VAR1`},
{name = 'handle_bodyguard', label = _U('component_handle_bodyguard'), hash = `COMPONENT_SWITCHBLADE_VARMOD_VAR2`}
}
},
-- Handguns
{
name = 'WEAPON_APPISTOL',
label = _U('weapon_appistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_APPISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_APPISTOL_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_APPISTOL_VARMOD_LUXE`}
}
},
{name = 'WEAPON_CERAMICPISTOL', label = _U('weapon_ceramicpistol'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`}},
{
name = 'WEAPON_COMBATPISTOL',
label = _U('weapon_combatpistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_COMBATPISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_COMBATPISTOL_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_COMBATPISTOL_VARMOD_LOWRIDER`}
}
},
{name = 'WEAPON_DOUBLEACTION', label = _U('weapon_doubleaction'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`}},
{name = 'WEAPON_NAVYREVOLVER', label = _U('weapon_navyrevolver'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`}},
{name = 'WEAPON_FLAREGUN', label = _U('weapon_flaregun'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_flaregun'), hash = `AMMO_FLAREGUN`}},
{name = 'WEAPON_GADGETPISTOL', label = _U('weapon_gadgetpistol'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`}},
{
name = 'WEAPON_HEAVYPISTOL',
label = _U('weapon_heavypistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_HEAVYPISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_HEAVYPISTOL_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_HEAVYPISTOL_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_REVOLVER',
label = _U('weapon_revolver'),
ammo = {label = _U('ammo_rounds'),hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_REVOLVER_CLIP_01`},
{name = 'vip_finish', label = _U('component_vip_finish'), hash = `COMPONENT_REVOLVER_VARMOD_BOSS`},
{name = 'bodyguard_finish', label = _U('component_bodyguard_finish'), hash = `COMPONENT_REVOLVER_VARMOD_GOON`}
}
},
{
name = 'WEAPON_REVOLVER_MK2',
label = _U('weapon_revolver_mk2'),
ammo = {label = _U('ammo_rounds'),hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_REVOLVER_MK2_CLIP_01`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_REVOLVER_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_REVOLVER_MK2_CLIP_INCENDIARY`},
{name = 'ammo_hollowpoint', label = _U('component_ammo_hollowpoint'), hash = `COMPONENT_REVOLVER_MK2_CLIP_HOLLOWPOINT`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_REVOLVER_MK2_CLIP_FMJ`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_small', label = _U('component_ammo_fmj'), hash = `COMPONENT_AT_SCOPE_MACRO_MK2`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'compensator', label = _U('component_compensator'), hash = `COMPONENT_AT_PI_COMP_03`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_REVOLVER_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_REVOLVER_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_REVOLVER_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_REVOLVER_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_REVOLVER_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_REVOLVER_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_REVOLVER_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_REVOLVER_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_REVOLVER_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_REVOLVER_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_REVOLVER_MK2_CAMO_IND_01`}
}
},
{name = 'WEAPON_MARKSMANPISTOL', label = _U('weapon_marksmanpistol'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`}},
{
name = 'WEAPON_PISTOL',
label = _U('weapon_pistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_PISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_PISTOL_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_PISTOL_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_PISTOL_MK2',
label = _U('weapon_pistol_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_PISTOL_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_PISTOL_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_PISTOL_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_PISTOL_MK2_CLIP_INCENDIARY`},
{name = 'ammo_hollowpoint', label = _U('component_ammo_hollowpoint'), hash = `COMPONENT_PISTOL_MK2_CLIP_HOLLOWPOINT`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_PISTOL_MK2_CLIP_FMJ`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_PI_RAIL`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH_02`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP_02`},
{name = 'compensator', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_COMP`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_PISTOL_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_PISTOL_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_PISTOL_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_PISTOL_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_PISTOL_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_PISTOL_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_PISTOL_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_PISTOL_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_PISTOL_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_PISTOL_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_PISTOL_MK2_CAMO_IND_01`},
{name = 'camo_slide_finish', label = _U('component_camo_slide_finish'), hash = `COMPONENT_PISTOL_MK2_CAMO_SLIDE`},
{name = 'camo_slide_finish2', label = _U('component_camo_slide_finish2'), hash = `COMPONENT_PISTOL_MK2_CAMO_02_SLIDE`},
{name = 'camo_slide_finish3', label = _U('component_camo_slide_finish3'), hash = `COMPONENT_PISTOL_MK2_CAMO_03_SLIDE`},
{name = 'camo_slide_finish4', label = _U('component_camo_slide_finish4'), hash = `COMPONENT_PISTOL_MK2_CAMO_04_SLIDE`},
{name = 'camo_slide_finish5', label = _U('component_camo_slide_finish5'), hash = `COMPONENT_PISTOL_MK2_CAMO_05_SLIDE`},
{name = 'camo_slide_finish6', label = _U('component_camo_slide_finish6'), hash = `COMPONENT_PISTOL_MK2_CAMO_06_SLIDE`},
{name = 'camo_slide_finish7', label = _U('component_camo_slide_finish7'), hash = `COMPONENT_PISTOL_MK2_CAMO_07_SLIDE`},
{name = 'camo_slide_finish8', label = _U('component_camo_slide_finish8'), hash = `COMPONENT_PISTOL_MK2_CAMO_08_SLIDE`},
{name = 'camo_slide_finish9', label = _U('component_camo_slide_finish9'), hash = `COMPONENT_PISTOL_MK2_CAMO_09_SLIDE`},
{name = 'camo_slide_finish10', label = _U('component_camo_slide_finish10'), hash = `COMPONENT_PISTOL_MK2_CAMO_10_SLIDE`},
{name = 'camo_slide_finish11', label = _U('component_camo_slide_finish11'), hash = `COMPONENT_PISTOL_MK2_CAMO_IND_01_SLIDE`}
}
},
{
name = 'WEAPON_PISTOL50',
label = _U('weapon_pistol50'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_PISTOL50_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_PISTOL50_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_PISTOL50_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_SNSPISTOL',
label = _U('weapon_snspistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_SNSPISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_SNSPISTOL_CLIP_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_SNSPISTOL_VARMOD_LOWRIDER`}
}
},
{
name = 'WEAPON_SNSPISTOL_MK2',
label = _U('weapon_snspistol_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_SNSPISTOL_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_SNSPISTOL_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_SNSPISTOL_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_SNSPISTOL_MK2_CLIP_INCENDIARY`},
{name = 'ammo_hollowpoint', label = _U('component_ammo_hollowpoint'), hash = `COMPONENT_SNSPISTOL_MK2_CLIP_HOLLOWPOINT`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_SNSPISTOL_MK2_CLIP_FMJ`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_PI_RAIL_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH_03`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP_02`},
{name = 'compensator', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_COMP_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_IND_01`},
{name = 'camo_slide_finish', label = _U('component_camo_slide_finish'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_SLIDE`},
{name = 'camo_slide_finish2', label = _U('component_camo_slide_finish2'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_02_SLIDE`},
{name = 'camo_slide_finish3', label = _U('component_camo_slide_finish3'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_03_SLIDE`},
{name = 'camo_slide_finish4', label = _U('component_camo_slide_finish4'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_04_SLIDE`},
{name = 'camo_slide_finish5', label = _U('component_camo_slide_finish5'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_05_SLIDE`},
{name = 'camo_slide_finish6', label = _U('component_camo_slide_finish6'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_06_SLIDE`},
{name = 'camo_slide_finish7', label = _U('component_camo_slide_finish7'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_07_SLIDE`},
{name = 'camo_slide_finish8', label = _U('component_camo_slide_finish8'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_08_SLIDE`},
{name = 'camo_slide_finish9', label = _U('component_camo_slide_finish9'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_09_SLIDE`},
{name = 'camo_slide_finish10', label = _U('component_camo_slide_finish10'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_10_SLIDE`},
{name = 'camo_slide_finish11', label = _U('component_camo_slide_finish11'), hash = `COMPONENT_SNSPISTOL_MK2_CAMO_IND_01_SLIDE`}
}
},
{name = 'WEAPON_STUNGUN', label = _U('weapon_stungun'), tints = Config.DefaultWeaponTints, components = {}},
{name = 'WEAPON_RAYPISTOL', label = _U('weapon_raypistol'), tints = Config.DefaultWeaponTints, components = {}},
{
name = 'WEAPON_VINTAGEPISTOL',
label = _U('weapon_vintagepistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_VINTAGEPISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_VINTAGEPISTOL_CLIP_02`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`}
}
},
-- Shotguns
{
name = 'WEAPON_ASSAULTSHOTGUN',
label = _U('weapon_assaultshotgun'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_ASSAULTSHOTGUN_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_ASSAULTSHOTGUN_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`}
}
},
{name = 'WEAPON_AUTOSHOTGUN', label = _U('weapon_autoshotgun'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`}},
{
name = 'WEAPON_BULLPUPSHOTGUN',
label = _U('weapon_bullpupshotgun'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`}
}
},
{
name = 'WEAPON_COMBATSHOTGUN',
label = _U('weapon_combatshotgun'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`}
}
},
{name = 'WEAPON_DBSHOTGUN', label = _U('weapon_dbshotgun'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`}},
{
name = 'WEAPON_HEAVYSHOTGUN',
label = _U('weapon_heavyshotgun'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_HEAVYSHOTGUN_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_HEAVYSHOTGUN_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_HEAVYSHOTGUN_CLIP_03`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`}
}
},
{name = 'WEAPON_MUSKET', label = _U('weapon_musket'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_SHOTGUN`}},
{
name = 'WEAPON_PUMPSHOTGUN',
label = _U('weapon_pumpshotgun'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_SR_SUPP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_PUMPSHOTGUN_VARMOD_LOWRIDER`}
}
},
{
name = 'WEAPON_PUMPSHOTGUN_MK2',
label = _U('weapon_pumpshotgun_mk2'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'shells_default', label = _U('component_shells_default'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CLIP_01`},
{name = 'shells_incendiary', label = _U('component_shells_incendiary'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CLIP_INCENDIARY`},
{name = 'shells_armor', label = _U('component_shells_armor'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CLIP_ARMORPIERCING`},
{name = 'shells_hollowpoint', label = _U('component_shells_hollowpoint'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CLIP_HOLLOWPOINT`},
{name = 'shells_explosive', label = _U('component_shells_explosive'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CLIP_EXPLOSIVE`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_small', label = _U('component_scope_small'), hash = `COMPONENT_AT_SCOPE_MACRO_MK2`},
{name = 'scope_medium', label = _U('component_scope_medium'), hash = `COMPONENT_AT_SCOPE_SMALL_MK2`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_SR_SUPP_03`},
{name = 'muzzle_squared', label = _U('component_muzzle_squared'), hash = `COMPONENT_AT_MUZZLE_08`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_PUMPSHOTGUN_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_SAWNOFFSHOTGUN',
label = _U('weapon_sawnoffshotgun'),
ammo = {label = _U('ammo_shells'), hash = `AMMO_SHOTGUN`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_SAWNOFFSHOTGUN_VARMOD_LUXE`}
}
},
-- SMG & LMG
{
name = 'WEAPON_ASSAULTSMG',
label = _U('weapon_assaultsmg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_ASSAULTSMG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_ASSAULTSMG_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MACRO`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_ASSAULTSMG_VARMOD_LOWRIDER`}
}
},
{
name = 'WEAPON_COMBATMG',
label = _U('weapon_combatmg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_MG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_COMBATMG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_COMBATMG_CLIP_02`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MEDIUM`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_COMBATMG_VARMOD_LOWRIDER`}
}
},
{
name = 'WEAPON_COMBATMG_MK2',
label = _U('weapon_combatmg_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_MG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_COMBATMG_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_COMBATMG_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_COMBATMG_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_COMBATMG_MK2_CLIP_INCENDIARY`},
{name = 'ammo_hollowpoint', label = _U('component_ammo_hollowpoint'), hash = `COMPONENT_COMBATMG_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_COMBATMG_MK2_CLIP_FMJ`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP_02`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_medium', label = _U('component_scope_medium'), hash = `COMPONENT_AT_SCOPE_SMALL_MK2`},
{name = 'scope_large', label = _U('component_scope_large'), hash = `COMPONENT_AT_SCOPE_MEDIUM_MK2`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_MG_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_MG_BARREL_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_COMBATMG_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_COMBATMG_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_COMBATMG_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_COMBATMG_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_COMBATMG_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_COMBATMG_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_COMBATMG_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_COMBATMG_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_COMBATMG_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_COMBATMG_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_COMBATMG_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_COMBATPDW',
label = _U('weapon_combatpdw'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_COMBATPDW_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_COMBATPDW_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_COMBATPDW_CLIP_03`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_SMALL`}
}
},
{
name = 'WEAPON_GUSENBERG',
label = _U('weapon_gusenberg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_MG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_GUSENBERG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_GUSENBERG_CLIP_02`}
}
},
{
name = 'WEAPON_MACHINEPISTOL',
label = _U('weapon_machinepistol'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_PISTOL`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MACHINEPISTOL_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MACHINEPISTOL_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_MACHINEPISTOL_CLIP_03`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`}
}
},
{
name = 'WEAPON_MG',
label = _U('weapon_mg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_MG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MG_CLIP_02`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_SMALL_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_MG_VARMOD_LOWRIDER`}
}
},
{
name = 'WEAPON_MICROSMG',
label = _U('weapon_microsmg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MICROSMG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MICROSMG_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_PI_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MACRO`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_MICROSMG_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_MINISMG',
label = _U('weapon_minismg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MINISMG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MINISMG_CLIP_02`}
}
},
{
name = 'WEAPON_SMG',
label = _U('weapon_smg'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_SMG_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_SMG_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_SMG_CLIP_03`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MACRO_02`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_SMG_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_SMG_MK2',
label = _U('weapon_smg_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_SMG_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_SMG_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_SMG_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_SMG_MK2_CLIP_INCENDIARY`},
{name = 'ammo_hollowpoint', label = _U('component_ammo_hollowpoint'), hash = `COMPONENT_SMG_MK2_CLIP_HOLLOWPOINT`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_SMG_MK2_CLIP_FMJ`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS_SMG`},
{name = 'scope_small', label = _U('component_scope_small'), hash = `COMPONENT_AT_SCOPE_MACRO_02_SMG_MK2`},
{name = 'scope_medium', label = _U('component_scope_medium'), hash = `COMPONENT_AT_SCOPE_SMALL_SMG_MK2`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_PI_SUPP`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_SB_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_SB_BARREL_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_SMG_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_SMG_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_SMG_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_SMG_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_SMG_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_SMG_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_SMG_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_SMG_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_SMG_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_SMG_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_SMG_MK2_CAMO_IND_01`}
}
},
{name = 'WEAPON_RAYCARBINE', label = _U('weapon_raycarbine'), ammo = {label = _U('ammo_rounds'), hash = `AMMO_SMG`}, tints = Config.DefaultWeaponTints, components = {}},
-- Rifles
{
name = 'WEAPON_ADVANCEDRIFLE',
label = _U('weapon_advancedrifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_ADVANCEDRIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_ADVANCEDRIFLE_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_SMALL`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_ADVANCEDRIFLE_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_ASSAULTRIFLE',
label = _U('weapon_assaultrifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_ASSAULTRIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_ASSAULTRIFLE_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_ASSAULTRIFLE_CLIP_03`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MACRO`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_ASSAULTRIFLE_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_ASSAULTRIFLE_MK2',
label = _U('weapon_assaultrifle_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CLIP_INCENDIARY`},
{name = 'ammo_armor', label = _U('component_ammo_armor'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CLIP_FMJ`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_small', label = _U('component_scope_small'), hash = `COMPONENT_AT_SCOPE_MACRO_MK2`},
{name = 'scope_large', label = _U('component_scope_large'), hash = `COMPONENT_AT_SCOPE_MEDIUM_MK2`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_AR_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_AR_BARREL_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_ASSAULTRIFLE_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_BULLPUPRIFLE',
label = _U('weapon_bullpuprifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_BULLPUPRIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_BULLPUPRIFLE_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_SMALL`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_BULLPUPRIFLE_VARMOD_LOW`}
}
},
{
name = 'WEAPON_BULLPUPRIFLE_MK2',
label = _U('weapon_bullpuprifle_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CLIP_INCENDIARY`},
{name = 'ammo_armor', label = _U('component_ammo_armor'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CLIP_FMJ`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_small', label = _U('component_scope_small'), hash = `COMPONENT_AT_SCOPE_MACRO_02_MK2`},
{name = 'scope_medium', label = _U('component_scope_medium'), hash = `COMPONENT_AT_SCOPE_SMALL_MK2`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_BP_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_BP_BARREL_02`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_BULLPUPRIFLE_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_CARBINERIFLE',
label = _U('weapon_carbinerifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_CARBINERIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_CARBINERIFLE_CLIP_02`},
{name = 'clip_box', label = _U('component_clip_box'), hash = `COMPONENT_CARBINERIFLE_CLIP_03`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MEDIUM`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_CARBINERIFLE_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_CARBINERIFLE_MK2',
label = _U('weapon_carbinerifle_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_CARBINERIFLE_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_CARBINERIFLE_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_CARBINERIFLE_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_CARBINERIFLE_MK2_CLIP_INCENDIARY`},
{name = 'ammo_armor', label = _U('component_ammo_armor'), hash = `COMPONENT_CARBINERIFLE_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_CARBINERIFLE_MK2_CLIP_FMJ`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_medium', label = _U('component_scope_medium'), hash = `COMPONENT_AT_SCOPE_MACRO_MK2`},
{name = 'scope_large', label = _U('component_scope_large'), hash = `COMPONENT_AT_SCOPE_MEDIUM_MK2`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_CR_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_CR_BARREL_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_CARBINERIFLE_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_COMPACTRIFLE',
label = _U('weapon_compactrifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_COMPACTRIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_COMPACTRIFLE_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_COMPACTRIFLE_CLIP_03`}
}
},
{
name = 'WEAPON_MILITARYRIFLE',
label = _U('weapon_militaryrifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MILITARYRIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MILITARYRIFLE_CLIP_02`},
{name = 'ironsights', label = _U('component_ironsights'), hash = `COMPONENT_MILITARYRIFLE_SIGHT_01`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_SMALL`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`}
}
},
{
name = 'WEAPON_SPECIALCARBINE',
label = _U('weapon_specialcarbine'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_SPECIALCARBINE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_SPECIALCARBINE_CLIP_02`},
{name = 'clip_drum', label = _U('component_clip_drum'), hash = `COMPONENT_SPECIALCARBINE_CLIP_03`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_MEDIUM`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_SPECIALCARBINE_VARMOD_LOWRIDER`}
}
},
{
name = 'WEAPON_SPECIALCARBINE_MK2',
label = _U('weapon_specialcarbine_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_RIFLE`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_SPECIALCARBINE_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_SPECIALCARBINE_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_SPECIALCARBINE_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_SPECIALCARBINE_MK2_CLIP_INCENDIARY`},
{name = 'ammo_armor', label = _U('component_ammo_armor'), hash = `COMPONENT_SPECIALCARBINE_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_SPECIALCARBINE_MK2_CLIP_FMJ`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_small', label = _U('component_scope_small'), hash = `COMPONENT_AT_SCOPE_MACRO_MK2`},
{name = 'scope_large', label = _U('component_scope_large'), hash = `COMPONENT_AT_SCOPE_MEDIUM_MK2`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP_02`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_SC_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_SC_BARREL_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_SPECIALCARBINE_MK2_CAMO_IND_01`}
}
},
-- Sniper
{
name = 'WEAPON_HEAVYSNIPER',
label = _U('weapon_heavysniper'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SNIPER`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_LARGE`},
{name = 'scope_advanced', label = _U('component_scope_advanced'), hash = `COMPONENT_AT_SCOPE_MAX`}
}
},
{
name = 'WEAPON_HEAVYSNIPER_MK2',
label = _U('weapon_heavysniper_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SNIPER`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_HEAVYSNIPER_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_HEAVYSNIPER_MK2_CLIP_02`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_HEAVYSNIPER_MK2_CLIP_INCENDIARY`},
{name = 'ammo_armor', label = _U('component_ammo_armor'), hash = `COMPONENT_HEAVYSNIPER_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_HEAVYSNIPER_MK2_CLIP_FMJ`},
{name = 'ammo_explosive', label = _U('component_ammo_explosive'), hash = `COMPONENT_HEAVYSNIPER_MK2_CLIP_EXPLOSIVE`},
{name = 'scope_zoom', label = _U('component_scope_zoom'), hash = `COMPONENT_AT_SCOPE_LARGE_MK2`},
{name = 'scope_advanced', label = _U('component_scope_advanced'), hash = `COMPONENT_AT_SCOPE_MAX`},
{name = 'scope_nightvision', label = _U('component_scope_nightvision'), hash = `COMPONENT_AT_SCOPE_NV`},
{name = 'scope_thermal', label = _U('component_scope_thermal'), hash = `COMPONENT_AT_SCOPE_THERMAL`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_SR_SUPP_03`},
{name = 'muzzle_squared', label = _U('component_muzzle_squared'), hash = `COMPONENT_AT_MUZZLE_08`},
{name = 'muzzle_bell', label = _U('component_muzzle_bell'), hash = `COMPONENT_AT_MUZZLE_09`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_SR_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_SR_BARREL_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_HEAVYSNIPER_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_MARKSMANRIFLE',
label = _U('weapon_marksmanrifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SNIPER`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MARKSMANRIFLE_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MARKSMANRIFLE_CLIP_02`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_LARGE_FIXED_ZOOM`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_MARKSMANRIFLE_VARMOD_LUXE`}
}
},
{
name = 'WEAPON_MARKSMANRIFLE_MK2',
label = _U('weapon_marksmanrifle_mk2'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SNIPER`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'clip_default', label = _U('component_clip_default'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CLIP_01`},
{name = 'clip_extended', label = _U('component_clip_extended'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CLIP_02`},
{name = 'ammo_tracer', label = _U('component_ammo_tracer'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CLIP_TRACER`},
{name = 'ammo_incendiary', label = _U('component_ammo_incendiary'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CLIP_INCENDIARY`},
{name = 'ammo_armor', label = _U('component_ammo_armor'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CLIP_ARMORPIERCING`},
{name = 'ammo_fmj', label = _U('component_ammo_fmj'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CLIP_FMJ`},
{name = 'scope_holo', label = _U('component_scope_holo'), hash = `COMPONENT_AT_SIGHTS`},
{name = 'scope_large', label = _U('component_scope_large'), hash = `COMPONENT_AT_SCOPE_MEDIUM_MK2`},
{name = 'scope_zoom', label = _U('component_scope_zoom'), hash = `COMPONENT_AT_SCOPE_LARGE_FIXED_ZOOM_MK2`},
{name = 'flashlight', label = _U('component_flashlight'), hash = `COMPONENT_AT_AR_FLSH`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP`},
{name = 'muzzle_flat', label = _U('component_muzzle_flat'), hash = `COMPONENT_AT_MUZZLE_01`},
{name = 'muzzle_tactical', label = _U('component_muzzle_tactical'), hash = `COMPONENT_AT_MUZZLE_02`},
{name = 'muzzle_fat', label = _U('component_muzzle_fat'), hash = `COMPONENT_AT_MUZZLE_03`},
{name = 'muzzle_precision', label = _U('component_muzzle_precision'), hash = `COMPONENT_AT_MUZZLE_04`},
{name = 'muzzle_heavy', label = _U('component_muzzle_heavy'), hash = `COMPONENT_AT_MUZZLE_05`},
{name = 'muzzle_slanted', label = _U('component_muzzle_slanted'), hash = `COMPONENT_AT_MUZZLE_06`},
{name = 'muzzle_split', label = _U('component_muzzle_split'), hash = `COMPONENT_AT_MUZZLE_07`},
{name = 'barrel_default', label = _U('component_barrel_default'), hash = `COMPONENT_AT_MRFL_BARREL_01`},
{name = 'barrel_heavy', label = _U('component_barrel_heavy'), hash = `COMPONENT_AT_MRFL_BARREL_02`},
{name = 'grip', label = _U('component_grip'), hash = `COMPONENT_AT_AR_AFGRIP_02`},
{name = 'camo_finish', label = _U('component_camo_finish'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO`},
{name = 'camo_finish2', label = _U('component_camo_finish2'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_02`},
{name = 'camo_finish3', label = _U('component_camo_finish3'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_03`},
{name = 'camo_finish4', label = _U('component_camo_finish4'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_04`},
{name = 'camo_finish5', label = _U('component_camo_finish5'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_05`},
{name = 'camo_finish6', label = _U('component_camo_finish6'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_06`},
{name = 'camo_finish7', label = _U('component_camo_finish7'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_07`},
{name = 'camo_finish8', label = _U('component_camo_finish8'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_08`},
{name = 'camo_finish9', label = _U('component_camo_finish9'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_09`},
{name = 'camo_finish10', label = _U('component_camo_finish10'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_10`},
{name = 'camo_finish11', label = _U('component_camo_finish11'), hash = `COMPONENT_MARKSMANRIFLE_MK2_CAMO_IND_01`}
}
},
{
name = 'WEAPON_SNIPERRIFLE',
label = _U('weapon_sniperrifle'),
ammo = {label = _U('ammo_rounds'), hash = `AMMO_SNIPER`},
tints = Config.DefaultWeaponTints,
components = {
{name = 'scope', label = _U('component_scope'), hash = `COMPONENT_AT_SCOPE_LARGE`},
{name = 'scope_advanced', label = _U('component_scope_advanced'), hash = `COMPONENT_AT_SCOPE_MAX`},
{name = 'suppressor', label = _U('component_suppressor'), hash = `COMPONENT_AT_AR_SUPP_02`},
{name = 'luxary_finish', label = _U('component_luxary_finish'), hash = `COMPONENT_SNIPERRIFLE_VARMOD_LUXE`}
}
},
-- Heavy / Launchers
{name = 'WEAPON_COMPACTLAUNCHER', label = _U('weapon_compactlauncher'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_grenadelauncher'), hash = `AMMO_GRENADELAUNCHER`}},
{name = 'WEAPON_FIREWORK', label = _U('weapon_firework'), components = {}, ammo = {label = _U('ammo_firework'), hash = `AMMO_FIREWORK`}},
{name = 'WEAPON_GRENADELAUNCHER', label = _U('weapon_grenadelauncher'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_grenadelauncher'), hash = `AMMO_GRENADELAUNCHER`}},
{name = 'WEAPON_HOMINGLAUNCHER', label = _U('weapon_hominglauncher'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rockets'), hash = `AMMO_HOMINGLAUNCHER`}},
{name = 'WEAPON_MINIGUN', label = _U('weapon_minigun'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_MINIGUN`}},
{name = 'WEAPON_RAILGUN', label = _U('weapon_railgun'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_RAILGUN`}},
{name = 'WEAPON_RPG', label = _U('weapon_rpg'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rockets'), hash = `AMMO_RPG`}},
{name = 'WEAPON_RAYMINIGUN', label = _U('weapon_rayminigun'), tints = Config.DefaultWeaponTints, components = {}, ammo = {label = _U('ammo_rounds'), hash = `AMMO_MINIGUN`}},
-- Thrown
{name = 'WEAPON_BALL', label = _U('weapon_ball'), components = {}, ammo = {label = _U('ammo_ball'), hash = `AMMO_BALL`}},
{name = 'WEAPON_BZGAS', label = _U('weapon_bzgas'), components = {}, ammo = {label = _U('ammo_bzgas'), hash = `AMMO_BZGAS`}},
{name = 'WEAPON_FLARE', label = _U('weapon_flare'), components = {}, ammo = {label = _U('ammo_flare'), hash = `AMMO_FLARE`}},
{name = 'WEAPON_GRENADE', label = _U('weapon_grenade'), components = {}, ammo = {label = _U('ammo_grenade'), hash = `AMMO_GRENADE`}},
{name = 'WEAPON_PETROLCAN', label = _U('weapon_petrolcan'), components = {}, ammo = {label = _U('ammo_petrol'), hash = `AMMO_PETROLCAN`}},
{name = 'WEAPON_HAZARDCAN', label = _U('weapon_hazardcan'), components = {}, ammo = {label = _U('ammo_petrol'), hash = `AMMO_PETROLCAN`}},
{name = 'WEAPON_MOLOTOV', label = _U('weapon_molotov'), components = {}, ammo = {label = _U('ammo_molotov'), hash = `AMMO_MOLOTOV`}},
{name = 'WEAPON_PROXMINE', label = _U('weapon_proxmine'), components = {}, ammo = {label = _U('ammo_proxmine'), hash = `AMMO_PROXMINE`}},
{name = 'WEAPON_PIPEBOMB', label = _U('weapon_pipebomb'), components = {}, ammo = {label = _U('ammo_pipebomb'), hash = `AMMO_PIPEBOMB`}},
{name = 'WEAPON_SNOWBALL', label = _U('weapon_snowball'), components = {}, ammo = {label = _U('ammo_snowball'), hash = `AMMO_SNOWBALL`}},
{name = 'WEAPON_STICKYBOMB', label = _U('weapon_stickybomb'), components = {}, ammo = {label = _U('ammo_stickybomb'), hash = `AMMO_STICKYBOMB`}},
{name = 'WEAPON_SMOKEGRENADE', label = _U('weapon_smokegrenade'), components = {}, ammo = {label = _U('ammo_smokebomb'), hash = `AMMO_SMOKEGRENADE`}},
-- Tools
{name = 'WEAPON_FIREEXTINGUISHER', label = _U('weapon_fireextinguisher'), components = {}, ammo = {label = _U('ammo_charge'), hash = `AMMO_FIREEXTINGUISHER`}},
{name = 'WEAPON_DIGISCANNER', label = _U('weapon_digiscanner'), components = {}},
{name = 'GADGET_PARACHUTE', label = _U('gadget_parachute'), components = {}}
}
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CREATE DATABASE IF NOT EXISTS `es_extended`;
USE `es_extended`;
CREATE TABLE `users` (
`identifier` VARCHAR(60) NOT NULL,
`accounts` LONGTEXT NULL DEFAULT NULL,
`group` VARCHAR(50) NULL DEFAULT 'user',
`inventory` LONGTEXT NULL DEFAULT NULL,
`job` VARCHAR(20) NULL DEFAULT 'unemployed',
`job_grade` INT NULL DEFAULT 0,
`loadout` LONGTEXT NULL DEFAULT NULL,
`position` VARCHAR(255) NULL DEFAULT '{"x":-269.4,"y":-955.3,"z":31.2,"heading":205.8}',
PRIMARY KEY (`identifier`)
);
CREATE TABLE `items` (
`name` VARCHAR(50) NOT NULL,
`label` VARCHAR(50) NOT NULL,
`weight` INT NOT NULL DEFAULT 1,
`rare` TINYINT NOT NULL DEFAULT 0,
`can_remove` TINYINT NOT NULL DEFAULT 1,
PRIMARY KEY (`name`)
);
CREATE TABLE `job_grades` (
`id` INT NOT NULL AUTO_INCREMENT,
`job_name` VARCHAR(50) DEFAULT NULL,
`grade` INT NOT NULL,
`name` VARCHAR(50) NOT NULL,
`label` VARCHAR(50) NOT NULL,
`salary` INT NOT NULL,
`skin_male` LONGTEXT NOT NULL,
`skin_female` LONGTEXT NOT NULL,
PRIMARY KEY (`id`)
);
INSERT INTO `job_grades` VALUES (1,'unemployed',0,'unemployed','Unemployed',200,'{}','{}');
CREATE TABLE `jobs` (
`name` VARCHAR(50) NOT NULL,
`label` VARCHAR(50) DEFAULT NULL,
PRIMARY KEY (`name`)
);
INSERT INTO `jobs` VALUES ('unemployed','Unemployed');
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fx_version 'adamant'
game 'gta5'
description 'ES Extended'
version 'legacy'
server_scripts {
'@async/async.lua',
'@mysql-async/lib/MySQL.lua',
'locale.lua',
'locales/de.lua',
'locales/br.lua',
'locales/fr.lua',
'locales/en.lua',
'locales/fi.lua',
'locales/sv.lua',
'locales/pl.lua',
'locales/cs.lua',
'locales/sc.lua',
'locales/tc.lua',
'config.lua',
'config.weapons.lua',
'server/common.lua',
'server/classes/player.lua',
'server/functions.lua',
'server/paycheck.lua',
'server/main.lua',
'server/commands.lua',
'common/modules/math.lua',
'common/modules/table.lua',
'common/functions.lua'
}
client_scripts {
'locale.lua',
'locales/de.lua',
'locales/br.lua',
'locales/fr.lua',
'locales/en.lua',
'locales/fi.lua',
'locales/sv.lua',
'locales/pl.lua',
'locales/cs.lua',
'locales/sc.lua',
'locales/tc.lua',
'config.lua',
'config.weapons.lua',
'client/common.lua',
'client/entityiter.lua',
'client/functions.lua',
'client/wrapper.lua',
'client/main.lua',
'client/modules/death.lua',
'client/modules/scaleform.lua',
'client/modules/streaming.lua',
'common/modules/math.lua',
'common/modules/table.lua',
'common/functions.lua'
}
ui_page {
'html/ui.html'
}
files {
'imports.lua',
'locale.js',
'html/ui.html',
'html/css/app.css',
'html/js/mustache.min.js',
'html/js/wrapper.js',
'html/js/app.js',
'html/fonts/pdown.ttf',
'html/fonts/bankgothic.ttf',
'html/img/accounts/bank.png',
'html/img/accounts/black_money.png',
'html/img/accounts/money.png'
}
exports {
'getSharedObject'
}
server_exports {
'getSharedObject'
}
dependencies {
'mysql-async',
'async',
'spawnmanager',
}
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@font-face {
font-family: 'Pricedown';
src: url('../fonts/pdown.ttf')
}
@font-face {
font-family: 'bankgothic';
src: url('../fonts/bankgothic.ttf')
}
html {
overflow: hidden;
}
#hud {
opacity: 0.0;
position: absolute;
font-family: 'Pricedown';
font-size: 35px;
color: white;
padding: 4px;
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
text-align: right;
top: 80;
right: 40;
}
#inventory_notifications {
font-family: bankgothic;
position: absolute;
right: 40;
bottom: 40;
font-size: 2em;
font-weight: bold;
color: #FFF;
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
}
.menu {
font-family: 'Open Sans', sans-serif;
min-width: 400px;
min-height: 250px;
color: #fff;
position: absolute;
left: 40;
top: 0;
}
.menu .head {
font-family: 'Open Sans', sans-serif;
font-size: 28px;
padding: 10px;
background: #1A1A1A;
border-bottom: 3px solid #BC1635;
border-radius: 10px 10px 0 0;
-webkit-border-radius: 10px 10px 0 0;
-moz-border-radius: 10px 10px 0 0;
-o-border-radius: 10px 10px 0 0;
box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
-webkit-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
-moz-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
-o-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
box-shadow: 1px 1px 10px 4px rgba(0, 0, 0, 0.4);
}
.menu .head span {
font-family: 'Pricedown';
font-size: 28px;
padding-left: 15px;
padding-top: 6px;
}
.menu .menu-items .menu-item {
font-family: 'Open Sans', sans-serif;
font-size: 14px;
height: 40px;
display: block;
background-color: #f1f1f1;
box-shadow: inset 1px 0px 0px 1px #b8b8b8;
height: 32px;
line-height: 32px;
color: #3A3A3A;
text-align: center;
}
.menu .menu-items .menu-item.selected {
background-color: #ccc;
}
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(() => {
ESX = {};
ESX.HUDElements = [];
ESX.setHUDDisplay = function (opacity) {
$('#hud').css('opacity', opacity);
};
ESX.insertHUDElement = function (name, index, priority, html, data) {
ESX.HUDElements.push({
name: name,
index: index,
priority: priority,
html: html,
data: data
});
ESX.HUDElements.sort((a, b) => {
return a.index - b.index || b.priority - a.priority;
});
};
ESX.updateHUDElement = function (name, data) {
for (let i = 0; i < ESX.HUDElements.length; i++) {
if (ESX.HUDElements[i].name == name) {
ESX.HUDElements[i].data = data;
}
}
ESX.refreshHUD();
};
ESX.deleteHUDElement = function (name) {
for (let i = 0; i < ESX.HUDElements.length; i++) {
if (ESX.HUDElements[i].name == name) {
ESX.HUDElements.splice(i, 1);
}
}
ESX.refreshHUD();
};
ESX.resetHUDElements = function () {
ESX.HUDElements = [];
ESX.refreshHUD();
};
ESX.refreshHUD = function () {
$('#hud').html('');
for (let i = 0; i < ESX.HUDElements.length; i++) {
let html = Mustache.render(ESX.HUDElements[i].html, ESX.HUDElements[i].data);
$('#hud').append(html);
}
};
ESX.inventoryNotification = function (add, label, count) {
let notif = '';
if (add) {
notif += '+';
} else {
notif += '-';
}
if (count) {
notif += count + ' ' + label;
} else {
notif += ' ' + label;
}
let elem = $('<div>' + notif + '</div>');
$('#inventory_notifications').append(elem);
$(elem).delay(3000).fadeOut(1000, function () {
elem.remove();
});
};
window.onData = (data) => {
switch (data.action) {
case 'setHUDDisplay': {
ESX.setHUDDisplay(data.opacity);
break;
}
case 'insertHUDElement': {
ESX.insertHUDElement(data.name, data.index, data.priority, data.html, data.data);
break;
}
case 'updateHUDElement': {
ESX.updateHUDElement(data.name, data.data);
break;
}
case 'deleteHUDElement': {
ESX.deleteHUDElement(data.name);
break;
}
case 'resetHUDElements': {
ESX.resetHUDElements();
break;
}
case 'inventoryNotification': {
ESX.inventoryNotification(data.add, data.item, data.count);
}
}
};
window.onload = function (e) {
window.addEventListener('message', (event) => {
onData(event.data);
});
};
})();
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(() => {
let ESXWrapper = {};
ESXWrapper.MessageSize = 1024;
ESXWrapper.messageId = 0;
window.SendMessage = function (namespace, type, msg) {
ESXWrapper.messageId = (ESXWrapper.messageId < 65535) ? ESXWrapper.messageId + 1 : 0;
const str = JSON.stringify(msg);
for (let i = 0; i < str.length; i++) {
let count = 0;
let chunk = '';
while (count < ESXWrapper.MessageSize && i < str.length) {
chunk += str[i];
count++;
i++;
}
i--;
const data = {
__type: type,
id: ESXWrapper.messageId,
chunk: chunk
}
if (i == str.length - 1)
data.end = true;
$.post('http://' + namespace + '/__chunk', JSON.stringify(data));
}
}
})()
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<html>
<head>
<link rel="stylesheet" href="css/app.css" />
</head>
<body>
<div id="hud"></div>
<div id="inventory_notifications"></div>
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
<script src="js/mustache.min.js"></script>
<script src="js/app.js"></script>
</body>
</html>
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ESX = exports['es_extended']:getSharedObject()
if not IsDuplicityVersion() then -- Only register this event for the client
AddEventHandler('esx:setPlayerData', function(key, val)
if GetInvokingResource() == 'es_extended' then
ESX.PlayerData[key] = val
if OnPlayerData ~= nil then OnPlayerData(key, val) end
end
end)
end
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var locale = [];
/**
* Similar to the concept of gettext, this function returns the
* localized string for the parsed string. The function supports
* wrapping.
*
* @param {string} args The string we want localized
* @return {string} Returns the localized string
*
*/
function _U() {
var args = arguments;
var string = args[0];
// Was a string specified?
if (!string) {
console.log('locale.js: no string was parsed');
return 'locale.js: no string was parsed';
}
// Has the locale file been set?
if (locale.length == 0) {
console.log('locale.js: no locale has been set');
return 'locale.js: no locale has been set';
}
// Does the translation exist?
if (!locale[string]) {
console.log('locale.js: translation [{0}] does not exist'.format(string));
return 'locale.js: translation [{0}] does not exist'.format(string);
}
// Do we need to format the string?
if (args.length == 1) {
return capitalize(locale[string]);
} else {
return formatString(args);
}
}
function formatString(args) {
var string = capitalize(locale[args[0]]);
for (var i = 1; i < args.length; i++) {
string = string.replace(/%s/, args[i]);
}
return string;
}
function capitalize(string) {
return string[0].toUpperCase() + string.slice(1);
}
// https://stackoverflow.com/a/35359503
String.prototype.format = function () {
var args = arguments;
return this.replace(/{(\d+)}/g, function (match, number) {
return typeof args[number] != 'undefined'
? args[number]
: match
;
});
};
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Locales = {}
function _(str, ...) -- Translate string
if Locales[Config.Locale] ~= nil then
if Locales[Config.Locale][str] ~= nil then
return string.format(Locales[Config.Locale][str], ...)
else
return 'Translation [' .. Config.Locale .. '][' .. str .. '] does not exist'
end
else
return 'Locale [' .. Config.Locale .. '] does not exist'
end
end
function _U(str, ...) -- Translate string first char uppercase
return tostring(_(str, ...):gsub("^%l", string.upper))
end
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Locales['br'] = {
-- Inventory
['inventory'] = 'inventário %s / %s',
['use'] = 'usar',
['give'] = 'dar',
['remove'] = 'remover',
['return'] = 'voltar',
['give_to'] = 'dar para',
['amount'] = 'quantidade',
['giveammo'] = 'dar munição',
['amountammo'] = 'quantidade de munição',
['noammo'] = 'voce não tem todas essas munições!',
['gave_item'] = 'voce deu ~y~%sx~s~ ~b~%s~s~ para ~y~%s~s~',
['received_item'] = 'voce recebeu ~y~%sx~s~ ~b~%s~s~ de ~b~%s~s~',
['gave_weapon'] = 'você deu ~b~%s~s~ para ~y~%s~s~',
['gave_weapon_ammo'] = 'você deu ~o~%sx %s~s~ para ~b~%s~s~ de ~y~%s~s~',
['gave_weapon_withammo'] = 'você deu ~b~%s~s~ com ~o~%sx %s~s~ para ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ já tem um(a) ~y~%s~s~',
['gave_weapon_noweapon'] = 'não tem essa arma ~y~%s~s~',
['received_weapon'] = 'você recebeu ~b~%s~s~ de ~b~%s~s~',
['received_weapon_ammo'] = 'você recebeu ~o~%sx %s~s~ para a sua(o seu) ~b~%s~s~ de ~b~%s~s~',
['received_weapon_withammo'] = 'você recebeu ~b~%s~s~ com ~o~%sx %s~s~ de ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ tentou lhe dar uma ~y~%s~s~, mas você já tem um(a)',
['received_weapon_noweapon'] = '~b~%s~s~ tentou lhe dar munição para ~y~%s~s~, mas você não tem um(a)',
['gave_account_money'] = 'voce deu ~g~$%s~s~ (%s) para ~y~%s~s~',
['received_account_money'] = 'voce recebeu ~g~$%s~s~ (%s) de ~b~%s~s~',
['amount_invalid'] = 'quantidade inválida',
['players_nearby'] = 'nenhum cidadão por perto',
['ex_inv_lim'] = 'ação não e possivel, excedendo o limite de estoque para ~y~%s~s~',
['imp_invalid_quantity'] = 'ação impossível, quantidade inválida',
['imp_invalid_amount'] = 'ação impossível, valor invalido',
['threw_standard'] = 'você jogou ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'você jogou ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'você jogou ~b~%s~s~',
['threw_weapon_ammo'] = 'você jogou ~b~%s~s~ com ~o~%sx %s~s~',
['threw_weapon_already'] = 'você já esta com essa arma',
['threw_cannot_pickup'] = 'você não pode pegar porque seu inventário está cheio!',
['threw_pickup_prompt'] = 'pressione ~y~E~s~ para pegar',
-- Key mapping
['keymap_showinventory'] = 'exibir inventario',
-- Salary related
['received_salary'] = 'voce recebeu seu salário: ~g~$%s~s~ ',
['received_help'] = 'voce recebeu seu cheque de bem-estar: ~g~$%s~s~ ',
['company_nomoney'] = 'a empresa em que voce esta empregado esta muito pobre para pagar seu salário',
['received_paycheck'] = 'recebeu dinheiro',
['bank'] = 'banco',
['account_bank'] = 'banco',
['account_black_money'] = 'dinheiro sujo',
['account_money'] = 'dinheiro',
['act_imp'] = 'ação impossível',
['in_vehicle'] = 'voce não pode dar nada para alguem no veículo',
-- Commands
['command_car'] = 'spawn um carro',
['command_car_car'] = 'nome do carro',
['command_cardel'] = 'excluir veículo',
['command_cardel_radius'] = 'optional, delete every vehicle within the specified radius',
['command_clear'] = 'limpar o chat',
['command_clearall'] = 'limpar o chat para todos',
['command_clearinventory'] = 'remover todos os itens do inventário',
['command_clearloadout'] = 'remova todas as armas do carregamento',
['command_giveaccountmoney'] = 'dar dinheiro da conta',
['command_giveaccountmoney_account'] = 'conta',
['command_giveaccountmoney_amount'] = 'amount',
['command_giveaccountmoney_invalid'] = 'conta inválida',
['command_giveitem'] = 'dar item',
['command_giveitem_item'] = 'item',
['command_giveitem_count'] = 'count',
['command_giveweapon'] = 'dar arma',
['command_giveweapon_weapon'] = 'arma',
['command_giveweapon_ammo'] = 'ammo count',
['command_giveweapon_hasalready'] = 'player already has that weapon',
['command_giveweaponcomponent'] = 'give weapon component',
['command_giveweaponcomponent_component'] = 'component name',
['command_giveweaponcomponent_invalid'] = 'invalid weapon component',
['command_giveweaponcomponent_hasalready'] = 'player already has that weapon component',
['command_giveweaponcomponent_missingweapon'] = 'player does not have that weapon',
['command_save'] = 'save a player to database',
['command_saveall'] = 'save all players to database',
['command_setaccountmoney'] = 'set account money for a player',
['command_setaccountmoney_amount'] = 'amount of money to set',
['command_setcoords'] = 'teleport to coordinates',
['command_setcoords_x'] = 'x axis',
['command_setcoords_y'] = 'y axis',
['command_setcoords_z'] = 'z axis',
['command_setjob'] = 'atribuir um trabalho a um usuario',
['command_setjob_job'] = 'o trabalho que voce deseja atribuir',
['command_setjob_grade'] = 'o nivel de emprego',
['command_setjob_invalid'] = 'the job, grade or both are invalid',
['command_setgroup'] = 'set player group',
['command_setgroup_group'] = 'group name',
['commanderror_argumentmismatch'] = 'argument count mismatch (passed %s, wanted %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s type mismatch (passed string, wanted number)',
['commanderror_invaliditem'] = 'item invalido',
['commanderror_invalidweapon'] = 'invalid weapon',
['commanderror_console'] = 'that command can not be run from console',
['commanderror_invalidcommand'] = '^3%s^0 is not an valid command!',
['commanderror_invalidplayerid'] = 'there is no player online matching that server id',
['commandgeneric_playerid'] = 'o ID do jogador',
-- Locale settings
['locale_digit_grouping_symbol'] = ' ',
['locale_currency'] = 'R$%s',
-- Weapons
['weapon_knife'] = 'faca',
['weapon_nightstick'] = 'cacetete',
['weapon_hammer'] = 'martelo',
['weapon_bat'] = 'bastao',
['weapon_golfclub'] = 'golf club',
['weapon_crowbar'] = 'pe de cabra',
['weapon_pistol'] = 'pistola',
['weapon_combatpistol'] = 'pistola de combate',
['weapon_appistol'] = 'ap pistola',
['weapon_pistol50'] = 'pistola .50',
['weapon_microsmg'] = 'micro smg',
['weapon_smg'] = 'smg',
['weapon_assaultsmg'] = 'smg de assalto',
['weapon_assaultrifle'] = 'rifle de assalto',
['weapon_carbinerifle'] = 'carabina rifle',
['weapon_advancedrifle'] = 'rifle avançado',
['weapon_mg'] = 'mg',
['weapon_combatmg'] = 'combate mg',
['weapon_pumpshotgun'] = 'espingarda',
['weapon_sawnoffshotgun'] = 'espingarda serrada',
['weapon_assaultshotgun'] = 'espingarda de assalto',
['weapon_bullpupshotgun'] = 'espingarda de bullpup',
['weapon_stungun'] = 'arma de choque',
['weapon_sniperrifle'] = 'sniper rifle',
['weapon_heavysniper'] = 'heavy sniper',
['weapon_grenadelauncher'] = 'lançador de granada',
['weapon_rpg'] = 'lançador de foguetes',
['weapon_minigun'] = 'minigun',
['weapon_grenade'] = 'granada',
['weapon_stickybomb'] = 'bomba pegajosa',
['weapon_smokegrenade'] = 'granada de fumaça',
['weapon_bzgas'] = 'bz gas',
['weapon_molotov'] = 'molotov',
['weapon_fireextinguisher'] = 'extintor',
['weapon_petrolcan'] = 'galao de combustivel',
['weapon_ball'] = 'bola',
['weapon_snspistol'] = 'sns pistol',
['weapon_bottle'] = 'garrafa',
['weapon_gusenberg'] = 'gusenberg sweeper',
['weapon_specialcarbine'] = 'carabina especial',
['weapon_heavypistol'] = 'heavy pistol',
['weapon_bullpuprifle'] = 'bullpup rifle',
['weapon_dagger'] = 'punhal',
['weapon_vintagepistol'] = 'vintage pistol',
['weapon_firework'] = 'fogos de artificio',
['weapon_musket'] = 'mosquete',
['weapon_heavyshotgun'] = 'heavy shotgun',
['weapon_marksmanrifle'] = 'marksman rifle',
['weapon_hominglauncher'] = 'homing launcher',
['weapon_proxmine'] = 'mina de proximidade',
['weapon_snowball'] = 'bola de neve',
['weapon_flaregun'] = 'sinalizador',
['weapon_combatpdw'] = 'combat pdw',
['weapon_marksmanpistol'] = 'marksman pistol',
['weapon_knuckle'] = 'soco ingles',
['weapon_hatchet'] = 'machado',
['weapon_railgun'] = 'railgun',
['weapon_machete'] = 'facão',
['weapon_machinepistol'] = 'machine pistol',
['weapon_switchblade'] = 'canivete',
['weapon_revolver'] = 'heavy revolver',
['weapon_dbshotgun'] = 'espingarda de cano duplo',
['weapon_compactrifle'] = 'compact rifle',
['weapon_autoshotgun'] = 'auto shotgun',
['weapon_battleaxe'] = 'battle axe',
['weapon_compactlauncher'] = 'compact launcher',
['weapon_minismg'] = 'mini smg',
['weapon_pipebomb'] = 'bomba caseira',
['weapon_poolcue'] = 'taco de sinuca',
['weapon_wrench'] = 'chave de cano',
['weapon_flashlight'] = 'laterna',
['gadget_parachute'] = 'paraquedas',
['weapon_flare'] = 'flare',
['weapon_doubleaction'] = 'double-Action Revolver',
-- Weapon Components
['component_clip_default'] = 'aderência padrão',
['component_clip_extended'] = 'aderência prolongada',
['component_clip_drum'] = 'drum Magazine',
['component_clip_box'] = 'box Magazine',
['component_flashlight'] = 'lanterna',
['component_scope'] = 'mira',
['component_scope_advanced'] = 'mira avançada',
['component_suppressor'] = 'supressor',
['component_grip'] = 'grip',
['component_luxary_finish'] = 'acabamento de arma de luxo',
-- Weapon Ammo
['ammo_rounds'] = 'round(s)',
['ammo_shells'] = 'shell(s)',
['ammo_charge'] = 'charge',
['ammo_petrol'] = 'gallons of fuel',
['ammo_firework'] = 'firework(s)',
['ammo_rockets'] = 'rocket(s)',
['ammo_grenadelauncher'] = 'grenade(s)',
['ammo_grenade'] = 'grenade(s)',
['ammo_stickybomb'] = 'bomb(s)',
['ammo_pipebomb'] = 'bomb(s)',
['ammo_smokebomb'] = 'bomb(s)',
['ammo_molotov'] = 'cocktail(s)',
['ammo_proxmine'] = 'mine(s)',
['ammo_bzgas'] = 'can(s)',
['ammo_ball'] = 'ball(s)',
['ammo_snowball'] = 'snowball(s)',
['ammo_flare'] = 'flare(s)',
['ammo_flaregun'] = 'flare(s)',
-- Weapon Tints
['tint_default'] = 'default skin',
['tint_green'] = 'green skin',
['tint_gold'] = 'gold skin',
['tint_pink'] = 'pink skin',
['tint_army'] = 'army skin',
['tint_lspd'] = 'blue skin',
['tint_orange'] = 'orange skin',
['tint_platinum'] = 'platinum skin',
}
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Locales['cs'] = {
-- Inventory
['inventory'] = 'inventář %s / %s',
['use'] = 'použít',
['give'] = 'dát',
['remove'] = 'zahodit',
['return'] = 'zpět',
['give_to'] = 'dát',
['amount'] = 'množství',
['giveammo'] = 'dát munici',
['amountammo'] = 'množství munice',
['noammo'] = 'nemáte dostatek munice!',
['gave_item'] = 'dali jste ~y~%sx~s~ ~b~%s~s~ ~y~%s~s~',
['received_item'] = 'obdrželi jste ~y~%sx~s~ ~b~%s~s~ od ~b~%s~s~',
['gave_weapon'] = 'dal jsi ~b~%s~s~ hráči ~y~%s~s~',
['gave_weapon_ammo'] = 'dal jsi ~o~%sx %s~s~ za ~b~%s~s~ to ~y~%s~s~',
['gave_weapon_withammo'] = 'dal jwi ~b~%s~s~ s ~o~%sx %s~s~ to ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ již má ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ nemá tuhle zbraň',
['received_weapon'] = 'obdrzel jsi ~b~%s~s~ od ~b~%s~s~',
['received_weapon_ammo'] = 'obdrzel jsi ~o~%sx %s~s~ za tvůj ~b~%s~s~ od ~b~%s~s~',
['received_weapon_withammo'] = 'obdzel jsi ~b~%s~s~ s ~o~%sx %s~s~ od ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ se pokusil ti dat ~y~%s~s~, ale jiz tento predmet jednou mas',
['received_weapon_noweapon'] = '~b~%s~s~ se pokusil ti dat naboje pro ~y~%s~s~, ale tuhle zbran nemas',
['gave_account_money'] = 'dali jste ~g~$%s~s~ (%s) ~y~%s~s~',
['received_account_money'] = 'obdrželi jste ~g~$%s~s~ (%s) od ~b~%s~s~',
['amount_invalid'] = 'neplatné množství',
['players_nearby'] = 'žádní hráči poblíž',
['ex_inv_lim'] = 'akce není možná, překročen limit inventáře pro ~y~%s~s~',
['imp_invalid_quantity'] = 'akce není možná, neplatný počet',
['imp_invalid_amount'] = 'akce není možná, neplatné množství',
['threw_standard'] = 'vyhodil jsi ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'vyhodil jsi ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'vzhodil jsi ~b~%s~s~',
['threw_weapon_ammo'] = 'vyhodil jsi ~b~%s~s~ s ~o~%sx %s~s~',
['threw_weapon_already'] = 'jiz stejnou zbraan mas',
['threw_cannot_pickup'] = 'tohle nemuzes sebrat, protoze tvuj inventar je plny',
['threw_pickup_prompt'] = 'stiskni ~y~E~s~ po zvednuti',
-- Key mapping
['keymap_showinventory'] = 'zobrazit inventar',
-- Salary related
['received_salary'] = 'obdrželi jste výplatu: ~g~$%s~s~',
['received_help'] = 'obdrželi jste sociální dávku: ~g~$%s~s~',
['company_nomoney'] = 'společnost u které jste zaměstananí nemá peníze na váš plat',
['received_paycheck'] = 'obdržena výplata',
['bank'] = 'bankovní účet',
['account_bank'] = 'banka',
['account_black_money'] = 'spinave penize',
['account_money'] = 'kapesne',
['act_imp'] = 'akce není možná',
['in_vehicle'] = 'nemůže nic dát osobě ve vozidle',
-- Commands
['command_car'] = 'spawn an vehicle',
['command_car_car'] = 'vehicle spawn name or hash',
['command_cardel'] = 'delete vehicle in proximity',
['command_cardel_radius'] = 'optional, delete every vehicle within the specified radius',
['command_clear'] = 'clear chat',
['command_clearall'] = 'clear chat for all players',
['command_clearinventory'] = 'clear player inventory',
['command_clearloadout'] = 'clear a player loadout',
['command_giveaccountmoney'] = 'give account money',
['command_giveaccountmoney_account'] = 'valid account name',
['command_giveaccountmoney_amount'] = 'amount to add',
['command_giveaccountmoney_invalid'] = 'invalid account name',
['command_giveitem'] = 'give an item to a player',
['command_giveitem_item'] = 'item name',
['command_giveitem_count'] = 'item count',
['command_giveweapon'] = 'give a weapon to a player',
['command_giveweapon_weapon'] = 'weapon name',
['command_giveweapon_ammo'] = 'ammo count',
['command_giveweapon_hasalready'] = 'player already has that weapon',
['command_giveweaponcomponent'] = 'give weapon component',
['command_giveweaponcomponent_component'] = 'component name',
['command_giveweaponcomponent_invalid'] = 'invalid weapon component',
['command_giveweaponcomponent_hasalready'] = 'player already has that weapon component',
['command_giveweaponcomponent_missingweapon'] = 'player does not have that weapon',
['command_save'] = 'save a player to database',
['command_saveall'] = 'save all players to database',
['command_setaccountmoney'] = 'set account money for a player',
['command_setaccountmoney_amount'] = 'amount of money to set',
['command_setcoords'] = 'teleport to coordinates',
['command_setcoords_x'] = 'x axis',
['command_setcoords_y'] = 'y axis',
['command_setcoords_z'] = 'z axis',
['command_setjob'] = 'set job for a player',
['command_setjob_job'] = 'job name',
['command_setjob_grade'] = 'job grade',
['command_setjob_invalid'] = 'the job, grade or both are invalid',
['command_setgroup'] = 'set player group',
['command_setgroup_group'] = 'group name',
['commanderror_argumentmismatch'] = 'argument count mismatch (passed %s, wanted %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s type mismatch (passed string, wanted number)',
['commanderror_invaliditem'] = 'invalid item name',
['commanderror_invalidweapon'] = 'invalid weapon',
['commanderror_console'] = 'that command can not be run from console',
['commanderror_invalidcommand'] = '^3%s^0 is not an valid command!',
['commanderror_invalidplayerid'] = 'there is no player online matching that server id',
['commandgeneric_playerid'] = 'player id',
-- Locale settings
['locale_digit_grouping_symbol'] = ' ',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = 'nuz',
['weapon_nightstick'] = 'policejni obusek',
['weapon_hammer'] = 'kladivo',
['weapon_bat'] = 'basseballka',
['weapon_golfclub'] = 'gollfova hul',
['weapon_crowbar'] = 'pacidlo',
['weapon_pistol'] = 'pistole',
['weapon_combatpistol'] = 'utocna pistole',
['weapon_appistol'] = 'ap pistole',
['weapon_pistol50'] = 'pistole .50',
['weapon_microsmg'] = 'micro smg',
['weapon_smg'] = 'smg',
['weapon_assaultsmg'] = 'utocne smg',
['weapon_assaultrifle'] = 'utocna puska',
['weapon_carbinerifle'] = 'carbine puska',
['weapon_advancedrifle'] = 'pokrocily puska',
['weapon_mg'] = 'mg',
['weapon_combatmg'] = 'utocne mg',
['weapon_pumpshotgun'] = 'pumpovana brokovnice',
['weapon_sawnoffshotgun'] = 'upilovana brokovnice',
['weapon_assaultshotgun'] = 'utocna brokovnice',
['weapon_bullpupshotgun'] = 'bullpup brokovnice',
['weapon_stungun'] = 'tazer',
['weapon_sniperrifle'] = 'sniperka',
['weapon_heavysniper'] = 'tezka sniperka',
['weapon_grenadelauncher'] = 'launcher granatu',
['weapon_rpg'] = 'raketomet',
['weapon_minigun'] = 'minigun',
['weapon_grenade'] = 'granat',
['weapon_stickybomb'] = 'lepkava bomba',
['weapon_smokegrenade'] = 'kourovy granat',
['weapon_bzgas'] = 'bz gas',
['weapon_molotov'] = 'molotov koktejl',
['weapon_fireextinguisher'] = 'hasicak',
['weapon_petrolcan'] = 'kanystr',
['weapon_ball'] = 'koule',
['weapon_snspistol'] = 'sns pistole',
['weapon_bottle'] = 'lahev',
['weapon_gusenberg'] = 'gusenberguv zametac',
['weapon_specialcarbine'] = 'specialni karabina',
['weapon_heavypistol'] = 'tezka pistole',
['weapon_bullpuprifle'] = 'bullpup puska',
['weapon_dagger'] = 'dyka',
['weapon_vintagepistol'] = 'velmi stara pistole',
['weapon_firework'] = 'ohnostroj',
['weapon_musket'] = 'musketa',
['weapon_heavyshotgun'] = 'tezka brokovnice',
['weapon_marksmanrifle'] = 'puska strelce',
['weapon_hominglauncher'] = 'navadeci launcher',
['weapon_proxmine'] = 'mina na blizko',
['weapon_snowball'] = 'snehova koule',
['weapon_flaregun'] = 'svetlice',
['weapon_combatpdw'] = 'utocne pdw',
['weapon_marksmanpistol'] = 'pistole strelce',
['weapon_knuckle'] = 'knuckledusters',
['weapon_hatchet'] = 'sekerka',
['weapon_railgun'] = 'vlakovy launcher',
['weapon_machete'] = 'maceta',
['weapon_machinepistol'] = 'kulomet',
['weapon_switchblade'] = 'vystrelovaci nuz',
['weapon_revolver'] = 'tezky revolver',
['weapon_dbshotgun'] = 'dvouhlavnova brokovnice',
['weapon_compactrifle'] = 'kompaktni puska',
['weapon_autoshotgun'] = 'automaticka brokovnice',
['weapon_battleaxe'] = 'bojova sekera',
['weapon_compactlauncher'] = 'kompaktni launcher',
['weapon_minismg'] = 'mini smg',
['weapon_pipebomb'] = 'dymkova bomba',
['weapon_poolcue'] = 'kulecnikove tago',
['weapon_wrench'] = 'klic na trubky',
['weapon_flashlight'] = 'baterka',
['gadget_parachute'] = 'padak',
['weapon_flare'] = 'svetlice',
['weapon_doubleaction'] = 'dvojhlavnovy revolver',
-- Weapon Components
['component_clip_default'] = 'zakladni rukojet',
['component_clip_extended'] = 'prodloucena rukojet',
['component_clip_drum'] = 'drum Magazine',
['component_clip_box'] = 'krabice s naboji',
['component_flashlight'] = 'baterka',
['component_scope'] = 'zamerovac',
['component_scope_advanced'] = 'pokrocily zamerovac',
['component_suppressor'] = 'tlumic',
['component_grip'] = 'rukojet',
['component_luxary_finish'] = 'luxusni vzhled zbrane',
-- Weapon Ammo
['ammo_rounds'] = 'naboj(e)',
['ammo_shells'] = 'patrona(y)',
['ammo_charge'] = 'naboj(e)',
['ammo_petrol'] = 'galonu paliva',
['ammo_firework'] = 'ohnostroj(e)',
['ammo_rockets'] = 'raketa(y)',
['ammo_grenadelauncher'] = 'granat(y)',
['ammo_grenade'] = 'granat(y)',
['ammo_stickybomb'] = 'bomba(y)',
['ammo_pipebomb'] = 'bomba(y)',
['ammo_smokebomb'] = 'bomba(y)',
['ammo_molotov'] = 'koktejl(y)',
['ammo_proxmine'] = 'mina(y)',
['ammo_bzgas'] = 'kanystr(y)',
['ammo_ball'] = 'koule',
['ammo_snowball'] = 'snehova(e) koule',
['ammo_flare'] = 'svetlice',
['ammo_flaregun'] = 'svetlice',
-- Weapon Tints
['tint_default'] = 'zakladni skin',
['tint_green'] = 'zeleny skin',
['tint_gold'] = 'zlaty skin',
['tint_pink'] = 'ruzovy skin',
['tint_army'] = 'armadni skin',
['tint_lspd'] = 'modry skin',
['tint_orange'] = 'oranzovy skin',
['tint_platinum'] = 'platinovy skin',
}
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Locales['de'] = {
-- Inventory
['inventory'] = 'inventar %s / %s',
['use'] = 'benutzen',
['give'] = 'geben',
['remove'] = 'entfernen',
['return'] = 'zurück',
['give_to'] = 'geben an',
['amount'] = 'betrag',
['giveammo'] = 'munition geben',
['amountammo'] = 'anzahl der munition',
['noammo'] = 'du hast keine munition!',
['gave_item'] = 'du gibst ~y~%sx~s~ ~b~%s~s~ an ~y~%s~s~',
['received_item'] = 'du empfängst ~y~%sx~s~ ~b~%s~s~ von ~b~%s~s~',
['gave_weapon'] = 'du gibst ~b~%s~s~ an ~y~%s~s~',
['gave_weapon_ammo'] = 'du gibst ~o~%sx %s~s~ von ~b~%s~s~ an ~y~%s~s~',
['gave_weapon_withammo'] = 'du gibst ~b~%s~s~ mit ~o~%sx %s~s~ an ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ hat bereits eine(n) ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ hat diese Waffe nicht',
['received_weapon'] = 'du erhälst ~b~%s~s~ von ~b~%s~s~',
['received_weapon_ammo'] = 'du erhälst ~o~%sx %s~s~ für dein ~b~%s~s~ von ~b~%s~s~',
['received_weapon_withammo'] = 'du erhälst ~b~%s~s~ mit ~o~%sx %s~s~ von ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ hat versucht dir eine(n) ~y~%s~s~ zu geben, aber du hast bereits eine(n)',
['received_weapon_noweapon'] = '~b~%s~s~ ahat versucht dir Munition für eine(n) ~y~%s~s~, aber du besitzt diese Waffe nicht',
['gave_account_money'] = 'du gibst ~g~$%s~s~ (%s) an ~y~%s~s~',
['received_account_money'] = 'du empfängst ~g~$%s~s~ (%s) von ~b~%s~s~',
['amount_invalid'] = 'ungültiger Betrag',
['players_nearby'] = 'keine Spieler in der Nähe',
['ex_inv_lim'] = 'aktion nicht möglich, Inventarlimit überschritten für ~y~%s~s~',
['imp_invalid_quantity'] = 'aktion nicht möglich, ungültige Anzahl',
['imp_invalid_amount'] = 'aktion nicht möglich, ungültiger Betrag',
['threw_standard'] = 'you threw ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'du wirfst ~g~$%s~s~ ~b~%s~s~ weg',
['threw_weapon'] = 'du wirfst ~b~%s~s~ weg',
['threw_weapon_ammo'] = 'du wirfst ~b~%s~s~ mit ~o~%sx %s~s~ weg',
['threw_weapon_already'] = 'Du hast bereits diese Waffe',
['threw_cannot_pickup'] = 'Du kannst das nicht aufheben, da dein Inventar voll ist',
['threw_pickup_prompt'] = 'drücke ~y~E~s~ um aufzuheben',
-- Key mapping
['keymap_showinventory'] = 'inventar anzeigen',
-- Salary related
['received_salary'] = 'du hast dein Gehalt erhalten: ~g~$%s~s~',
['received_help'] = 'du hast deine Sozialhilfe erhalten: ~g~$%s~s~',
['company_nomoney'] = 'die Firma in der du angestellt bist, ist zu arm um dein Gehalt zu zahlen',
['received_paycheck'] = 'erhaltener Gehaltsscheck',
['bank'] = 'bank',
['account_bank'] = 'bank',
['account_black_money'] = 'dirty Money',
['account_money'] = 'cash',
['act_imp'] = 'Aktion nicht möglich',
['in_vehicle'] = 'du kannst keine Items in einem Fahrzeug weitergeben',
-- Commands
['command_car'] = 'spawn an vehicle',
['command_car_car'] = 'vehicle spawn name or hash',
['command_cardel'] = 'delete vehicle in proximity',
['command_cardel_radius'] = 'optional, delete every vehicle within the specified radius',
['command_clear'] = 'clear chat',
['command_clearall'] = 'clear chat for all players',
['command_clearinventory'] = 'clear player inventory',
['command_clearloadout'] = 'clear a player loadout',
['command_giveaccountmoney'] = 'give account money',
['command_giveaccountmoney_account'] = 'valid account name',
['command_giveaccountmoney_amount'] = 'amount to add',
['command_giveaccountmoney_invalid'] = 'invalid account name',
['command_giveitem'] = 'give an item to a player',
['command_giveitem_item'] = 'item name',
['command_giveitem_count'] = 'item count',
['command_giveweapon'] = 'give a weapon to a player',
['command_giveweapon_weapon'] = 'weapon name',
['command_giveweapon_ammo'] = 'ammo count',
['command_giveweapon_hasalready'] = 'player already has that weapon',
['command_giveweaponcomponent'] = 'give weapon component',
['command_giveweaponcomponent_component'] = 'component name',
['command_giveweaponcomponent_invalid'] = 'invalid weapon component',
['command_giveweaponcomponent_hasalready'] = 'player already has that weapon component',
['command_giveweaponcomponent_missingweapon'] = 'player does not have that weapon',
['command_save'] = 'save a player to database',
['command_saveall'] = 'save all players to database',
['command_setaccountmoney'] = 'set account money for a player',
['command_setaccountmoney_amount'] = 'amount of money to set',
['command_setcoords'] = 'teleport to coordinates',
['command_setcoords_x'] = 'x axis',
['command_setcoords_y'] = 'y axis',
['command_setcoords_z'] = 'z axis',
['command_setjob'] = 'set job for a player',
['command_setjob_job'] = 'job name',
['command_setjob_grade'] = 'job grade',
['command_setjob_invalid'] = 'the job, grade or both are invalid',
['command_setgroup'] = 'set player group',
['command_setgroup_group'] = 'group name',
['commanderror_argumentmismatch'] = 'argument count mismatch (passed %s, wanted %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s type mismatch (passed string, wanted number)',
['commanderror_invaliditem'] = 'invalid item name',
['commanderror_invalidweapon'] = 'invalid weapon',
['commanderror_console'] = 'that command can not be run from console',
['commanderror_invalidcommand'] = '^3%s^0 is not an valid command!',
['commanderror_invalidplayerid'] = 'there is no player online matching that server id',
['commandgeneric_playerid'] = 'player id',
-- Locale settings
['locale_digit_grouping_symbol'] = ' ',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = 'Messer',
['weapon_nightstick'] = 'Schlagstock',
['weapon_hammer'] = 'Hammer',
['weapon_bat'] = 'Schläger',
['weapon_golfclub'] = 'Golfschläger',
['weapon_crowbar'] = 'Brecheisen',
['weapon_pistol'] = 'Pistole',
['weapon_combatpistol'] = 'Kampfpistole',
['weapon_appistol'] = 'AP Pistole',
['weapon_pistol50'] = 'Pistole .50',
['weapon_microsmg'] = 'Mikro SMG',
['weapon_smg'] = 'SMG',
['weapon_assaultsmg'] = 'Kampf SMG',
['weapon_assaultrifle'] = 'Kampfgewehr',
['weapon_carbinerifle'] = 'Karabinergewehr',
['weapon_advancedrifle'] = 'Advancedgewehr',
['weapon_mg'] = 'MG',
['weapon_combatmg'] = 'Kampf MG',
['weapon_pumpshotgun'] = 'Pumpgun',
['weapon_sawnoffshotgun'] = 'Abgesägte Schrotflinte',
['weapon_assaultshotgun'] = 'Kampf Schrotflinte',
['weapon_bullpupshotgun'] = 'Bullpup Schrotflinte',
['weapon_stungun'] = 'Tazer',
['weapon_sniperrifle'] = 'Scharfschützengewehr',
['weapon_heavysniper'] = 'Schweres Sniper',
['weapon_grenadelauncher'] = 'Granatwerfer',
['weapon_rpg'] = 'RPG',
['weapon_minigun'] = 'Minigun',
['weapon_grenade'] = 'Granate',
['weapon_stickybomb'] = 'Haftbombe',
['weapon_smokegrenade'] = 'Rauchgranate',
['weapon_bzgas'] = 'BZ Gas',
['weapon_molotov'] = 'Molotov Cocktail',
['weapon_fireextinguisher'] = 'Feuerlöscher',
['weapon_petrolcan'] = 'Benzinkanister',
['weapon_ball'] = 'Ball',
['weapon_snspistol'] = 'SNS Pistole',
['weapon_bottle'] = 'Flasche',
['weapon_gusenberg'] = 'Gusenberg',
['weapon_specialcarbine'] = 'Spezialkarabiner',
['weapon_heavypistol'] = 'Schwere Pistole',
['weapon_bullpuprifle'] = 'Bullpupgewehr',
['weapon_dagger'] = 'Dolch',
['weapon_vintagepistol'] = 'Vintage Pistole',
['weapon_firework'] = 'Feuerwerk',
['weapon_musket'] = 'Muskete',
['weapon_heavyshotgun'] = 'Schwere Schrotflinte',
['weapon_marksmanrifle'] = 'Marksmangewehr',
['weapon_hominglauncher'] = 'Homing Launcher',
['weapon_proxmine'] = 'Annäherungsmine',
['weapon_snowball'] = 'Schneeball',
['weapon_flaregun'] = 'Leuchtpistole',
['weapon_combatpdw'] = 'Kampf PDW',
['weapon_marksmanpistol'] = 'Marksman Pistole',
['weapon_knuckle'] = 'Schlagring',
['weapon_hatchet'] = 'Axt',
['weapon_railgun'] = 'Railgun',
['weapon_machete'] = 'Machete',
['weapon_machinepistol'] = 'Maschinenpistole',
['weapon_switchblade'] = 'Klappmesser',
['weapon_revolver'] = 'Schwerer Revolver',
['weapon_dbshotgun'] = 'Doppelläufige Schrotflinte',
['weapon_compactrifle'] = 'Kampfgewehr',
['weapon_autoshotgun'] = 'Auto Schrotflinte',
['weapon_battleaxe'] = 'Kampfaxt',
['weapon_compactlauncher'] = 'Kompakt Granatwerfer',
['weapon_minismg'] = 'Mini SMG',
['weapon_pipebomb'] = 'Rohrbombe',
['weapon_poolcue'] = 'Billiard-Kö',
['weapon_wrench'] = 'Rohrzange',
['weapon_flashlight'] = 'Taschenlampe',
['gadget_parachute'] = 'Fallschirm',
['weapon_flare'] = 'Leuchtpistole',
['weapon_doubleaction'] = 'double-Action Revolver',
-- Weapon Components
['component_clip_default'] = 'standart Griff',
['component_clip_extended'] = 'erweiterter Griff',
['component_clip_drum'] = 'trommelmagazin',
['component_clip_box'] = 'kastenmagazin',
['component_flashlight'] = 'taschenlampe',
['component_scope'] = 'zielfernrohr',
['component_scope_advanced'] = 'erweitertes Zielfernrohr',
['component_suppressor'] = 'schalldämpfer',
['component_grip'] = 'griff',
['component_luxary_finish'] = 'luxus Waffen Design',
-- Weapon Ammo
['ammo_rounds'] = 'kugel(n)',
['ammo_shells'] = 'schrotpatrone(n)',
['ammo_charge'] = 'ladung',
['ammo_petrol'] = 'liter Benzin',
['ammo_firework'] = 'feuerwerksrakete(n)',
['ammo_rockets'] = 'rakete(n)',
['ammo_grenadelauncher'] = 'granate(n)',
['ammo_grenade'] = 'granate(n)',
['ammo_stickybomb'] = 'bombe(n)',
['ammo_pipebomb'] = 'bombe(n)',
['ammo_smokebomb'] = 'bombe(n)',
['ammo_molotov'] = 'cocktail(s)',
['ammo_proxmine'] = 'mine(n)',
['ammo_bzgas'] = 'can(n)',
['ammo_ball'] = 'ball',
['ammo_snowball'] = 'schneebälle',
['ammo_flare'] = 'signalfackel(n)',
['ammo_flaregun'] = 'signalfackeln(munition)',
-- Weapon Tints
['tint_default'] = 'standard',
['tint_green'] = 'grün',
['tint_gold'] = 'gold',
['tint_pink'] = 'pink',
['tint_army'] = 'camouflage',
['tint_lspd'] = 'blau',
['tint_orange'] = 'orange',
['tint_platinum'] = 'platin',
}
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Locales['en'] = {
-- Inventory
['inventory'] = 'inventory %s / %s',
['use'] = 'use',
['give'] = 'give',
['remove'] = 'throw',
['return'] = 'return',
['give_to'] = 'give to',
['amount'] = 'amount',
['giveammo'] = 'give ammo',
['amountammo'] = 'amount of ammo',
['noammo'] = 'you do not have enough ammo!',
['gave_item'] = 'you gave ~y~%sx~s~ ~b~%s~s~ to ~y~%s~s~',
['received_item'] = 'you received ~y~%sx~s~ ~b~%s~s~ from ~b~%s~s~',
['gave_weapon'] = 'you gave ~b~%s~s~ to ~y~%s~s~',
['gave_weapon_ammo'] = 'you gave ~o~%sx %s~s~ for ~b~%s~s~ to ~y~%s~s~',
['gave_weapon_withammo'] = 'you gave ~b~%s~s~ with ~o~%sx %s~s~ to ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ already has a ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ does not have that weapon',
['received_weapon'] = 'you received ~b~%s~s~ from ~b~%s~s~',
['received_weapon_ammo'] = 'you received ~o~%sx %s~s~ for your ~b~%s~s~ from ~b~%s~s~',
['received_weapon_withammo'] = 'you received ~b~%s~s~ with ~o~%sx %s~s~ from ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ attempted to give you a ~y~%s~s~, but you already have one',
['received_weapon_noweapon'] = '~b~%s~s~ attempted to give you ammo for a ~y~%s~s~, but you dont have one',
['gave_account_money'] = 'you gave ~g~$%s~s~ (%s) to ~y~%s~s~',
['received_account_money'] = 'you received ~g~$%s~s~ (%s) from ~b~%s~s~',
['amount_invalid'] = 'invalid amount',
['players_nearby'] = 'no players nearby',
['ex_inv_lim'] = 'action not possible, exceeding inventory limit for ~y~%s~s~',
['imp_invalid_quantity'] = 'action impossible, invalid quantity',
['imp_invalid_amount'] = 'action impossible, invalid amount',
['threw_standard'] = 'you threw ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'you threw ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'you threw ~b~%s~s~',
['threw_weapon_ammo'] = 'you threw ~b~%s~s~ with ~o~%sx %s~s~',
['threw_weapon_already'] = 'you already carry the same weapon',
['threw_cannot_pickup'] = 'you cannot pickup that because your inventory is full!',
['threw_pickup_prompt'] = 'press ~y~E~s~ to pickup',
-- Key mapping
['keymap_showinventory'] = 'show Inventory',
-- Salary related
['received_salary'] = 'you received your salary: ~g~$%s~s~',
['received_help'] = 'you received your welfare check: ~g~$%s~s~',
['company_nomoney'] = 'the company you\'re employeed at is too poor to pay out your salary',
['received_paycheck'] = 'received paycheck',
['bank'] = 'maze Bank',
['account_bank'] = 'bank',
['account_black_money'] = 'dirty Money',
['account_money'] = 'cash',
['act_imp'] = 'action impossible',
['in_vehicle'] = 'you cannot give anything to someone in a vehicle',
-- Commands
['command_car'] = 'spawn a vehicle',
['command_car_car'] = 'vehicle spawn name or hash',
['command_cardel'] = 'delete vehicle in proximity',
['command_cardel_radius'] = 'optional, delete every vehicle within the specified radius',
['command_clear'] = 'clear chat',
['command_clearall'] = 'clear chat for all players',
['command_clearinventory'] = 'clear player inventory',
['command_clearloadout'] = 'clear a player loadout',
['command_giveaccountmoney'] = 'give account money',
['command_giveaccountmoney_account'] = 'valid account name',
['command_giveaccountmoney_amount'] = 'amount to add',
['command_giveaccountmoney_invalid'] = 'invalid account name',
['command_giveitem'] = 'give an item to a player',
['command_giveitem_item'] = 'item name',
['command_giveitem_count'] = 'item count',
['command_giveweapon'] = 'give a weapon to a player',
['command_giveweapon_weapon'] = 'weapon name',
['command_giveweapon_ammo'] = 'ammo count',
['command_giveweapon_hasalready'] = 'player already has that weapon',
['command_giveweaponcomponent'] = 'give weapon component',
['command_giveweaponcomponent_component'] = 'component name',
['command_giveweaponcomponent_invalid'] = 'invalid weapon component',
['command_giveweaponcomponent_hasalready'] = 'player already has that weapon component',
['command_giveweaponcomponent_missingweapon'] = 'player does not have that weapon',
['command_save'] = 'save a player to database',
['command_saveall'] = 'save all players to database',
['command_setaccountmoney'] = 'set account money for a player',
['command_setaccountmoney_amount'] = 'amount of money to set',
['command_setcoords'] = 'teleport to coordinates',
['command_setcoords_x'] = 'x axis',
['command_setcoords_y'] = 'y axis',
['command_setcoords_z'] = 'z axis',
['command_setjob'] = 'set job for a player',
['command_setjob_job'] = 'job name',
['command_setjob_grade'] = 'job grade',
['command_setjob_invalid'] = 'the job, grade or both are invalid',
['command_setgroup'] = 'set player group',
['command_setgroup_group'] = 'group name',
['commanderror_argumentmismatch'] = 'argument count mismatch (passed %s, wanted %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s type mismatch (passed string, wanted number)',
['commanderror_invaliditem'] = 'invalid item name',
['commanderror_invalidweapon'] = 'invalid weapon',
['commanderror_console'] = 'that command cannot be run from console',
['commanderror_invalidcommand'] = '^3%s^0 is not a valid command!',
['commanderror_invalidplayerid'] = 'there is no player online matching that server id',
['commandgeneric_playerid'] = 'player id',
-- Locale settings
['locale_digit_grouping_symbol'] = ',',
['locale_currency'] = '$%s',
-- Weapons
-- Melee
['weapon_dagger'] = 'Dagger',
['weapon_bat'] = 'Bat',
['weapon_battleaxe'] = 'Battle Axe',
['weapon_bottle'] = 'Bottle',
['weapon_crowbar'] = 'Crowbar',
['weapon_flashlight'] = 'Flashlight',
['weapon_golfclub'] = 'Golf Club',
['weapon_hammer'] = 'Hammer',
['weapon_hatchet'] = 'Hatchet',
['weapon_knife'] = 'Knife',
['weapon_knuckle'] = 'Knuckledusters',
['weapon_machete'] = 'Machete',
['weapon_nightstick'] = 'Nightstick',
['weapon_wrench'] = 'Pipe Wrench',
['weapon_poolcue'] = 'Pool Cue',
['weapon_stone_hatchet'] = 'Stone Hatchet',
['weapon_switchblade'] = 'Switchblade',
-- 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'] = '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_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'] = 'round(s)',
['ammo_shells'] = 'shell(s)',
['ammo_charge'] = 'charge',
['ammo_petrol'] = 'gallons of fuel',
['ammo_firework'] = 'firework(s)',
['ammo_rockets'] = 'rocket(s)',
['ammo_grenadelauncher'] = 'grenade(s)',
['ammo_grenade'] = 'grenade(s)',
['ammo_stickybomb'] = 'bomb(s)',
['ammo_pipebomb'] = 'bomb(s)',
['ammo_smokebomb'] = 'bomb(s)',
['ammo_molotov'] = 'cocktail(s)',
['ammo_proxmine'] = 'mine(s)',
['ammo_bzgas'] = 'can(s)',
['ammo_ball'] = 'ball(s)',
['ammo_snowball'] = 'snowball(s)',
['ammo_flare'] = 'flare(s)',
['ammo_flaregun'] = 'flare(s)',
-- Weapon Tints
['tint_default'] = 'default skin',
['tint_green'] = 'green skin',
['tint_gold'] = 'gold skin',
['tint_pink'] = 'pink skin',
['tint_army'] = 'army skin',
['tint_lspd'] = 'blue skin',
['tint_orange'] = 'orange skin',
['tint_platinum'] = 'platinum skin',
}
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Locales['fi'] = {
-- Inventory
['inventory'] = 'reppu %s / %s',
['use'] = 'käytä',
['give'] = 'anna',
['remove'] = 'poista',
['return'] = 'takaisin',
['give_to'] = 'give to',
['amount'] = 'määrä',
['giveammo'] = 'anna ammuksia',
['amountammo'] = 'ammusten määrä',
['noammo'] = 'sinulla ei ole ammuksia!',
['gave_item'] = 'sinä annoit ~y~%sx~s~ ~b~%s~s~ henkilölle ~y~%s~s~',
['received_item'] = 'sinä sait ~y~%sx~s~ ~b~%s~s~ henkilöltä ~b~%s~s~',
['gave_weapon'] = 'you gave ~y~1x~s~ ~b~%s~s~ to ~y~%s~s~',
['gave_weapon_ammo'] = 'you gave ~o~%sx %s~s~ for ~b~%s~s~ to ~y~%s~s~',
['gave_weapon_withammo'] = 'you gave ~y~1x~s~ ~b~%s~s~ with ~o~%sx %s~s~ to ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ already have an ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ does not have that weapon',
['received_weapon'] = 'you received ~y~1x~s~ ~b~%s~s~ from ~b~%s~s~',
['received_weapon_ammo'] = 'you received ~o~%sx %s~s~ for your ~b~%s~s~ from ~b~%s~s~',
['received_weapon_withammo'] = 'you received ~y~1x~s~ ~b~%s~s~ with ~o~%sx %s~s~ from ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ attempted to give you an ~y~%s~s~, but you already have one',
['received_weapon_noweapon'] = '~b~%s~s~ attempted to give you ammo for an ~y~%s~s~, but you dont have one',
['gave_account_money'] = 'sinä annoit ~g~$%s~s~ (%s) henkilölle ~y~%s~s~',
['received_account_money'] = 'sinä sait ~g~$%s~s~ (%s) henkilöltä ~b~%s~s~',
['amount_invalid'] = 'virheellinen määrä',
['players_nearby'] = 'ei pelaajia lähettyvillä',
['ex_inv_lim'] = 'toiminto mahdoton, reppu alkaa olla täysi ~y~%s~s~',
['imp_invalid_quantity'] = 'toiminto mahdoton, virheellinen määrä',
['imp_invalid_amount'] = 'toiminto mahdoton, virhellinen summa',
['threw_standard'] = 'you threw ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'you threw ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'you threw ~y~1x~s~ ~b~%s~s~',
['threw_weapon_ammo'] = 'you threw ~y~1x~s~ ~b~%s~s~ with ~o~%sx %s~s~',
['threw_weapon_already'] = 'you already carry the same weapon',
['threw_cannot_pickup'] = 'you cannot pickup that because your inventory is full!',
['threw_pickup_prompt'] = 'press ~y~E~s~ to pickup',
-- Key mapping
['keymap_showinventory'] = 'show Inventory',
-- Salary related
['received_salary'] = 'sinä vastaanotit palkkaa: ~g~$%s~s~',
['received_help'] = 'sinä vastaanotit valtion tukea: ~g~$%s~s~',
['company_nomoney'] = 'yritys jolle teet töitä on köyhä eikä voi maksaa palkkaasi',
['received_paycheck'] = 'sait palkan',
['bank'] = 'pankki',
['account_bank'] = 'bank',
['account_black_money'] = 'dirty Money',
['account_money'] = 'cash',
['act_imp'] = 'toiminto mahdoton',
['in_vehicle'] = 'et voi antaa ajoneuvossa olevalle mitään',
-- Commands
['command_car'] = 'spawn an vehicle',
['command_car_car'] = 'vehicle spawn name or hash',
['command_cardel'] = 'delete vehicle in proximity',
['command_cardel_radius'] = 'optional, delete every vehicle within the specified radius',
['command_clear'] = 'clear chat',
['command_clearall'] = 'clear chat for all players',
['command_clearinventory'] = 'clear player inventory',
['command_clearloadout'] = 'clear a player loadout',
['command_giveaccountmoney'] = 'give account money',
['command_giveaccountmoney_account'] = 'valid account name',
['command_giveaccountmoney_amount'] = 'amount to add',
['command_giveaccountmoney_invalid'] = 'invalid account name',
['command_giveitem'] = 'give an item to a player',
['command_giveitem_item'] = 'item name',
['command_giveitem_count'] = 'item count',
['command_giveweapon'] = 'give a weapon to a player',
['command_giveweapon_weapon'] = 'weapon name',
['command_giveweapon_ammo'] = 'ammo count',
['command_giveweapon_hasalready'] = 'player already has that weapon',
['command_giveweaponcomponent'] = 'give weapon component',
['command_giveweaponcomponent_component'] = 'component name',
['command_giveweaponcomponent_invalid'] = 'invalid weapon component',
['command_giveweaponcomponent_hasalready'] = 'player already has that weapon component',
['command_giveweaponcomponent_missingweapon'] = 'player does not have that weapon',
['command_save'] = 'save a player to database',
['command_saveall'] = 'save all players to database',
['command_setaccountmoney'] = 'set account money for a player',
['command_setaccountmoney_amount'] = 'amount of money to set',
['command_setcoords'] = 'teleport to coordinates',
['command_setcoords_x'] = 'x axis',
['command_setcoords_y'] = 'y axis',
['command_setcoords_z'] = 'z axis',
['command_setjob'] = 'set job for a player',
['command_setjob_job'] = 'job name',
['command_setjob_grade'] = 'job grade',
['command_setjob_invalid'] = 'the job, grade or both are invalid',
['command_setgroup'] = 'set player group',
['command_setgroup_group'] = 'group name',
['commanderror_argumentmismatch'] = 'argument count mismatch (passed %s, wanted %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s type mismatch (passed string, wanted number)',
['commanderror_invaliditem'] = 'invalid item name',
['commanderror_invalidweapon'] = 'invalid weapon',
['commanderror_console'] = 'that command can not be run from console',
['commanderror_invalidcommand'] = '^3%s^0 is not an valid command!',
['commanderror_invalidplayerid'] = 'there is no player online matching that server id',
['commandgeneric_playerid'] = 'player id',
-- Locale settings
['locale_digit_grouping_symbol'] = ' ',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = 'veitsi',
['weapon_nightstick'] = 'pamppu',
['weapon_hammer'] = 'vasara',
['weapon_bat'] = 'pesäpallomaila',
['weapon_golfclub'] = 'golf maila',
['weapon_crowbar'] = 'sorkkarauta',
['weapon_pistol'] = 'pistooli',
['weapon_combatpistol'] = 'taistelu pistooli',
['weapon_appistol'] = 'automaatti pistooli',
['weapon_pistol50'] = '50 kaliiperinen pistooli',
['weapon_microsmg'] = 'mikro konepistooli',
['weapon_smg'] = 'konepistooli',
['weapon_assaultsmg'] = 'rynnäkkö konepistooli',
['weapon_assaultrifle'] = 'rynnäkkökivääri',
['weapon_carbinerifle'] = 'karbiini kivääri',
['weapon_advancedrifle'] = 'edistynyt kivääri',
['weapon_mg'] = 'konekivääri',
['weapon_combatmg'] = 'rynnäkkö konekivääri',
['weapon_pumpshotgun'] = 'pumppu haulikko',
['weapon_sawnoffshotgun'] = 'katkaistuhaulikko',
['weapon_assaultshotgun'] = 'hyökkäyshaulikko',
['weapon_bullpupshotgun'] = 'bullpup haulikko',
['weapon_stungun'] = 'tainutusase',
['weapon_sniperrifle'] = 'tarkkuuskivääri',
['weapon_heavysniper'] = 'raskas tarkkuuskivääri',
['weapon_grenadelauncher'] = 'kranaatinheitin',
['weapon_rpg'] = 'raketinheitin',
['weapon_minigun'] = 'minigun',
['weapon_grenade'] = 'kranaatti',
['weapon_stickybomb'] = 'tahma pommi',
['weapon_smokegrenade'] = 'savu kranaatti',
['weapon_bzgas'] = 'bz-kaasu',
['weapon_molotov'] = 'polttopullo',
['weapon_fireextinguisher'] = 'palosammutin',
['weapon_petrolcan'] = 'jerrykannu',
['weapon_ball'] = 'pallo',
['weapon_snspistol'] = 'pienpistooli',
['weapon_bottle'] = 'pullo',
['weapon_gusenberg'] = 'tommy gun',
['weapon_specialcarbine'] = 'G86C',
['weapon_heavypistol'] = 'raskas pistooli',
['weapon_bullpuprifle'] = 'bullpup kivääri',
['weapon_dagger'] = 'tikari',
['weapon_vintagepistol'] = 'vanha pistooli',
['weapon_firework'] = 'ilotulitus',
['weapon_musket'] = 'musketti',
['weapon_heavyshotgun'] = 'raskas haulikko',
['weapon_marksmanrifle'] = 'marksman kivääri',
['weapon_hominglauncher'] = 'ohjautuva raketinheitin',
['weapon_proxmine'] = 'lähellä räjähtävä miina',
['weapon_snowball'] = 'lumipallo',
['weapon_flaregun'] = 'valopyssy',
['weapon_combatpdw'] = 'rynnäkkö pdw',
['weapon_marksmanpistol'] = 'marksman pistooli',
['weapon_knuckle'] = 'nyrkkirauta',
['weapon_hatchet'] = 'kirves',
['weapon_railgun'] = 'raidetykki',
['weapon_machete'] = 'viidakkoveitsi',
['weapon_machinepistol'] = 'konepistooli',
['weapon_switchblade'] = 'stiletti',
['weapon_revolver'] = 'raskas revolveri',
['weapon_dbshotgun'] = 'kakspiippunen haulikko',
['weapon_compactrifle'] = 'pikku AK',
['weapon_autoshotgun'] = 'automaattinen haulikko',
['weapon_battleaxe'] = 'Taistelukirves',
['weapon_compactlauncher'] = 'pien kranaatinheitin',
['weapon_minismg'] = 'mini konepistooli',
['weapon_pipebomb'] = 'putkipommi',
['weapon_poolcue'] = 'biljardimaila',
['weapon_wrench'] = 'putkipihdit',
['weapon_flashlight'] = 'taskulamppu',
['gadget_parachute'] = 'laskuvarjo',
['weapon_flare'] = 'hätäraketti',
['weapon_doubleaction'] = 'double-Action Revolver',
-- Weapon Components
['component_clip_default'] = 'default Clip',
['component_clip_extended'] = 'extended Clip',
['component_clip_drum'] = 'drum Magazine',
['component_clip_box'] = 'box Magazine',
['component_flashlight'] = 'flashlight',
['component_scope'] = 'scope',
['component_scope_advanced'] = 'advanced Scope',
['component_suppressor'] = 'suppressor',
['component_grip'] = 'grip',
['component_luxary_finish'] = 'luxary Weapon Finish',
-- Weapon Ammo
['ammo_rounds'] = 'round(s)',
['ammo_shells'] = 'shell(s)',
['ammo_charge'] = 'charge',
['ammo_petrol'] = 'gallons of fuel',
['ammo_firework'] = 'firework(s)',
['ammo_rockets'] = 'rocket(s)',
['ammo_grenadelauncher'] = 'grenade(s)',
['ammo_grenade'] = 'grenade(s)',
['ammo_stickybomb'] = 'bomb(s)',
['ammo_pipebomb'] = 'bomb(s)',
['ammo_smokebomb'] = 'bomb(s)',
['ammo_molotov'] = 'cocktail(s)',
['ammo_proxmine'] = 'mine(s)',
['ammo_bzgas'] = 'can(s)',
['ammo_ball'] = 'ball(s)',
['ammo_snowball'] = 'snowball(s)',
['ammo_flare'] = 'flare(s)',
['ammo_flaregun'] = 'flare(s)',
-- Weapon Tints
['tint_default'] = 'default skin',
['tint_green'] = 'green skin',
['tint_gold'] = 'gold skin',
['tint_pink'] = 'pink skin',
['tint_army'] = 'army skin',
['tint_lspd'] = 'blue skin',
['tint_orange'] = 'orange skin',
['tint_platinum'] = 'platinum skin',
}
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Locales['fr'] = {
-- Inventory
['inventory'] = 'inventaire %s / %s',
['use'] = 'utiliser',
['give'] = 'donner',
['remove'] = 'jeter',
['return'] = 'retour',
['give_to'] = 'donner à',
['amount'] = 'quantité',
['giveammo'] = 'donner munitions',
['amountammo'] = 'nombre de munitions',
['noammo'] = 'tu n\'as pas toutes ces munitions!',
['gave_item'] = 'vous avez donné ~y~%sx~s~ ~b~%s~s~ à ~y~%s~s~',
['received_item'] = 'vous avez reçu ~y~%sx~s~ ~b~%s~s~ par ~b~%s~s~',
['gave_weapon'] = 'vous avez donné ~y~1x~s~ ~b~%s~s~ à ~y~%s~s~',
['gave_weapon_ammo'] = 'vous avez donné ~o~%sx %s~s~ pour ~b~%s~s~ à ~y~%s~s~',
['gave_weapon_withammo'] = 'vous avez donné ~y~1x~s~ ~b~%s~s~ avec ~o~%sx %s~s~ à ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ a déjà ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ n\'a pas cette arme',
['received_weapon'] = 'vous recevez ~y~1x~s~ ~b~%s~s~ de ~b~%s~s~',
['received_weapon_ammo'] = 'vous avez reçu ~o~%sx %s~s~ pour votre ~b~%s~s~ de ~b~%s~s~',
['received_weapon_withammo'] = 'vous avez reçu ~y~1x~s~ ~b~%s~s~ avec ~o~%sx %s~s~ de ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ a tenté de vous donner ~y~%s~s~, mais vous en aviez déjà un exemplaire',
['received_weapon_noweapon'] = '~b~%s~s~ tente de vous donner des munitions pour ~y~%s~s~, mais vous n\'en avez pas',
['gave_account_money'] = 'vous avez donné ~g~$%s~s~ (%s) à ~y~%s~s~',
['received_account_money'] = 'vous avez reçu ~g~$%s~s~ (%s) par ~b~%s~s~',
['amount_invalid'] = 'montant invalide',
['players_nearby'] = 'aucun joueur à proximité',
['ex_inv_lim'] = 'action impossible, depassement de la limite d\'inventaire pour ~y~%s~s~',
['imp_invalid_quantity'] = 'action impossible, ~r~quantité invalide',
['imp_invalid_amount'] = 'action impossible, ~r~montant invalide',
['threw_standard'] = 'vous avez jeté ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'vous avez jeté ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'vous avez jeté ~y~1x~s~ ~b~%s~s~',
['threw_weapon_ammo'] = 'vous avez jeté ~y~1x~s~ ~b~%s~s~ avec ~o~%sx %s~s~',
['threw_weapon_already'] = 'vous portez déjà cette arme',
['threw_cannot_pickup'] = 'vous ne pouvez pas ramasser ça votre inventaire est plein !',
['threw_pickup_prompt'] = 'appuyez sur ~y~E~s~ pour ramasser',
-- Key mapping
['keymap_showinventory'] = 'montrer l\'inventaire',
-- Salary related
['received_salary'] = 'vous avez reçu votre salaire: ~g~$%s~s~',
['received_help'] = 'vous avez reçu une aide de l\'état: ~g~$%s~s~',
['company_nomoney'] = 'votre entreprise n\'a plus d\'argent pour vous payer!',
['received_paycheck'] = 'paiement reçu',
['bank'] = 'banque',
['account_bank'] = 'banque',
['account_black_money'] = 'argent sale',
['account_money'] = 'espèces',
['act_imp'] = 'action impossible',
['in_vehicle'] = 'Vous ne pouvez rien donner à quelqu\'un dans un véhicule',
-- Commands
['command_car'] = 'faire appaitre un véhicule',
['command_car_car'] = 'nom ou hash du véhicule',
['command_cardel'] = 'supprimer le véhicule à proximité',
['command_cardel_radius'] = 'optionnel, supprime les véhicules dans un rayon spécifié',
['command_clear'] = 'vider le chat',
['command_clearall'] = 'vider le chat pour tous',
['command_clearinventory'] = 'vider l\'inventaire d\'un joueur',
['command_clearloadout'] = 'vider le loadout d\'un joueur',
['command_giveaccountmoney'] = 'donner de l\'argent sur un compte',
['command_giveaccountmoney_account'] = 'nom de compte valide',
['command_giveaccountmoney_amount'] = 'quantité à ajouter',
['command_giveaccountmoney_invalid'] = 'nom de compte invalide',
['command_giveitem'] = 'donner un objet à un joueur',
['command_giveitem_item'] = 'nom de l\'objet',
['command_giveitem_count'] = 'quantité de l\'objet',
['command_giveweapon'] = 'donner une arme à un joueur',
['command_giveweapon_weapon'] = 'nom de l\'arme',
['command_giveweapon_ammo'] = 'quantité de munitions',
['command_giveweapon_hasalready'] = 'le joueur a déjà cette arme',
['command_giveweaponcomponent'] = 'donner un accessoire d\'arme',
['command_giveweaponcomponent_component'] = 'nom de l\'accessoire',
['command_giveweaponcomponent_invalid'] = 'accessoire invalide',
['command_giveweaponcomponent_hasalready'] = 'le joueur a déjà cet accessoire',
['command_giveweaponcomponent_missingweapon'] = 'le joueur n\'a pas cette arme',
['command_save'] = 'sauvegarder un joueur dans la base de données',
['command_saveall'] = 'sauvegarder tous les joueurs dans la base de données',
['command_setaccountmoney'] = 'définir la somme d\'argent pour un joueur',
['command_setaccountmoney_amount'] = 'quantité d\'argent à définir',
['command_setcoords'] = 'se téléporter aux coordonnées',
['command_setcoords_x'] = 'axe X',
['command_setcoords_y'] = 'axe Y',
['command_setcoords_z'] = 'axe Z',
['command_setjob'] = 'assigner job à un joueur',
['command_setjob_job'] = 'nom du job',
['command_setjob_grade'] = 'grade du job',
['command_setjob_invalid'] = 'le job, le grade ou les deux sont invalides',
['command_setgroup'] = 'assigner un groupe à un joueur',
['command_setgroup_group'] = 'nom du groupe',
['commanderror_argumentmismatch'] = 'argument count mismatch (passed %s, wanted %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s type mismatch (passed string, wanted number)',
['commanderror_invaliditem'] = 'nom de l\'objet invalide',
['commanderror_invalidweapon'] = 'arme invalide',
['commanderror_console'] = 'cette commande ne peut pas être utilisée dans la console',
['commanderror_invalidcommand'] = '^3%s^0 n\'est pas une commande valide!',
['commanderror_invalidplayerid'] = 'il n\'ya aucun joueur avec cet ID en jeu',
['commandgeneric_playerid'] = 'id joueur',
-- Locale settings
['locale_digit_grouping_symbol'] = ' ',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = 'couteau',
['weapon_nightstick'] = 'matraque',
['weapon_hammer'] = 'marteau',
['weapon_bat'] = 'batte',
['weapon_golfclub'] = 'club de golf',
['weapon_crowbar'] = 'pied de biche',
['weapon_pistol'] = 'pistolet',
['weapon_combatpistol'] = 'pistolet de combat',
['weapon_appistol'] = 'pistolet automatique',
['weapon_pistol50'] = 'pistolet calibre 50',
['weapon_microsmg'] = 'micro smg',
['weapon_smg'] = 'smg',
['weapon_assaultsmg'] = 'smg d\'assaut',
['weapon_assaultrifle'] = 'fusil d\'assaut',
['weapon_carbinerifle'] = 'carabine d\'assaut',
['weapon_advancedrifle'] = 'fusil avancé',
['weapon_mg'] = 'mitrailleuse',
['weapon_combatmg'] = 'mitrailleuse de combat',
['weapon_pumpshotgun'] = 'fusil à pompe',
['weapon_sawnoffshotgun'] = 'carabine à canon scié',
['weapon_assaultshotgun'] = 'carabine d\'assaut',
['weapon_bullpupshotgun'] = 'carabine bullpup',
['weapon_stungun'] = 'tazer',
['weapon_sniperrifle'] = 'fusil de sniper',
['weapon_heavysniper'] = 'fusil de sniper lourd',
['weapon_grenadelauncher'] = 'lance-grenade',
['weapon_rpg'] = 'lance-rocket',
['weapon_minigun'] = 'minigun',
['weapon_grenade'] = 'grenade',
['weapon_stickybomb'] = 'bombe collante',
['weapon_smokegrenade'] = 'grenade fumigène',
['weapon_bzgas'] = 'grenade à gaz bz',
['weapon_molotov'] = 'cocktail molotov',
['weapon_fireextinguisher'] = 'extincteur',
['weapon_petrolcan'] = 'jerrican d\'essence',
['weapon_ball'] = 'balle',
['weapon_snspistol'] = 'pistolet sns',
['weapon_bottle'] = 'bouteille',
['weapon_gusenberg'] = 'balayeuse gusenberg',
['weapon_specialcarbine'] = 'carabine spéciale',
['weapon_heavypistol'] = 'pistolet lourd',
['weapon_bullpuprifle'] = 'fusil bullpup',
['weapon_dagger'] = 'poignard',
['weapon_vintagepistol'] = 'pistolet vintage',
['weapon_firework'] = 'feu d\'artifice',
['weapon_musket'] = 'mousquet',
['weapon_heavyshotgun'] = 'fusil à pompe lourd',
['weapon_marksmanrifle'] = 'fusil marksman',
['weapon_hominglauncher'] = 'lance tête-chercheuse',
['weapon_proxmine'] = 'mine de proximité',
['weapon_snowball'] = 'boule de neige',
['weapon_flaregun'] = 'lance fusée de détresse',
['weapon_combatpdw'] = 'arme de défense personnelle',
['weapon_marksmanpistol'] = 'pistolet marksman',
['weapon_knuckle'] = 'poing américain',
['weapon_hatchet'] = 'hachette',
['weapon_railgun'] = 'canon éléctrique',
['weapon_machete'] = 'machette',
['weapon_machinepistol'] = 'pistolet mitrailleur',
['weapon_switchblade'] = 'couteau à cran d\'arrêt',
['weapon_revolver'] = 'revolver',
['weapon_dbshotgun'] = 'fusil à pompe double canon',
['weapon_compactrifle'] = 'fusil compact',
['weapon_autoshotgun'] = 'fusil à pompe automatique',
['weapon_battleaxe'] = 'hache de combat',
['weapon_compactlauncher'] = 'lanceur compact',
['weapon_minismg'] = 'mini smg',
['weapon_pipebomb'] = 'bombe tuyau',
['weapon_poolcue'] = 'queue de billard',
['weapon_wrench'] = 'clé',
['weapon_flashlight'] = 'lampe torche',
['gadget_parachute'] = 'parachute',
['weapon_flare'] = 'fusée de détresse',
['weapon_doubleaction'] = 'revolver double action',
-- Weapon Components
['component_clip_default'] = 'chargeur par défaut',
['component_clip_extended'] = 'chargeur grande capacité',
['component_clip_drum'] = 'chargeur tambour',
['component_clip_box'] = 'chargeur très grande capacité',
['component_flashlight'] = 'torche',
['component_scope'] = 'viseur',
['component_scope_advanced'] = 'lunette',
['component_suppressor'] = 'réducteur de son',
['component_grip'] = 'poignée',
['component_luxary_finish'] = 'finition de luxe',
-- Weapon Ammo
['ammo_rounds'] = 'cartouche(s)',
['ammo_shells'] = 'obus',
['ammo_charge'] = 'charge(s)',
['ammo_petrol'] = 'jerrican d\'essence',
['ammo_firework'] = 'feu(x) d\'artifice',
['ammo_rockets'] = 'roquette(s)',
['ammo_grenadelauncher'] = 'grenade(s)',
['ammo_grenade'] = 'grenade(s)',
['ammo_stickybomb'] = 'bombe(s)',
['ammo_pipebomb'] = 'bombe(s)',
['ammo_smokebomb'] = 'bombe(s)',
['ammo_molotov'] = 'cocktail(s)',
['ammo_proxmine'] = 'mine(s)',
['ammo_bzgas'] = 'grenade(s)',
['ammo_ball'] = 'balle(s)',
['ammo_snowball'] = 'boule(s) de neige',
['ammo_flare'] = 'fusée(s) éclairante(s)',
['ammo_flaregun'] = 'fusée(s)',
-- Weapon Tints
['tint_default'] = 'skin par défaut',
['tint_green'] = 'skin vert',
['tint_gold'] = 'skin doré',
['tint_pink'] = 'skin rose',
['tint_army'] = 'skin militaire',
['tint_lspd'] = 'skin bleu',
['tint_orange'] = 'skin orange',
['tint_platinum'] = 'skin platine',
}
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Locales['pl'] = {
-- Inventory
['inventory'] = 'ekwipunek %s / %s',
['use'] = 'użyj',
['give'] = 'daj',
['remove'] = 'usuń',
['return'] = 'wróć',
['give_to'] = 'daj dla',
['amount'] = 'ilość',
['giveammo'] = 'daj amunicje',
['amountammo'] = 'ilość amunicji',
['noammo'] = 'nie posiadasz wystarczającej ilości amunicji!',
['gave_item'] = 'dałeś/aś ~y~%sx~s~ ~b~%s~s~ dla ~y~%s~s~',
['received_item'] = 'otrzymałeś/aś ~y~%sx~s~ ~b~%s~s~ od ~b~%s~s~',
['gave_weapon'] = 'dałeś/aś ~b~%s~s~ dla ~y~%s~s~',
['gave_weapon_ammo'] = 'dałeś/aś ~o~%sx %s~s~ do ~b~%s~s~ dla ~y~%s~s~',
['gave_weapon_withammo'] = 'dałeś/aś ~b~%s~s~ z ~o~%sx %s~s~ dla ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ już posiada ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ nie posiada tej broni',
['received_weapon'] = 'otrzymałeś/aś ~b~%s~s~ od ~b~%s~s~',
['received_weapon_ammo'] = 'otrzymałeś/aś ~o~%sx %s~s~ do twojego ~b~%s~s~ od ~b~%s~s~',
['received_weapon_withammo'] = 'otrzymałeś/aś ~b~%s~s~ z ~o~%sx %s~s~ od ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ próbował/a przekazać ci ~y~%s~s~, lecz już posiadasz jedno',
['received_weapon_noweapon'] = '~b~%s~s~ próbował/a przekazać ci amunicje do ~y~%s~s~, lecz nie posiadasz tej broni',
['gave_account_money'] = 'dałeś/aś ~g~%s$~s~ (%s) dla ~y~%s~s~',
['received_account_money'] = 'otrzymałeś/aś ~g~%s$~s~ (%s) od ~b~%s~s~',
['amount_invalid'] = 'nieprawidłowa ilość',
['players_nearby'] = 'brak graczy w pobliżu',
['ex_inv_lim'] = 'akcja nie jest możliwa, nie możesz mieć więcej ~y~%s~s~',
['imp_invalid_quantity'] = 'akcja jest niemożliwa, nieprawidłowa ilość',
['imp_invalid_amount'] = 'akcja jest niemożliwa, nieprawidłowa kwota',
['threw_standard'] = 'wyrzuciłeś/aś ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'wyrzuciłeś/aś ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'wyrzuciłeś/aś ~b~%s~s~',
['threw_weapon_ammo'] = 'wyrzuciłeś/aś ~b~%s~s~ z ~o~%sx %s~s~',
['threw_weapon_already'] = 'już posiadasz taką samą broń',
['threw_cannot_pickup'] = 'nie możesz tego podnieść, gdyż masz pełny ekwipunek!',
['threw_pickup_prompt'] = 'naciśnij ~y~E~s~ aby podnieść',
-- Key mapping
['keymap_showinventory'] = 'pokaż ekwipunek',
-- Salary related
['received_salary'] = 'otrzymałeś/aś wynagrodzenie: ~g~%s$~s~',
['received_help'] = 'otrzymałeś/aś zapomogę: ~g~$%s~s~',
['company_nomoney'] = 'firma, w której pracujesz, jest zbyt biedna, by wypłacić twoją pensję',
['received_paycheck'] = 'otrzymano wypłate',
['bank'] = 'bank',
['account_bank'] = 'bank',
['account_black_money'] = 'brudne pieniądze',
['account_money'] = 'pieniądze',
['act_imp'] = 'działanie niemożliwe',
['in_vehicle'] = 'nie możesz przekazywać przedmiotów w pojeździe',
-- Commands
['command_car'] = 'przywołaj pojazd',
['command_car_car'] = 'nazwa lub hash przywołanego pojazdu',
['command_cardel'] = 'usuń pojazd w pobliżu',
['command_cardel_radius'] = 'opcjonalnie usuń każdy pojazd w obszarze',
['command_clear'] = 'wyczyść czat',
['command_clearall'] = 'wyczyść czat dla wszystkich graczy',
['command_clearinventory'] = 'wyczyść ekwipunek gracza',
['command_clearloadout'] = 'wyczyść wyposarzenie gracza',
['command_giveaccountmoney'] = 'daj pieniądze na podany typ konta',
['command_giveaccountmoney_account'] = 'prawidłowy typ konta',
['command_giveaccountmoney_amount'] = 'ilość do dodania',
['command_giveaccountmoney_invalid'] = 'nieprawidłowy typ konta',
['command_giveitem'] = 'daj przedmiot graczowi',
['command_giveitem_item'] = 'nazwa przedmiotu',
['command_giveitem_count'] = 'ilość przedimotu',
['command_giveweapon'] = 'daj broń graczowi',
['command_giveweapon_weapon'] = 'nazwa broni',
['command_giveweapon_ammo'] = 'ilość amunicji',
['command_giveweapon_hasalready'] = 'gracz już posiada tą broń',
['command_giveweaponcomponent'] = 'daj komponent do broni graczowi',
['command_giveweaponcomponent_component'] = 'nazwa komponentu',
['command_giveweaponcomponent_invalid'] = 'nieprawidłowy komponent do broni',
['command_giveweaponcomponent_hasalready'] = 'gracz już posiada ten komponent do tej broni',
['command_giveweaponcomponent_missingweapon'] = 'gracz nie posiada tej broni',
['command_save'] = 'zapisz gracza w bazie danych',
['command_saveall'] = 'zapisz wszystkich graczy w bazie danych',
['command_setaccountmoney'] = 'ustaw ilość pieniędzy danego konta dla gracza',
['command_setaccountmoney_amount'] = 'ilość pieniędzy do ustawienia',
['command_setcoords'] = 'teleportuj na koordynaty',
['command_setcoords_x'] = 'x axis',
['command_setcoords_y'] = 'y axis',
['command_setcoords_z'] = 'z axis',
['command_setjob'] = 'ustaw prace dla gracza',
['command_setjob_job'] = 'nazwa pracy',
['command_setjob_grade'] = 'stanowisko w pracy',
['command_setjob_invalid'] = 'praca, stanowisko lub obydwa są nieprawidłowe',
['command_setgroup'] = 'ustaw grupe gracza',
['command_setgroup_group'] = 'nazwa grupy',
['commanderror_argumentmismatch'] = 'nieprawiłowa ilość argumentów (przeszło %s, wymagane %s)',
['commanderror_argumentmismatch_number'] = 'nieprawidłowy typ argumentu #%s (przeszedł tekst, wymagany numer)',
['commanderror_invaliditem'] = 'nieprawidłowa nazwa przedmiotu',
['commanderror_invalidweapon'] = 'nieprawidłowa broń',
['commanderror_console'] = 'podana komenda nie może zostać uruchomiona przez konsole',
['commanderror_invalidcommand'] = '^3%s^0 nie jest poprawną komendą!',
['commanderror_invalidplayerid'] = 'brak dostepnego gracza pasującego do podanego id serwerowego',
['commandgeneric_playerid'] = 'id gracza',
-- Locale settings
['locale_digit_grouping_symbol'] = ',',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = 'nóż',
['weapon_nightstick'] = 'pałka',
['weapon_hammer'] = 'młotek',
['weapon_bat'] = 'kij',
['weapon_golfclub'] = 'kij golfowy',
['weapon_crowbar'] = 'łom',
['weapon_pistol'] = 'pistolet',
['weapon_combatpistol'] = 'pistolet bojowy',
['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'] = 'tazer',
['weapon_sniperrifle'] = 'karabin snajperski',
['weapon_heavysniper'] = 'ciężki karabin snajperski',
['weapon_grenadelauncher'] = 'granatnik',
['weapon_rpg'] = 'wyrzutnia rakiet',
['weapon_minigun'] = 'minigun',
['weapon_grenade'] = 'granat',
['weapon_stickybomb'] = 'ładunek przylepny',
['weapon_smokegrenade'] = 'granat dymny',
['weapon_bzgas'] = 'bz gas',
['weapon_molotov'] = 'koktajl Mołotowa',
['weapon_fireextinguisher'] = 'gaśnica',
['weapon_petrolcan'] = 'kanister',
['weapon_ball'] = 'piłka',
['weapon_snspistol'] = 'sns pistolet',
['weapon_bottle'] = 'butelka',
['weapon_gusenberg'] = 'gusenberg sweeper',
['weapon_specialcarbine'] = 'special carbine',
['weapon_heavypistol'] = 'heavy pistol',
['weapon_bullpuprifle'] = 'karabin wyborowy',
['weapon_dagger'] = 'sztylet',
['weapon_vintagepistol'] = 'vintage pistol',
['weapon_firework'] = 'fajerwerki',
['weapon_musket'] = 'muszkiet',
['weapon_heavyshotgun'] = 'ciężki shotgun',
['weapon_marksmanrifle'] = 'marksman rifle',
['weapon_hominglauncher'] = 'program uruchamiający',
['weapon_proxmine'] = 'mina zbliżeniowa',
['weapon_snowball'] = 'śnieżka',
['weapon_flaregun'] = 'flara',
['weapon_combatpdw'] = 'combat pdw',
['weapon_marksmanpistol'] = 'marksman pistol',
['weapon_knuckle'] = 'kastety',
['weapon_hatchet'] = 'toporek',
['weapon_railgun'] = 'karabin',
['weapon_machete'] = 'meczeta',
['weapon_machinepistol'] = 'pistolet maszynowy',
['weapon_switchblade'] = 'scyzoryk',
['weapon_revolver'] = 'ciężki rewolwer',
['weapon_dbshotgun'] = 'dwururka',
['weapon_compactrifle'] = 'compact rifle',
['weapon_autoshotgun'] = 'auto shotgun',
['weapon_battleaxe'] = 'topór bitewny',
['weapon_compactlauncher'] = 'compact launcher',
['weapon_minismg'] = 'mini smg',
['weapon_pipebomb'] = 'bomba rurowa',
['weapon_poolcue'] = 'kij bilardowy',
['weapon_wrench'] = 'klucz do rur',
['weapon_flashlight'] = 'latarka',
['gadget_parachute'] = 'spadochron',
['weapon_flare'] = 'pistolet sygnałowy',
['weapon_doubleaction'] = 'double-Action Revolver',
-- Weapon Components
['component_clip_default'] = 'domyślny tłumik',
['component_clip_extended'] = 'rozszerzony tłumik',
['component_clip_drum'] = 'magazynek bębnowy',
['component_clip_box'] = 'magazynek',
['component_flashlight'] = 'latarka',
['component_scope'] = 'luneta',
['component_scope_advanced'] = 'zaawansowana luneta',
['component_suppressor'] = 'tłumik',
['component_grip'] = 'uchwyt',
['component_luxary_finish'] = 'luksusowe wykończenie broni',
-- Weapon Ammo
['ammo_rounds'] = 'nabój/oi',
['ammo_shells'] = 'pocisk(ów)',
['ammo_charge'] = 'naładowania',
['ammo_petrol'] = 'galon(y) paliwa',
['ammo_firework'] = 'fajerwerka/i',
['ammo_rockets'] = 'rakieta/y',
['ammo_grenadelauncher'] = 'granat(y)',
['ammo_grenade'] = 'granat(y)',
['ammo_stickybomb'] = 'bomba/y',
['ammo_pipebomb'] = 'bomba/y',
['ammo_smokebomb'] = 'bomba/y',
['ammo_molotov'] = 'kontail(e)',
['ammo_proxmine'] = 'mina/y',
['ammo_bzgas'] = 'puszka/ek',
['ammo_ball'] = 'kula/e',
['ammo_snowball'] = 'snieżka/i',
['ammo_flare'] = 'flara/y',
['ammo_flaregun'] = 'flara/y',
-- Weapon Tints
['tint_default'] = 'domyślny skin',
['tint_green'] = 'zielony skin',
['tint_gold'] = 'złoty skin',
['tint_pink'] = 'różowy skin',
['tint_army'] = 'wojskowy skin',
['tint_lspd'] = 'niebieski skin',
['tint_orange'] = 'pomarańczowy skin',
['tint_platinum'] = 'platynowy skin',
}
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Locales['sc'] = {
-- Inventory
['inventory'] = '库存 %s / %s',
['use'] = '使用',
['give'] = '赠送',
['remove'] = '丢弃',
['return'] = '返回',
['give_to'] = '赠给',
['amount'] = '数量',
['giveammo'] = '赠送弹药',
['amountammo'] = '弹药量',
['noammo'] = '你没有足够的弹药!',
['gave_item'] = '你把~y~%sx~s~~b~%s~s~赠给了~y~%s~s~',
['received_item'] = '你收到~y~%sx~s~~b~%s~s~,来自~b~%s~s~',
['gave_weapon'] = '你把~b~%s~s~赠给了~y~%s~s~',
['gave_weapon_ammo'] = '你把~o~%sx~s~~b~%s~s~ %s~s~赠给了~y~%s~s~',
['gave_weapon_withammo'] = '你把~b~%s~s~和~o~%sx~s~ %s~s~赠给了~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~已经拥有~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~没有那个武器',
['received_weapon'] = '你收到了~b~%s~s~,来自~b~%s~s~',
['received_weapon_ammo'] = '你收到了~o~%sx~s~ %s~s~(~b~%s~s~),来自~b~%s~s~',
['received_weapon_withammo'] = '你收到了~b~%s~s~和~o~%sx~s~ %s~s~,来自~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~试图给你~y~%s~s~,但你已经拥有了',
['received_weapon_noweapon'] = '~b~%s~s~试图给你~y~%s~s~弹药,但你没有那个武器',
['gave_account_money'] = '你将 ~g~$%s~s~ (%s) 给予 ~y~%s~s~',
['received_account_money'] = '你收到了~g~$%s~s~ (%s) 来自 ~b~%s~s~',
['amount_invalid'] = '无效数量',
['players_nearby'] = '附近没有玩家',
['ex_inv_lim'] = '操作失败, 超过~y~%s~s~的物品栏限制',
['imp_invalid_quantity'] = '操作失败,无效数量',
['imp_invalid_amount'] = '操作失败,无效金额',
['threw_standard'] = '你丢弃了~y~%sx~s~~b~%s~s~',
['threw_account'] = '你丢弃了~g~$%s~s~~b~%s~s~',
['threw_weapon'] = '你丢弃了~b~%s~s~',
['threw_weapon_ammo'] = '你丢弃了~b~%s~s~和~o~%sx%s~s~',
['threw_weapon_already'] = '你已经有同样的武器了',
['threw_cannot_pickup'] = '你不能再拿起那个了,因为你的库存已经满了',
['threw_pickup_prompt'] = '按 ~y~E~s~ 拿起',
-- Key mapping
['keymap_showinventory'] = '显示库存',
-- Salary related
['received_salary'] = '你收到了你的工资: ~g~$%s~s~',
['received_help'] = '你领取到了你的失业救济金: ~g~$%s~s~',
['company_nomoney'] = '你受雇的公司太穷了,无法支付你的工资。',
['received_paycheck'] = '收到转账',
['bank'] = '花园银行',
['account_bank'] = '银行',
['account_black_money'] = '黑钱',
['account_money'] = '现金',
['act_imp'] = '操作失败',
['in_vehicle'] = '请离开载具',
-- Commands
['command_car'] = '生成载具',
['command_car_car'] = '生成载具的模型名称或哈希值',
['command_cardel'] = '删除附近的载具',
['command_cardel_radius'] = '可选,删除指定半径内的所有车辆',
['command_clear'] = '清除聊天记录',
['command_clearall'] = '清除所有玩家的聊天记录',
['command_clearinventory'] = '清除玩家库存',
['command_clearloadout'] = '清除玩家皮肤',
['command_giveaccountmoney'] = '给帐户钱',
['command_giveaccountmoney_account'] = '有效的帐户名',
['command_giveaccountmoney_amount'] = '添加的数量',
['command_giveaccountmoney_invalid'] = '无效的帐户名',
['command_giveitem'] = '给玩家一件物品',
['command_giveitem_item'] = '物品名称',
['command_giveitem_count'] = '物品数目',
['command_giveweapon'] = '给玩家一件武器',
['command_giveweapon_weapon'] = '武器名称',
['command_giveweapon_ammo'] = '弹药数目',
['command_giveweapon_hasalready'] = '该玩家已经拥有该武器',
['command_giveweaponcomponent'] = '给武器配件',
['command_giveweaponcomponent_component'] = '配件名称',
['command_giveweaponcomponent_invalid'] = '无效的武器配件',
['command_giveweaponcomponent_hasalready'] = '玩家已经拥有该武器配件',
['command_giveweaponcomponent_missingweapon'] = '该玩家没有那个武器',
['command_save'] = '保存玩家数据至数据库',
['command_saveall'] = '保存所有玩家数据至数据库',
['command_setaccountmoney'] = '为玩家设置帐户资金',
['command_setaccountmoney_amount'] = '要设定的金额',
['command_setcoords'] = '传送到坐标',
['command_setcoords_x'] = 'x 轴',
['command_setcoords_y'] = 'y 轴',
['command_setcoords_z'] = 'z 轴',
['command_setjob'] = '为玩家设定工作',
['command_setjob_job'] = '工作名称',
['command_setjob_grade'] = '工作等级',
['command_setjob_invalid'] = '工作、等级或两者都无效',
['command_setgroup'] = '设置玩家用户组',
['command_setgroup_group'] = '用户组名称',
['commanderror_argumentmismatch'] = '参数计数不匹配(该类型为%s, 需要传递 %s)',
['commanderror_argumentmismatch_number'] = '参数 #%s 类型不匹配(该类型为字符串,需要传递数字类型)',
['commanderror_invaliditem'] = '无效的物品名称',
['commanderror_invalidweapon'] = '无效武器',
['commanderror_console'] = '该命令不能从控制台运行',
['commanderror_invalidcommand'] = '^3%s^0 不是有效的命令!',
['commanderror_invalidplayerid'] = '没有在线玩家匹配到该服务id',
['commandgeneric_playerid'] = '玩家id',
-- Locale settings
['locale_digit_grouping_symbol'] = ',',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = '小刀',
['weapon_nightstick'] = '警棍',
['weapon_hammer'] = '铁锤',
['weapon_bat'] = '棒球棍',
['weapon_golfclub'] = '高尔夫球杆',
['weapon_crowbar'] = '撬棍',
['weapon_pistol'] = '手枪',
['weapon_combatpistol'] = '战斗手枪',
['weapon_appistol'] = '穿甲手枪',
['weapon_pistol50'] = '0.5 口径手枪',
['weapon_microsmg'] = '微型冲锋枪',
['weapon_smg'] = '冲锋枪',
['weapon_assaultsmg'] = '突击冲锋枪',
['weapon_assaultrifle'] = '突击步枪',
['weapon_carbinerifle'] = '卡宾步枪',
['weapon_advancedrifle'] = '高级步枪',
['weapon_mg'] = '机枪',
['weapon_combatmg'] = '战斗机枪',
['weapon_pumpshotgun'] = '泵动式霰弹枪',
['weapon_sawnoffshotgun'] = '短管霰弹枪',
['weapon_assaultshotgun'] = '突击霰弹枪',
['weapon_bullpupshotgun'] = '无托式霰弹枪',
['weapon_stungun'] = '电击枪',
['weapon_sniperrifle'] = '狙击步枪',
['weapon_heavysniper'] = '重型狙击步枪',
['weapon_grenadelauncher'] = '榴弹发射器',
['weapon_rpg'] = '火箭炮',
['weapon_minigun'] = '火神机枪',
['weapon_grenade'] = '手榴弹',
['weapon_stickybomb'] = '黏弹',
['weapon_smokegrenade'] = '烟雾弹',
['weapon_bzgas'] = '催泪瓦斯',
['weapon_molotov'] = '汽油弹',
['weapon_fireextinguisher'] = '灭火器',
['weapon_petrolcan'] = '汽油桶',
['weapon_ball'] = '棒球',
['weapon_snspistol'] = '劣质手枪',
['weapon_bottle'] = '酒瓶',
['weapon_gusenberg'] = '古森柏冲锋枪',
['weapon_specialcarbine'] = '特制卡宾枪',
['weapon_heavypistol'] = '重型手枪',
['weapon_bullpuprifle'] = '无托式步枪',
['weapon_dagger'] = '匕首',
['weapon_vintagepistol'] = '老式手枪',
['weapon_firework'] = '烟花发射器',
['weapon_musket'] = '老式火枪',
['weapon_heavyshotgun'] = '重型霰弹枪',
['weapon_marksmanrifle'] = '射手步枪',
['weapon_hominglauncher'] = '制导火箭发射器',
['weapon_proxmine'] = '感应地雷',
['weapon_snowball'] = '雪球',
['weapon_flaregun'] = '信号枪',
['weapon_combatpdw'] = '作战自卫冲锋枪',
['weapon_marksmanpistol'] = '射手手枪',
['weapon_knuckle'] = '手指虎',
['weapon_hatchet'] = '手斧',
['weapon_railgun'] = '电磁轨道炮',
['weapon_machete'] = '开山刀',
['weapon_machinepistol'] = '冲锋手枪',
['weapon_switchblade'] = '弹簧刀',
['weapon_revolver'] = '重型左轮手枪',
['weapon_dbshotgun'] = '双管霰弹枪',
['weapon_compactrifle'] = '紧凑型步枪',
['weapon_autoshotgun'] = '半自动霰弹枪',
['weapon_battleaxe'] = '战斧',
['weapon_compactlauncher'] = '紧凑型榴弹发射器',
['weapon_minismg'] = '迷你冲锋枪',
['weapon_pipebomb'] = '土制炸弹',
['weapon_poolcue'] = '台球杆',
['weapon_wrench'] = '管钳扳手',
['weapon_flashlight'] = '手电筒',
['gadget_parachute'] = '降落伞',
['weapon_flare'] = '信号棒',
['weapon_doubleaction'] = '双动式左轮手枪',
-- Weapon Components
['component_clip_default'] = '默认弹夹',
['component_clip_extended'] = '扩容弹夹',
['component_clip_drum'] = '鼓式弹夹',
['component_clip_box'] = '盒型弹匣',
['component_flashlight'] = '手电筒',
['component_scope'] = '瞄准镜',
['component_scope_advanced'] = '高级瞄准镜',
['component_suppressor'] = '消音器',
['component_grip'] = '握把',
['component_luxary_finish'] = '奢华涂饰',
-- Weapon Ammo
['ammo_rounds'] = '发(子弹)',
['ammo_shells'] = '发(子弹)',
['ammo_charge'] = '',
['ammo_petrol'] = '加仑(燃料)',
['ammo_firework'] = '发(烟花弹)',
['ammo_rockets'] = '枚(火箭弹)',
['ammo_grenadelauncher'] = '发(榴弹)',
['ammo_grenade'] = '枚(手榴弹)',
['ammo_stickybomb'] = '枚(炸弹)',
['ammo_pipebomb'] = '枚(炸弹)',
['ammo_smokebomb'] = '枚(炸弹)',
['ammo_molotov'] = '瓶(汽油瓶)',
['ammo_proxmine'] = '个(地雷)',
['ammo_bzgas'] = '',
['ammo_ball'] = '个(球)',
['ammo_snowball'] = '个(雪球)',
['ammo_flare'] = '根(信号棒)',
['ammo_flaregun'] = '发(信号弹)',
-- Weapon Tints
['tint_default'] = '默认色调',
['tint_green'] = '绿色调',
['tint_gold'] = '金色调',
['tint_pink'] = '粉色调',
['tint_army'] = '军用色调',
['tint_lspd'] = '洛圣都警局色调',
['tint_orange'] = '橙色调',
['tint_platinum'] = '铂金色调',
}
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Locales['sv'] = {
-- Inventory
['inventory'] = 'mitt förråd %s / %s',
['use'] = 'använd',
['give'] = 'ge',
['remove'] = 'kasta',
['return'] = 'gå tillbaka',
['give_to'] = 'ge till',
['amount'] = 'antal',
['giveammo'] = 'ge ammunition',
['amountammo'] = 'mängd ammunition',
['noammo'] = 'du har inte tillräckligt med ammunition!',
['gave_item'] = 'du gav ~y~%sx~s~ ~b~%s~s~ till ~y~%s~s~',
['received_item'] = 'du tog emot ~y~%sx~s~ ~b~%s~s~ från ~b~%s~s~',
['gave_weapon'] = 'du gav ~b~%s~s~ till ~y~%s~s~',
['gave_weapon_ammo'] = 'du gav ~o~%sx %s~s~ för ~b~%s~s~ till ~y~%s~s~',
['gave_weapon_withammo'] = 'du gav ~b~%s~s~ med ~o~%sx %s~s~ till ~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~ har redan en ~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~ har inte det vapnet',
['received_weapon'] = 'du tog emot ~b~%s~s~ från ~b~%s~s~',
['received_weapon_ammo'] = 'du tog emot ~o~%sx %s~s~ för ~b~%s~s~ från ~b~%s~s~',
['received_weapon_withammo'] = 'du tog emot ~b~%s~s~ med ~o~%sx %s~s~ från ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ försökte ge dig en ~y~%s~s~, men det vapnet har du redan',
['received_weapon_noweapon'] = '~b~%s~s~ försökte ge dig ammunition för ett ~y~%s~s~, men du har inget sådant vapen',
['gave_account_money'] = 'du gav ~g~%s SEK~s~ (%s) till ~y~%s~s~',
['received_account_money'] = 'du tog emot ~g~%s SEK~s~ (%s) från ~b~%s~s~',
['amount_invalid'] = 'ogiltig mängd',
['players_nearby'] = 'det finns inga spelare nära',
['ex_inv_lim'] = 'åtgärd inte möjligt, översteg förråd gräns för ~y~%s~s~',
['imp_invalid_quantity'] = 'åtgärd omöjlig, ogiltig mängd',
['imp_invalid_amount'] = 'åtgärd omöjlig, ogiltig belopp',
['threw_standard'] = 'du kastade ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'du kastade ~g~%s SEK~s~ ~b~%s~s~',
['threw_weapon'] = 'du kastade ~b~%s~s~',
['threw_weapon_ammo'] = 'du kastade ~b~%s~s~ med ~o~%sx %s~s~',
['threw_weapon_already'] = 'du har redan ett sådant vapen på dig',
['threw_cannot_pickup'] = 'du kan inte plocka upp det på grund av att det kommer ej få plats i ditt förråd!',
['threw_pickup_prompt'] = 'tryck ~y~E~s~ för att plocka upp',
-- Key mapping
['keymap_showinventory'] = 'öppna inventory',
-- Salary related
['received_salary'] = 'du har mottagit din lön på ~g~%s SEK~s~',
['received_help'] = 'du har mottagit bidrag på ~g~%s SEK~s~',
['company_nomoney'] = 'företaget du är anställt hos har inte råd att betala ut din lön',
['received_paycheck'] = 'mottagit lön',
['bank'] = 'bank',
['account_bank'] = 'bank',
['account_black_money'] = 'svarta pengar',
['account_money'] = 'kontakter',
['act_imp'] = 'åtgärd omöjlig',
['in_vehicle'] = 'du kan inte ge saker till en som sitter i ett fordon!',
-- Commands
['command_car'] = 'spawna ett fordon',
['command_car_car'] = 'namn på fordon eller hash',
['command_cardel'] = 'radera fordon i närheten',
['command_cardel_radius'] = 'valfri, radera alla fordon inom den angivna radien',
['command_clear'] = 'töm chatten',
['command_clearall'] = 'töm chatten för alla spelare',
['command_clearinventory'] = 'töm en spelares inventory',
['command_clearloadout'] = 'töm en spelares loadout',
['command_giveaccountmoney'] = 'ge pengar för ett konto',
['command_giveaccountmoney_account'] = 'giltigt kontonamn',
['command_giveaccountmoney_amount'] = 'mängd att ge',
['command_giveaccountmoney_invalid'] = 'kontonamnet är ej giltigt',
['command_giveitem'] = 'ge ett item till en spelare',
['command_giveitem_item'] = 'itemnamn',
['command_giveitem_count'] = 'mängd av itemet',
['command_giveweapon'] = 'ge ett vapen till en spelare',
['command_giveweapon_weapon'] = 'vapennamn',
['command_giveweapon_ammo'] = 'hur mycket ammo att ge',
['command_giveweapon_hasalready'] = 'spelaren har redan ett sådant vapen',
['command_giveweaponcomponent'] = 'ge vapen komponent',
['command_giveweaponcomponent_component'] = 'vapenkomponent',
['command_giveweaponcomponent_invalid'] = 'det vapenkomponentet är ej giltigt',
['command_giveweaponcomponent_hasalready'] = 'spelaren har redan det vapenkomponent',
['command_giveweaponcomponent_missingweapon'] = 'spelaren har ej det vapnet',
['command_save'] = 'spara en spelare i databas',
['command_saveall'] = 'spara alla spelare i databas',
['command_setaccountmoney'] = 'bestäm ny balans på ett spelarkonto',
['command_setaccountmoney_amount'] = 'ny balans',
['command_setcoords'] = 'teleportera till koordinater',
['command_setcoords_x'] = 'x axel',
['command_setcoords_y'] = 'y axel',
['command_setcoords_z'] = 'z axel',
['command_setjob'] = 'välj jobb för en spelare',
['command_setjob_job'] = 'jobbnamn',
['command_setjob_grade'] = 'jobbnivå',
['command_setjob_invalid'] = 'jobbet, nivån eller båda är ej giltiga',
['command_setgroup'] = 'välj grupp åt en spelare',
['command_setgroup_group'] = 'gruppnamn',
['commanderror_argumentmismatch'] = 'argumentstorlek mismatch (gav %s, ville ha %s)',
['commanderror_argumentmismatch_number'] = 'argument #%s typ mismatch (gav string, ville ha number)',
['commanderror_invaliditem'] = 'ej giltigt item',
['commanderror_invalidweapon'] = 'ej giltigt vapen',
['commanderror_console'] = 'detta kommando kan ej executas i konsol',
['commanderror_invalidcommand'] = '^3%s^0 är inte ett giltigt kommando!',
['commanderror_invalidplayerid'] = 'det finns ingen spelare som matchar det angivna server id',
['commandgeneric_playerid'] = 'spelarid',
-- 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',
-- 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',
-- 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_stickybomb'] = 'bomb(er)',
['ammo_pipebomb'] = 'bomb(er)',
['ammo_smokebomb'] = 'bomb(er)',
['ammo_molotov'] = 'cocktail(s)',
['ammo_proxmine'] = 'bomb(er)',
['ammo_bzgas'] = 'burk(ar)',
['ammo_ball'] = 'boll(ar)',
['ammo_snowball'] = 'snöboll(ar)',
['ammo_flare'] = 'lysraket(er)',
['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',
}
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Locales['tc'] = {
-- Inventory
['inventory'] = '背包 %s / %s',
['use'] = '使用',
['give'] = '',
['remove'] = '丟棄',
['return'] = '返回',
['give_to'] = '給予',
['amount'] = '數量',
['giveammo'] = '給予子彈',
['amountammo'] = '子彈量',
['noammo'] = '您沒有足夠的子彈!',
['gave_item'] = '您把~y~%sx~s~~b~%s~s~給予了~y~%s~s~',
['received_item'] = '您收到~y~%sx~s~~b~%s~s~,來自~b~%s~s~',
['gave_weapon'] = '您把~b~%s~s~給予了~y~%s~s~',
['gave_weapon_ammo'] = '您把~o~%sx~s~~b~%s~s~ %s~s~給予了~y~%s~s~',
['gave_weapon_withammo'] = '您把~b~%s~s~和~o~%sx~s~ %s~s~給予了~y~%s~s~',
['gave_weapon_hasalready'] = '~y~%s~s~已經有~y~%s~s~',
['gave_weapon_noweapon'] = '~y~%s~s~沒有那把武器',
['received_weapon'] = '您收到了~b~%s~s~,來自~b~%s~s~',
['received_weapon_ammo'] = '您收到了~o~%sx~s~ %s~s~(~b~%s~s~),來自~b~%s~s~',
['received_weapon_withammo'] = '您收到了~b~%s~s~和~o~%sx~s~ %s~s~,來自~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~嘗試给您~y~%s~s~,但您已经有了',
['received_weapon_noweapon'] = '~b~%s~s~嘗試给您~y~%s~s~子彈,但是您沒有那把武器',
['gave_account_money'] = '您將 ~g~$%s~s~ (%s) 给予 ~y~%s~s~',
['received_account_money'] = '您收到了~g~$%s~s~ (%s) 来自 ~b~%s~s~',
['amount_invalid'] = '無效的數量',
['players_nearby'] = '附近沒有玩家',
['ex_inv_lim'] = '操作失敗, 超過~y~%s~s~物品欄位的限制',
['imp_invalid_quantity'] = '操作失敗,無效的數量',
['imp_invalid_amount'] = '操作失敗,無效的金額',
['threw_standard'] = '您丟棄了~y~%sx~s~~b~%s~s~',
['threw_account'] = '您丟棄了~g~$%s~s~~b~%s~s~',
['threw_weapon'] = '您丟棄了~b~%s~s~',
['threw_weapon_ammo'] = '您丟棄了~b~%s~s~和~o~%sx%s~s~',
['threw_weapon_already'] = '您已經有相同的武器了',
['threw_cannot_pickup'] = '您不能再撿起該物品,因為您的背包已經滿了',
['threw_pickup_prompt'] = '按下 ~y~E~s~ 撿起',
-- Key mapping
['keymap_showinventory'] = '顯示背包',
-- Salary related
['received_salary'] = '您收到您的薪水: ~g~$%s~s~',
['received_help'] = '你領取到了你的失業救濟金: ~g~$%s~s~',
['company_nomoney'] = '您的公司太窮了,無法給予您薪水。',
['received_paycheck'] = '收到轉帳',
['bank'] = '花園銀行',
['account_bank'] = '銀行',
['account_black_money'] = '黑錢',
['account_money'] = '現金',
['act_imp'] = '操作失敗',
['in_vehicle'] = '請離開載具',
-- Commands
['command_car'] = '生成載具',
['command_car_car'] = '生成載具的模型名稱或希哈值',
['command_cardel'] = '刪除附近的載具',
['command_cardel_radius'] = '可選擇,刪除指定半徑內的所有車輛',
['command_clear'] = '清除聊天紀錄',
['command_clearall'] = '清除所有玩家的聊天紀錄',
['command_clearinventory'] = '清除玩家背包',
['command_clearloadout'] = '清除玩家人物造型',
['command_giveaccountmoney'] = '給予帳戶錢',
['command_giveaccountmoney_account'] = '有效的帳戶名稱',
['command_giveaccountmoney_amount'] = '添加的數量',
['command_giveaccountmoney_invalid'] = '無效的帳戶名稱',
['command_giveitem'] = '給玩家一個物品',
['command_giveitem_item'] = '物品名稱',
['command_giveitem_count'] = '物品數量',
['command_giveweapon'] = '给玩家一把武器',
['command_giveweapon_weapon'] = '武器名稱',
['command_giveweapon_ammo'] = '子彈數量',
['command_giveweapon_hasalready'] = '該玩家已經擁有了該武器',
['command_giveweaponcomponent'] = '給予武器配件',
['command_giveweaponcomponent_component'] = '配件名稱',
['command_giveweaponcomponent_invalid'] = '無效的武器配件',
['command_giveweaponcomponent_hasalready'] = '該玩家已經擁有了武器配件',
['command_giveweaponcomponent_missingweapon'] = '該玩家沒有那把武器',
['command_save'] = '保存玩家數據至資料庫',
['command_saveall'] = '保存所有玩家數據至資料庫',
['command_setaccountmoney'] = '為玩家設置賬戶資金',
['command_setaccountmoney_amount'] = '要設置的金額',
['command_setcoords'] = '傳送到座標上',
['command_setcoords_x'] = 'x 軸',
['command_setcoords_y'] = 'y 軸',
['command_setcoords_z'] = 'z 軸',
['command_setjob'] = '設定該玩家職業',
['command_setjob_job'] = '職業名稱',
['command_setjob_grade'] = '職業階級',
['command_setjob_invalid'] = '職業、階級或者兩者都無效',
['command_setgroup'] = '設定玩家群組階級',
['command_setgroup_group'] = '玩家群組階級名稱',
['commanderror_argumentmismatch'] = '參數數量不正確(該類型為%s, 需要給予 %s)',
['commanderror_argumentmismatch_number'] = '參數 #%s 類型不匹配(該類型為字串,需要給予的數字類型)',
['commanderror_invaliditem'] = '無效的物品名稱',
['commanderror_invalidweapon'] = '無效武器',
['commanderror_console'] = '該指令不能從控制台執行',
['commanderror_invalidcommand'] = '^3%s^0 不是有效的指令!',
['commanderror_invalidplayerid'] = '無效的玩家ID',
['commandgeneric_playerid'] = '玩家id',
-- Locale settings
['locale_digit_grouping_symbol'] = ',',
['locale_currency'] = '$%s',
-- Weapons
['weapon_knife'] = '',
['weapon_nightstick'] = '警棍',
['weapon_hammer'] = '錘子',
['weapon_bat'] = '棒球棍',
['weapon_golfclub'] = '高爾夫球棍',
['weapon_crowbar'] = '撬棍',
['weapon_pistol'] = '手槍',
['weapon_combatpistol'] = '戰鬥手槍',
['weapon_appistol'] = '穿甲手槍',
['weapon_pistol50'] = '.50口徑手槍',
['weapon_microsmg'] = '迷你衝鋒槍',
['weapon_smg'] = '衝鋒槍',
['weapon_assaultsmg'] = '突擊衝鋒槍',
['weapon_assaultrifle'] = '突擊步槍',
['weapon_carbinerifle'] = '卡賓槍步槍',
['weapon_advancedrifle'] = '精準步槍',
['weapon_mg'] = '機槍',
['weapon_combatmg'] = '戰鬥機槍',
['weapon_pumpshotgun'] = '霰彈槍',
['weapon_sawnoffshotgun'] = '削短型霰彈槍',
['weapon_assaultshotgun'] = '突擊霰彈槍',
['weapon_bullpupshotgun'] = '泵動式霰彈槍',
['weapon_stungun'] = '電擊槍',
['weapon_sniperrifle'] = '狙擊步槍',
['weapon_heavysniper'] = '重型狙擊槍',
['weapon_grenadelauncher'] = '榴彈砲',
['weapon_rpg'] = '火箭炮',
['weapon_minigun'] = '火神機槍',
['weapon_grenade'] = '手榴彈',
['weapon_stickybomb'] = '黏彈',
['weapon_smokegrenade'] = '煙霧彈',
['weapon_bzgas'] = '催淚瓦斯',
['weapon_molotov'] = '汽油彈',
['weapon_fireextinguisher'] = '滅火器',
['weapon_petrolcan'] = '汽油桶',
['weapon_ball'] = '棒球',
['weapon_snspistol'] = '劣質手槍',
['weapon_bottle'] = '酒瓶',
['weapon_gusenberg'] = '古森柏衝鋒槍',
['weapon_specialcarbine'] = '特製卡賓槍',
['weapon_heavypistol'] = '重型手槍',
['weapon_bullpuprifle'] = 'AUG突擊步槍',
['weapon_dagger'] = '匕首',
['weapon_vintagepistol'] = '老式手槍',
['weapon_firework'] = '煙火發射器',
['weapon_musket'] = '老式火槍',
['weapon_heavyshotgun'] = '重型霰彈槍',
['weapon_marksmanrifle'] = '精確射手步槍',
['weapon_hominglauncher'] = '火箭彈發射器',
['weapon_proxmine'] = '感應地雷',
['weapon_snowball'] = '雪球',
['weapon_flaregun'] = '信號槍',
['weapon_combatpdw'] = '戰鬥自衛衝鋒槍',
['weapon_marksmanpistol'] = '神射手槍',
['weapon_knuckle'] = '指虎',
['weapon_hatchet'] = '斧頭',
['weapon_railgun'] = '電磁軌彈炮',
['weapon_machete'] = '開山刀',
['weapon_machinepistol'] = '衝鋒手槍',
['weapon_switchblade'] = '蝴蝶刀',
['weapon_revolver'] = '重左輪手槍',
['weapon_dbshotgun'] = '雙槍霰彈槍',
['weapon_compactrifle'] = '半自動步槍',
['weapon_autoshotgun'] = '半自動霰彈槍',
['weapon_battleaxe'] = '戰斧',
['weapon_compactlauncher'] = '精簡榴彈發射器',
['weapon_minismg'] = '迷你衝鋒槍',
['weapon_pipebomb'] = '土製炸彈',
['weapon_poolcue'] = '桌球桿',
['weapon_wrench'] = '扳手',
['weapon_flashlight'] = '手電筒',
['gadget_parachute'] = '降落傘',
['weapon_flare'] = '信號棒',
['weapon_doubleaction'] = '左輪手槍',
-- Weapon Components
['component_clip_default'] = '默認彈夾',
['component_clip_extended'] = '延伸彈夾',
['component_clip_drum'] = '彈鼓式彈匣',
['component_clip_box'] = '盒式彈匣',
['component_flashlight'] = '手電筒',
['component_scope'] = '瞄準鏡',
['component_scope_advanced'] = '高級瞄準鏡',
['component_suppressor'] = '消音管',
['component_grip'] = '握把',
['component_luxary_finish'] = '豪華塗裝',
-- Weapon Ammo
['ammo_rounds'] = '發(子彈)',
['ammo_shells'] = '發(子彈)',
['ammo_charge'] = '',
['ammo_petrol'] = '加崙(燃料)',
['ammo_firework'] = '發(煙火子彈)',
['ammo_rockets'] = '枚(火箭彈)',
['ammo_grenadelauncher'] = '發(榴彈)',
['ammo_grenade'] = '枚(手榴彈)',
['ammo_stickybomb'] = '枚(炸彈)',
['ammo_pipebomb'] = '枚(炸彈)',
['ammo_smokebomb'] = '枚(炸彈)',
['ammo_molotov'] = '瓶(汽油瓶)',
['ammo_proxmine'] = '個(地雷)',
['ammo_bzgas'] = '',
['ammo_ball'] = '顆(球)',
['ammo_snowball'] = '顆(雪球)',
['ammo_flare'] = '根(信號棒)',
['ammo_flaregun'] = '發(信號彈)',
-- Weapon Tints
['tint_default'] = '默認色調',
['tint_green'] = '綠色調',
['tint_gold'] = '金色調',
['tint_pink'] = '粉色調',
['tint_army'] = '軍用色調',
['tint_lspd'] = '洛聖都警察局色調',
['tint_orange'] = '橘色調',
['tint_platinum'] = '柏金色調',
}
+503
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function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory, weight, job, loadout, name, coords)
local self = {}
self.accounts = accounts
self.coords = coords
self.group = group
self.identifier = identifier
self.inventory = inventory
self.job = job
self.loadout = loadout
self.name = name
self.playerId = playerId
self.source = playerId
self.variables = {}
self.weight = weight
self.maxWeight = Config.MaxWeight
if Config.Multichar then self.license = 'license'..string.sub(identifier, 6) else self.license = 'license:'..identifier end
ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.license, self.group))
self.triggerEvent = function(eventName, ...)
TriggerClientEvent(eventName, self.source, ...)
end
self.setCoords = function(coords)
self.updateCoords(coords)
self.triggerEvent('esx:teleport', coords)
end
self.updateCoords = function(coords)
self.coords = {x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1), heading = ESX.Math.Round(coords.heading or 0.0, 1)}
end
self.getCoords = function(vector)
if vector then
return vector3(self.coords.x, self.coords.y, self.coords.z)
else
return self.coords
end
end
self.kick = function(reason)
DropPlayer(self.source, reason)
end
self.setMoney = function(money)
money = ESX.Math.Round(money)
self.setAccountMoney('money', money)
end
self.getMoney = function()
return self.getAccount('money').money
end
self.addMoney = function(money)
money = ESX.Math.Round(money)
self.addAccountMoney('money', money)
end
self.removeMoney = function(money)
money = ESX.Math.Round(money)
self.removeAccountMoney('money', money)
end
self.getIdentifier = function()
return self.identifier
end
self.setGroup = function(newGroup)
ExecuteCommand(('remove_principal identifier.%s group.%s'):format(self.license, self.group))
self.group = newGroup
ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.license, self.group))
end
self.getGroup = function()
return self.group
end
self.set = function(k, v)
self.variables[k] = v
end
self.get = function(k)
return self.variables[k]
end
self.getAccounts = function(minimal)
if minimal then
local minimalAccounts = {}
for k,v in ipairs(self.accounts) do
minimalAccounts[v.name] = v.money
end
return minimalAccounts
else
return self.accounts
end
end
self.getAccount = function(account)
for k,v in ipairs(self.accounts) do
if v.name == account then
return v
end
end
end
self.getInventory = function(minimal)
if minimal then
local minimalInventory = {}
for k,v in ipairs(self.inventory) do
if v.count > 0 then
minimalInventory[v.name] = v.count
end
end
return minimalInventory
else
return self.inventory
end
end
self.getJob = function()
return self.job
end
self.getLoadout = function(minimal)
if minimal then
local minimalLoadout = {}
for k,v in ipairs(self.loadout) do
minimalLoadout[v.name] = {ammo = v.ammo}
if v.tintIndex > 0 then minimalLoadout[v.name].tintIndex = v.tintIndex end
if #v.components > 0 then
local components = {}
for k2,component in ipairs(v.components) do
if component ~= 'clip_default' then
table.insert(components, component)
end
end
if #components > 0 then
minimalLoadout[v.name].components = components
end
end
end
return minimalLoadout
else
return self.loadout
end
end
self.getName = function()
return self.name
end
self.setName = function(newName)
self.name = newName
end
self.setAccountMoney = function(accountName, money)
if money >= 0 then
local account = self.getAccount(accountName)
if account then
local prevMoney = account.money
local newMoney = ESX.Math.Round(money)
account.money = newMoney
self.triggerEvent('esx:setAccountMoney', account)
end
end
end
self.addAccountMoney = function(accountName, money)
if money > 0 then
local account = self.getAccount(accountName)
if account then
local newMoney = account.money + ESX.Math.Round(money)
account.money = newMoney
self.triggerEvent('esx:setAccountMoney', account)
end
end
end
self.removeAccountMoney = function(accountName, money)
if money > 0 then
local account = self.getAccount(accountName)
if account then
local newMoney = account.money - ESX.Math.Round(money)
account.money = newMoney
self.triggerEvent('esx:setAccountMoney', account)
end
end
end
self.getInventoryItem = function(name)
for k,v in ipairs(self.inventory) do
if v.name == name then
return v
end
end
return
end
self.addInventoryItem = function(name, count)
local item = self.getInventoryItem(name)
if item then
count = ESX.Math.Round(count)
item.count = item.count + count
self.weight = self.weight + (item.weight * count)
TriggerEvent('esx:onAddInventoryItem', self.source, item.name, item.count)
self.triggerEvent('esx:addInventoryItem', item.name, item.count)
end
end
self.removeInventoryItem = function(name, count)
local item = self.getInventoryItem(name)
if item then
count = ESX.Math.Round(count)
local newCount = item.count - count
if newCount >= 0 then
item.count = newCount
self.weight = self.weight - (item.weight * count)
TriggerEvent('esx:onRemoveInventoryItem', self.source, item.name, item.count)
self.triggerEvent('esx:removeInventoryItem', item.name, item.count)
end
end
end
self.setInventoryItem = function(name, count)
local item = self.getInventoryItem(name)
if item and count >= 0 then
count = ESX.Math.Round(count)
if count > item.count then
self.addInventoryItem(item.name, count - item.count)
else
self.removeInventoryItem(item.name, item.count - count)
end
end
end
self.getWeight = function()
return self.weight
end
self.getMaxWeight = function()
return self.maxWeight
end
self.canCarryItem = function(name, count)
local currentWeight, itemWeight = self.weight, ESX.Items[name].weight
local newWeight = currentWeight + (itemWeight * count)
return newWeight <= self.maxWeight
end
self.canSwapItem = function(firstItem, firstItemCount, testItem, testItemCount)
local firstItemObject = self.getInventoryItem(firstItem)
local testItemObject = self.getInventoryItem(testItem)
if firstItemObject.count >= firstItemCount then
local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount))
local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount))
return weightWithTestItem <= self.maxWeight
end
return false
end
self.setMaxWeight = function(newWeight)
self.maxWeight = newWeight
self.triggerEvent('esx:setMaxWeight', self.maxWeight)
end
self.setJob = function(job, grade)
grade = tostring(grade)
local lastJob = json.decode(json.encode(self.job))
if ESX.DoesJobExist(job, grade) then
local jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]
self.job.id = jobObject.id
self.job.name = jobObject.name
self.job.label = jobObject.label
self.job.grade = tonumber(grade)
self.job.grade_name = gradeObject.name
self.job.grade_label = gradeObject.label
self.job.grade_salary = gradeObject.salary
if gradeObject.skin_male then
self.job.skin_male = json.decode(gradeObject.skin_male)
else
self.job.skin_male = {}
end
if gradeObject.skin_female then
self.job.skin_female = json.decode(gradeObject.skin_female)
else
self.job.skin_female = {}
end
TriggerEvent('esx:setJob', self.source, self.job, lastJob)
self.triggerEvent('esx:setJob', self.job)
else
print(('[es_extended] [^3WARNING^7] Ignoring invalid .setJob() usage for "%s"'):format(self.identifier))
end
end
self.addWeapon = function(weaponName, ammo)
if not self.hasWeapon(weaponName) then
local weaponLabel = ESX.GetWeaponLabel(weaponName)
table.insert(self.loadout, {
name = weaponName,
ammo = ammo,
label = weaponLabel,
components = {},
tintIndex = 0
})
self.triggerEvent('esx:addWeapon', weaponName, ammo)
self.triggerEvent('esx:addInventoryItem', weaponLabel, false, true)
end
end
self.addWeaponComponent = function(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if not self.hasWeaponComponent(weaponName, weaponComponent) then
table.insert(self.loadout[loadoutNum].components, weaponComponent)
self.triggerEvent('esx:addWeaponComponent', weaponName, weaponComponent)
self.triggerEvent('esx:addInventoryItem', component.label, false, true)
end
end
end
end
self.addWeaponAmmo = function(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo + ammoCount
self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
end
end
self.updateWeaponAmmo = function(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
if ammoCount < weapon.ammo then
weapon.ammo = ammoCount
end
end
end
self.setWeaponTint = function(weaponName, weaponTintIndex)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local weaponNum, weaponObject = ESX.GetWeapon(weaponName)
if weaponObject.tints and weaponObject.tints[weaponTintIndex] then
self.loadout[loadoutNum].tintIndex = weaponTintIndex
self.triggerEvent('esx:setWeaponTint', weaponName, weaponTintIndex)
self.triggerEvent('esx:addInventoryItem', weaponObject.tints[weaponTintIndex], false, true)
end
end
end
self.getWeaponTint = function(weaponName)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
return weapon.tintIndex
end
return 0
end
self.removeWeapon = function(weaponName)
local weaponLabel
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
weaponLabel = v.label
for k2,v2 in ipairs(v.components) do
self.removeWeaponComponent(weaponName, v2)
end
table.remove(self.loadout, k)
break
end
end
if weaponLabel then
self.triggerEvent('esx:removeWeapon', weaponName)
self.triggerEvent('esx:removeInventoryItem', weaponLabel, false, true)
end
end
self.removeWeaponComponent = function(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if self.hasWeaponComponent(weaponName, weaponComponent) then
for k,v in ipairs(self.loadout[loadoutNum].components) do
if v == weaponComponent then
table.remove(self.loadout[loadoutNum].components, k)
break
end
end
self.triggerEvent('esx:removeWeaponComponent', weaponName, weaponComponent)
self.triggerEvent('esx:removeInventoryItem', component.label, false, true)
end
end
end
end
self.removeWeaponAmmo = function(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo - ammoCount
self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
end
end
self.hasWeaponComponent = function(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
for k,v in ipairs(weapon.components) do
if v == weaponComponent then
return true
end
end
return false
else
return false
end
end
self.hasWeapon = function(weaponName)
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
return true
end
end
return false
end
self.getWeapon = function(weaponName)
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
return k, v
end
end
return
end
self.showNotification = function(msg)
self.triggerEvent('esx:showNotification', msg)
end
self.showHelpNotification = function(msg, thisFrame, beep, duration)
self.triggerEvent('esx:showHelpNotification', msg, thisFrame, beep, duration)
end
return self
end
+217
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@@ -0,0 +1,217 @@
ESX.RegisterCommand('setcoords', 'admin', function(xPlayer, args, showError)
xPlayer.setCoords({x = args.x, y = args.y, z = args.z})
end, false, {help = _U('command_setcoords'), validate = true, arguments = {
{name = 'x', help = _U('command_setcoords_x'), type = 'number'},
{name = 'y', help = _U('command_setcoords_y'), type = 'number'},
{name = 'z', help = _U('command_setcoords_z'), type = 'number'}
}})
ESX.RegisterCommand('setjob', 'admin', function(xPlayer, args, showError)
if ESX.DoesJobExist(args.job, args.grade) then
args.playerId.setJob(args.job, args.grade)
else
showError(_U('command_setjob_invalid'))
end
end, true, {help = _U('command_setjob'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'job', help = _U('command_setjob_job'), type = 'string'},
{name = 'grade', help = _U('command_setjob_grade'), type = 'number'}
}})
ESX.RegisterCommand('car', 'admin', function(xPlayer, args, showError)
if not args.car then args.car = "baller2" end
xPlayer.triggerEvent('esx:spawnVehicle', args.car)
end, false, {help = _U('command_car'), validate = false, arguments = {
{name = 'car', help = _U('command_car_car'), type = 'any'}
}})
ESX.RegisterCommand({'cardel', 'dv'}, 'admin', function(xPlayer, args, showError)
if not args.radius then args.radius = 4 end
xPlayer.triggerEvent('esx:deleteVehicle', args.radius)
end, false, {help = _U('command_cardel'), validate = false, arguments = {
{name = 'radius', help = _U('command_cardel_radius'), type = 'any'}
}})
ESX.RegisterCommand('setaccountmoney', 'admin', function(xPlayer, args, showError)
if args.playerId.getAccount(args.account) then
args.playerId.setAccountMoney(args.account, args.amount)
else
showError(_U('command_giveaccountmoney_invalid'))
end
end, true, {help = _U('command_setaccountmoney'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'account', help = _U('command_giveaccountmoney_account'), type = 'string'},
{name = 'amount', help = _U('command_setaccountmoney_amount'), type = 'number'}
}})
ESX.RegisterCommand('giveaccountmoney', 'admin', function(xPlayer, args, showError)
if args.playerId.getAccount(args.account) then
args.playerId.addAccountMoney(args.account, args.amount)
else
showError(_U('command_giveaccountmoney_invalid'))
end
end, true, {help = _U('command_giveaccountmoney'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'account', help = _U('command_giveaccountmoney_account'), type = 'string'},
{name = 'amount', help = _U('command_giveaccountmoney_amount'), type = 'number'}
}})
ESX.RegisterCommand('giveitem', 'admin', function(xPlayer, args, showError)
args.playerId.addInventoryItem(args.item, args.count)
end, true, {help = _U('command_giveitem'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'item', help = _U('command_giveitem_item'), type = 'item'},
{name = 'count', help = _U('command_giveitem_count'), type = 'number'}
}})
ESX.RegisterCommand('giveweapon', 'admin', function(xPlayer, args, showError)
if args.playerId.hasWeapon(args.weapon) then
showError(_U('command_giveweapon_hasalready'))
else
args.playerId.addWeapon(args.weapon, args.ammo)
end
end, true, {help = _U('command_giveweapon'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'weapon', help = _U('command_giveweapon_weapon'), type = 'weapon'},
{name = 'ammo', help = _U('command_giveweapon_ammo'), type = 'number'}
}})
ESX.RegisterCommand('giveweaponcomponent', 'admin', function(xPlayer, args, showError)
if args.playerId.hasWeapon(args.weaponName) then
local component = ESX.GetWeaponComponent(args.weaponName, args.componentName)
if component then
if args.playerId.hasWeaponComponent(args.weaponName, args.componentName) then
showError(_U('command_giveweaponcomponent_hasalready'))
else
args.playerId.addWeaponComponent(args.weaponName, args.componentName)
end
else
showError(_U('command_giveweaponcomponent_invalid'))
end
else
showError(_U('command_giveweaponcomponent_missingweapon'))
end
end, true, {help = _U('command_giveweaponcomponent'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'weaponName', help = _U('command_giveweapon_weapon'), type = 'weapon'},
{name = 'componentName', help = _U('command_giveweaponcomponent_component'), type = 'string'}
}})
ESX.RegisterCommand({'clear', 'cls'}, 'user', function(xPlayer, args, showError)
xPlayer.triggerEvent('chat:clear')
end, false, {help = _U('command_clear')})
ESX.RegisterCommand({'clearall', 'clsall'}, 'admin', function(xPlayer, args, showError)
TriggerClientEvent('chat:clear', -1)
end, false, {help = _U('command_clearall')})
ESX.RegisterCommand('clearinventory', 'admin', function(xPlayer, args, showError)
for k,v in ipairs(args.playerId.inventory) do
if v.count > 0 then
args.playerId.setInventoryItem(v.name, 0)
end
end
end, true, {help = _U('command_clearinventory'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('clearloadout', 'admin', function(xPlayer, args, showError)
for i=#args.playerId.loadout, 1, -1 do
args.playerId.removeWeapon(args.playerId.loadout[i].name)
end
end, true, {help = _U('command_clearloadout'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('setgroup', 'admin', function(xPlayer, args, showError)
if not args.playerId then args.playerId = xPlayer.source end
if args.group == "superadmin" then args.group = "admin" end
args.playerId.setGroup(args.group)
end, true, {help = _U('command_setgroup'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'},
{name = 'group', help = _U('command_setgroup_group'), type = 'string'},
}})
ESX.RegisterCommand('save', 'admin', function(xPlayer, args, showError)
ESX.SavePlayer(args.playerId)
end, true, {help = _U('command_save'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('saveall', 'admin', function(xPlayer, args, showError)
ESX.SavePlayers()
end, true, {help = _U('command_saveall')})
ESX.RegisterCommand('group', {"user", "admin"}, function(xPlayer, args, showError)
print(xPlayer.getName()..", You are currently: ^5".. xPlayer.getGroup())
end, true)
ESX.RegisterCommand('job', {"user", "admin"}, function(xPlayer, args, showError)
print(xPlayer.getName()..", You are currently: ^5".. xPlayer.getJob().name.. "^0 - ^5".. xPlayer.getJob().grade_label)
end, true)
ESX.RegisterCommand('info', {"user", "admin"}, function(xPlayer, args, showError)
local job = xPlayer.getJob().name
local jobgrade = xPlayer.getJob().grade_name
print("^2ID : ^5"..xPlayer.source.." ^0| ^2Name:^5"..xPlayer.getName().." ^0 | ^2Group:^5"..xPlayer.getGroup().."^0 | ^2Job:^5".. job.."")
end, true)
ESX.RegisterCommand('coords', "admin", function(xPlayer, args, showError)
print("".. xPlayer.getName().. ": ^5".. xPlayer.getCoords(true))
end, true)
ESX.RegisterCommand('tpm', "admin", function(xPlayer, args, showError)
xPlayer.triggerEvent("esx:tpm")
end, true)
ESX.RegisterCommand('goto', "admin", function(xPlayer, args, showError)
local targetCoords = args.playerId.getCoords()
xPlayer.setCoords(targetCoords)
end, true, {help = _U('goto'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('bring', "admin", function(xPlayer, args, showError)
local playerCoords = xPlayer.getCoords()
args.playerId.setCoords(playerCoords)
end, true, {help = _U('bring'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('kill', "admin", function(xPlayer, args, showError)
args.playerId.triggerEvent('esx:killPlayer')
end, true, {help = _U('kill'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('freeze', "admin", function(xPlayer, args, showError)
args.playerId.triggerEvent('esx:freezePlayer', "freeze")
end, true, {help = _U('kill'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('unfreeze', "admin", function(xPlayer, args, showError)
args.playerId.triggerEvent('esx:freezePlayer', "unfreeze")
end, true, {help = _U('kill'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand('reviveall', "admin", function(xPlayer, args, showError)
for _, playerId in ipairs(GetPlayers()) do
TriggerClientEvent('esx_ambulancejob:revive', playerId)
end
end, false)
ESX.RegisterCommand("noclip", 'admin', function(xPlayer, args, showError)
xPlayer.triggerEvent('esx:noclip')
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])
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)
+77
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ESX = {}
ESX.Players = {}
ESX.UsableItemsCallbacks = {}
ESX.Items = {}
ESX.ServerCallbacks = {}
ESX.TimeoutCount = -1
ESX.CancelledTimeouts = {}
ESX.Pickups = {}
ESX.PickupId = 0
ESX.Jobs = {}
ESX.RegisteredCommands = {}
AddEventHandler('esx:getSharedObject', function(cb)
cb(ESX)
end)
function getSharedObject()
return ESX
end
MySQL.ready(function()
MySQL.Async.fetchAll('SELECT * FROM items', {}, function(result)
for k,v in ipairs(result) do
ESX.Items[v.name] = {
label = v.label,
weight = v.weight,
rare = v.rare,
canRemove = v.can_remove
}
end
end)
local Jobs = {}
MySQL.Async.fetchAll('SELECT * FROM jobs', {}, function(jobs)
for k,v in ipairs(jobs) do
Jobs[v.name] = v
Jobs[v.name].grades = {}
end
MySQL.Async.fetchAll('SELECT * FROM job_grades', {}, function(jobGrades)
for k,v in ipairs(jobGrades) do
if Jobs[v.job_name] then
Jobs[v.job_name].grades[tostring(v.grade)] = v
else
print(('[^3WARNING^7] Ignoring job grades for ^5"%s"^0 due to missing job'):format(v.job_name))
end
end
for k2,v2 in pairs(Jobs) do
if ESX.Table.SizeOf(v2.grades) == 0 then
Jobs[v2.name] = nil
print(('[^3WARNING^7] Ignoring job ^5"%s"^0due to no job grades found'):format(v2.name))
end
end
ESX.Jobs = Jobs
print('[^2INFO^7] ESX ^5Legacy^0 initialized')
ESX.StartDBSync()
ESX.StartPayCheck()
end)
end)
end)
RegisterServerEvent('esx:clientLog')
AddEventHandler('esx:clientLog', function(msg)
if Config.EnableDebug then
print(('[^2TRACE^7] %s^7'):format(msg))
end
end)
RegisterServerEvent('esx:triggerServerCallback')
AddEventHandler('esx:triggerServerCallback', function(name, requestId, ...)
local playerId = source
ESX.TriggerServerCallback(name, requestId, playerId, function(...)
TriggerClientEvent('esx:serverCallback', playerId, requestId, ...)
end, ...)
end)
+304
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ESX.Trace = function(msg)
if Config.EnableDebug then
print(('[^2TRACE^7] %s^7'):format(msg))
end
end
ESX.SetTimeout = function(msec, cb)
local id = ESX.TimeoutCount + 1
SetTimeout(msec, function()
if ESX.CancelledTimeouts[id] then
ESX.CancelledTimeouts[id] = nil
else
cb()
end
end)
ESX.TimeoutCount = id
return id
end
ESX.RegisterCommand = function(name, group, cb, allowConsole, suggestion)
if type(name) == 'table' then
for k,v in ipairs(name) do
ESX.RegisterCommand(v, group, cb, allowConsole, suggestion)
end
return
end
if ESX.RegisteredCommands[name] then
print(('[^3WARNING^7] Command ^5"%s" already registered, overriding command'):format(name))
if ESX.RegisteredCommands[name].suggestion then
TriggerClientEvent('chat:removeSuggestion', -1, ('/%s'):format(name))
end
end
if suggestion then
if not suggestion.arguments then suggestion.arguments = {} end
if not suggestion.help then suggestion.help = '' end
TriggerClientEvent('chat:addSuggestion', -1, ('/%s'):format(name), suggestion.help, suggestion.arguments)
end
ESX.RegisteredCommands[name] = {group = group, cb = cb, allowConsole = allowConsole, suggestion = suggestion}
RegisterCommand(name, function(playerId, args, rawCommand)
local command = ESX.RegisteredCommands[name]
if not command.allowConsole and playerId == 0 then
print(('[^3WARNING^7] ^5%s'):format(_U('commanderror_console')))
else
local xPlayer, error = ESX.GetPlayerFromId(playerId), nil
if command.suggestion then
if command.suggestion.validate then
if #args ~= #command.suggestion.arguments then
error = _U('commanderror_argumentmismatch', #args, #command.suggestion.arguments)
end
end
if not error and command.suggestion.arguments then
local newArgs = {}
for k,v in ipairs(command.suggestion.arguments) do
if v.type then
if v.type == 'number' then
local newArg = tonumber(args[k])
if newArg then
newArgs[v.name] = newArg
else
error = _U('commanderror_argumentmismatch_number', k)
end
elseif v.type == 'player' or v.type == 'playerId' then
local targetPlayer = tonumber(args[k])
if args[k] == 'me' then targetPlayer = playerId end
if targetPlayer then
local xTargetPlayer = ESX.GetPlayerFromId(targetPlayer)
if xTargetPlayer then
if v.type == 'player' then
newArgs[v.name] = xTargetPlayer
else
newArgs[v.name] = targetPlayer
end
else
error = _U('commanderror_invalidplayerid')
end
else
error = _U('commanderror_argumentmismatch_number', k)
end
elseif v.type == 'string' then
newArgs[v.name] = args[k]
elseif v.type == 'item' then
if ESX.Items[args[k]] then
newArgs[v.name] = args[k]
else
error = _U('commanderror_invaliditem')
end
elseif v.type == 'weapon' then
if ESX.GetWeapon(args[k]) then
newArgs[v.name] = string.upper(args[k])
else
error = _U('commanderror_invalidweapon')
end
elseif v.type == 'any' then
newArgs[v.name] = args[k]
end
end
if error then break end
end
args = newArgs
end
end
if error then
if playerId == 0 then
print(('[^3WARNING^7] %s^7'):format(error))
else
xPlayer.triggerEvent('chat:addMessage', {args = {'^1SYSTEM', error}})
end
else
cb(xPlayer or false, args, function(msg)
if playerId == 0 then
print(('[^3WARNING^7] %s^7'):format(msg))
else
xPlayer.triggerEvent('chat:addMessage', {args = {'^1SYSTEM', msg}})
end
end)
end
end
end, true)
if type(group) == 'table' then
for k,v in ipairs(group) do
ExecuteCommand(('add_ace group.%s command.%s allow'):format(v, name))
end
else
ExecuteCommand(('add_ace group.%s command.%s allow'):format(group, name))
end
end
ESX.ClearTimeout = function(id)
ESX.CancelledTimeouts[id] = true
end
ESX.RegisterServerCallback = function(name, cb)
ESX.ServerCallbacks[name] = cb
end
ESX.TriggerServerCallback = function(name, requestId, source, cb, ...)
if ESX.ServerCallbacks[name] then
ESX.ServerCallbacks[name](source, cb, ...)
else
print(('[^3WARNING^7] Server callback ^5"%s"^0 does not exist. ^1Please Check The Server File for Errors!'):format(name))
end
end
local savePlayers = -1
Citizen.CreateThread(function()
savePlayers = MySQL.Sync.store("UPDATE users SET `accounts` = ?, `job` = ?, `job_grade` = ?, `group` = ?, `position` = ?, `inventory` = ?, `loadout` = ? WHERE `identifier` = ?")
end)
ESX.SavePlayer = function(xPlayer, cb)
local asyncTasks = {}
table.insert(asyncTasks, function(cb2)
MySQL.Async.execute(savePlayers, {
json.encode(xPlayer.getAccounts(true)),
xPlayer.job.name,
xPlayer.job.grade,
xPlayer.getGroup(),
json.encode(xPlayer.getCoords()),
json.encode(xPlayer.getInventory(true)),
json.encode(xPlayer.getLoadout(true)),
xPlayer.getIdentifier()
}, function(rowsChanged)
cb2()
end)
end)
Async.parallel(asyncTasks, function(results)
print(('[^2INFO^7] Saved player ^5"%s^7"'):format(xPlayer.getName()))
if cb then
cb()
end
end)
end
ESX.SavePlayers = function(cb)
local xPlayers, asyncTasks = ESX.GetPlayers(), {}
for i=1, #xPlayers, 1 do
table.insert(asyncTasks, function(cb2)
local xPlayer = ESX.GetPlayerFromId(xPlayers[i])
ESX.SavePlayer(xPlayer, cb2)
end)
end
Async.parallelLimit(asyncTasks, 8, function(results)
print(('[^2INFO^7] Saved ^5%s^0 player(s)'):format(#xPlayers))
if cb then
cb()
end
end)
end
ESX.StartDBSync = function()
function saveData()
ESX.SavePlayers()
SetTimeout(10 * 60 * 1000, saveData)
end
SetTimeout(10 * 60 * 1000, saveData)
end
ESX.GetPlayers = function()
local sources = {}
for k,v in pairs(ESX.Players) do
table.insert(sources, k)
end
return sources
end
ESX.GetExtendedPlayers = function()
return ESX.Players
end
ESX.GetPlayerFromId = function(source)
return ESX.Players[tonumber(source)]
end
ESX.GetPlayerFromIdentifier = function(identifier)
for k,v in pairs(ESX.Players) do
if v.identifier == identifier then
return v
end
end
end
ESX.GetIdentifier = function(playerId)
for k,v in ipairs(GetPlayerIdentifiers(playerId)) do
if string.match(v, 'license:') then
local identifier = string.gsub(v, 'license:', '')
return identifier
end
end
end
ESX.RegisterUsableItem = function(item, cb)
ESX.UsableItemsCallbacks[item] = cb
end
ESX.UseItem = function(source, item)
ESX.UsableItemsCallbacks[item](source, item)
end
ESX.GetItemLabel = function(item)
if ESX.Items[item] then
return ESX.Items[item].label
end
end
ESX.CreatePickup = function(type, name, count, label, playerId, components, tintIndex)
local pickupId = (ESX.PickupId == 65635 and 0 or ESX.PickupId + 1)
local xPlayer = ESX.GetPlayerFromId(playerId)
local coords = xPlayer.getCoords()
ESX.Pickups[pickupId] = {
type = type, name = name,
count = count, label = label,
coords = coords
}
if type == 'item_weapon' then
ESX.Pickups[pickupId].components = components
ESX.Pickups[pickupId].tintIndex = tintIndex
end
TriggerClientEvent('esx:createPickup', -1, pickupId, label, coords, type, name, components, tintIndex)
ESX.PickupId = pickupId
end
ESX.DoesJobExist = function(job, grade)
grade = tostring(grade)
if job and grade then
if ESX.Jobs[job] and ESX.Jobs[job].grades[grade] then
return true
end
end
return false
end
+667
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@@ -0,0 +1,667 @@
local NewPlayer, LoadPlayer = -1, -1
Citizen.CreateThread(function()
SetMapName('San Andreas')
SetGameType('ESX Legacy')
local query = '`accounts`, `job`, `job_grade`, `group`, `position`, `inventory`, `skin`, `loadout`' -- Select these fields from the database
if Config.Multichar or Config.Identity then -- append these fields to the select query
query = query..', `firstname`, `lastname`, `dateofbirth`, `sex`, `height`'
end
if Config.Multichar then -- insert identity data with creation
MySQL.Async.store("INSERT INTO `users` SET `accounts` = ?, `identifier` = ?, `group` = ?, `firstname` = ?, `lastname` = ?, `dateofbirth` = ?, `sex` = ?, `height` = ?", function(storeId)
NewPlayer = storeId
end)
else
MySQL.Async.store("INSERT INTO `users` SET `accounts` = ?, `identifier` = ?, `group` = ?", function(storeId)
NewPlayer = storeId
end)
end
MySQL.Async.store("SELECT "..query.." FROM `users` WHERE identifier = ?", function(storeId)
LoadPlayer = storeId
end)
end)
if Config.Multichar then
AddEventHandler('esx:onPlayerJoined', function(src, char, data)
if not ESX.Players[src] then
local identifier = char..':'..ESX.GetIdentifier(src)
if data then
createESXPlayer(identifier, src, data)
else
loadESXPlayer(identifier, src, false)
end
end
end)
else
RegisterNetEvent('esx:onPlayerJoined')
AddEventHandler('esx:onPlayerJoined', function()
if not ESX.Players[source] then
onPlayerJoined(source)
end
end)
end
function onPlayerJoined(playerId)
local identifier = ESX.GetIdentifier(playerId)
if identifier then
if ESX.GetPlayerFromIdentifier(identifier) then
DropPlayer(playerId, ('there was an error loading your character!\nError code: identifier-active-ingame\n\nThis error is caused by a player on this server who has the same identifier as you have. Make sure you are not playing on the same Rockstar account.\n\nYour Rockstar identifier: %s'):format(identifier))
else
MySQL.Async.fetchScalar('SELECT 1 FROM users WHERE identifier = @identifier', {
['@identifier'] = identifier
}, function(result)
if result then
loadESXPlayer(identifier, playerId, false)
else createESXPlayer(identifier, playerId) end
end)
end
else
DropPlayer(playerId, 'there was an error loading your character!\nError code: identifier-missing-ingame\n\nThe cause of this error is not known, your identifier could not be found. Please come back later or report this problem to the server administration team.')
end
end
function createESXPlayer(identifier, playerId, data)
local accounts = {}
for account,money in pairs(Config.StartingAccountMoney) do
accounts[account] = money
end
if IsPlayerAceAllowed(playerId, "command") then
print(('^2[INFO] ^0 Player ^5%s ^0Has been granted admin permissions via ^5Ace Perms.^7'):format(playerId))
defaultGroup = "admin"
else
defaultGroup = "user"
end
if not Config.Multichar then
MySQL.Async.execute(NewPlayer, {
json.encode(accounts),
identifier,
defaultGroup,
}, function(rowsChanged)
loadESXPlayer(identifier, playerId, true)
end)
else
MySQL.Async.execute(NewPlayer, {
json.encode(accounts),
identifier,
defaultGroup,
data.firstname,
data.lastname,
data.dateofbirth,
data.sex,
data.height,
}, function(rowsChanged)
loadESXPlayer(identifier, playerId, true)
end)
end
end
AddEventHandler('playerConnecting', function(name, setCallback, deferrals)
deferrals.defer()
local playerId = source
local identifier = ESX.GetIdentifier(playerId)
Citizen.Wait(100)
if identifier then
if ESX.GetPlayerFromIdentifier(identifier) then
deferrals.done(('There was an error loading your character!\nError code: identifier-active\n\nThis error is caused by a player on this server who has the same identifier as you have. Make sure you are not playing on the same account.\n\nYour identifier: %s'):format(identifier))
else
deferrals.done()
end
else
deferrals.done('There was an error loading your character!\nError code: identifier-missing\n\nThe cause of this error is not known, your identifier could not be found. Please come back later or report this problem to the server administration team.')
end
end)
function loadESXPlayer(identifier, playerId, isNew)
local tasks = {}
local userData = {
accounts = {},
inventory = {},
job = {},
loadout = {},
playerName = GetPlayerName(playerId),
weight = 0
}
table.insert(tasks, function(cb)
MySQL.Async.fetchAll(LoadPlayer, { identifier
}, function(result)
local job, grade, jobObject, gradeObject = result[1].job, tostring(result[1].job_grade)
local foundAccounts, foundItems = {}, {}
-- Accounts
if result[1].accounts and result[1].accounts ~= '' then
local accounts = json.decode(result[1].accounts)
for account,money in pairs(accounts) do
foundAccounts[account] = money
end
end
for account,label in pairs(Config.Accounts) do
table.insert(userData.accounts, {
name = account,
money = foundAccounts[account] or Config.StartingAccountMoney[account] or 0,
label = label
})
end
-- Job
if ESX.DoesJobExist(job, grade) then
jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]
else
print(('[^3WARNING^7] Ignoring invalid job for %s [job: %s, grade: %s]'):format(identifier, job, grade))
job, grade = 'unemployed', '0'
jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]
end
userData.job.id = jobObject.id
userData.job.name = jobObject.name
userData.job.label = jobObject.label
userData.job.grade = tonumber(grade)
userData.job.grade_name = gradeObject.name
userData.job.grade_label = gradeObject.label
userData.job.grade_salary = gradeObject.salary
userData.job.skin_male = {}
userData.job.skin_female = {}
if gradeObject.skin_male then userData.job.skin_male = json.decode(gradeObject.skin_male) end
if gradeObject.skin_female then userData.job.skin_female = json.decode(gradeObject.skin_female) end
-- Inventory
if result[1].inventory and result[1].inventory ~= '' then
local inventory = json.decode(result[1].inventory)
for name,count in pairs(inventory) do
local item = ESX.Items[name]
if item then
foundItems[name] = count
else
print(('[^3WARNING^7] Ignoring invalid item "%s" for "%s"'):format(name, identifier))
end
end
end
for name,item in pairs(ESX.Items) do
local count = foundItems[name] or 0
if count > 0 then userData.weight = userData.weight + (item.weight * count) end
table.insert(userData.inventory, {
name = name,
count = count,
label = item.label,
weight = item.weight,
usable = ESX.UsableItemsCallbacks[name] ~= nil,
rare = item.rare,
canRemove = item.canRemove
})
end
table.sort(userData.inventory, function(a, b)
return a.label < b.label
end)
-- Group
if result[1].group then
if result[1].group == "superadmin" then
userData.group = "admin"
else
userData.group = result[1].group
end
else
userData.group = 'user'
end
-- Loadout
if result[1].loadout and result[1].loadout ~= '' then
local loadout = json.decode(result[1].loadout)
for name,weapon in pairs(loadout) do
local label = ESX.GetWeaponLabel(name)
if label then
if not weapon.components then weapon.components = {} end
if not weapon.tintIndex then weapon.tintIndex = 0 end
table.insert(userData.loadout, {
name = name,
ammo = weapon.ammo,
label = label,
components = weapon.components,
tintIndex = weapon.tintIndex
})
end
end
end
-- Position
if result[1].position and result[1].position ~= '' then
userData.coords = json.decode(result[1].position)
else
print('[^3WARNING^7] Column ^5"position"^0 in ^5"users"^0 table is missing required default value. Using backup coords, fix your database.')
userData.coords = {x = -269.4, y = -955.3, z = 31.2, heading = 205.8}
end
-- Skin
if result[1].skin and result[1].skin ~= '' then
userData.skin = json.decode(result[1].skin)
else
if userData.sex == 'f' then userData.skin = {sex=1} else userData.skin = {sex=0} end
end
-- Identity
if result[1].firstname and result[1].firstname ~= '' then
userData.firstname = result[1].firstname
userData.lastname = result[1].lastname
userData.playerName = userData.firstname..' '..userData.lastname
if result[1].dateofbirth then userData.dateofbirth = result[1].dateofbirth end
if result[1].sex then userData.sex = result[1].sex end
if result[1].height then userData.height = result[1].height end
end
cb()
end)
end)
Async.parallel(tasks, function(results)
local xPlayer = CreateExtendedPlayer(playerId, identifier, userData.group, userData.accounts, userData.inventory, userData.weight, userData.job, userData.loadout, userData.playerName, userData.coords)
ESX.Players[playerId] = xPlayer
if userData.firstname then
xPlayer.set('firstName', userData.firstname)
xPlayer.set('lastName', userData.lastname)
if userData.dateofbirth then xPlayer.set('dateofbirth', userData.dateofbirth) end
if userData.sex then xPlayer.set('sex', userData.sex) end
if userData.height then xPlayer.set('height', userData.height) end
end
TriggerEvent('esx:playerLoaded', playerId, xPlayer, isNew)
xPlayer.triggerEvent('esx:playerLoaded', {
accounts = xPlayer.getAccounts(),
coords = xPlayer.getCoords(),
identifier = xPlayer.getIdentifier(),
inventory = xPlayer.getInventory(),
job = xPlayer.getJob(),
loadout = xPlayer.getLoadout(),
maxWeight = xPlayer.getMaxWeight(),
money = xPlayer.getMoney(),
dead = false
}, isNew, userData.skin)
xPlayer.triggerEvent('esx:createMissingPickups', ESX.Pickups)
xPlayer.triggerEvent('esx:registerSuggestions', ESX.RegisteredCommands)
print(('[^2INFO^0] Player ^5"%s" ^0has connected to the server. ID: ^5%s^7'):format(xPlayer.getName(), playerId))
end)
end
AddEventHandler('chatMessage', function(playerId, author, message)
if message:sub(1, 1) == '/' and playerId > 0 then
CancelEvent()
local commandName = message:sub(1):gmatch("%w+")()
TriggerClientEvent('chat:addMessage', playerId, {args = {'^1SYSTEM', _U('commanderror_invalidcommand', commandName)}})
end
end)
AddEventHandler('playerDropped', function(reason)
local playerId = source
local xPlayer = ESX.GetPlayerFromId(playerId)
if xPlayer then
TriggerEvent('esx:playerDropped', playerId, reason)
ESX.SavePlayer(xPlayer, function()
ESX.Players[playerId] = nil
end)
end
end)
if Config.Multichar then
AddEventHandler('esx:playerLogout', function(playerId)
local xPlayer = ESX.GetPlayerFromId(playerId)
if xPlayer then
TriggerEvent('esx:playerDropped', playerId, reason)
ESX.SavePlayer(xPlayer, function()
ESX.Players[playerId] = nil
end)
end
TriggerClientEvent("esx:onPlayerLogout", playerId)
end)
end
RegisterNetEvent('esx:updateCoords')
AddEventHandler('esx:updateCoords', function(coords)
local xPlayer = ESX.GetPlayerFromId(source)
if xPlayer then
xPlayer.updateCoords(coords)
end
end)
RegisterNetEvent('esx:updateWeaponAmmo')
AddEventHandler('esx:updateWeaponAmmo', function(weaponName, ammoCount)
local xPlayer = ESX.GetPlayerFromId(source)
if xPlayer then
xPlayer.updateWeaponAmmo(weaponName, ammoCount)
end
end)
RegisterNetEvent('esx:giveInventoryItem')
AddEventHandler('esx:giveInventoryItem', function(target, type, itemName, itemCount)
local playerId = source
local sourceXPlayer = ESX.GetPlayerFromId(playerId)
local targetXPlayer = ESX.GetPlayerFromId(target)
if type == 'item_standard' then
local sourceItem = sourceXPlayer.getInventoryItem(itemName)
if itemCount > 0 and sourceItem.count >= itemCount then
if targetXPlayer.canCarryItem(itemName, itemCount) then
sourceXPlayer.removeInventoryItem(itemName, itemCount)
targetXPlayer.addInventoryItem (itemName, itemCount)
sourceXPlayer.showNotification(_U('gave_item', itemCount, sourceItem.label, targetXPlayer.name))
targetXPlayer.showNotification(_U('received_item', itemCount, sourceItem.label, sourceXPlayer.name))
else
sourceXPlayer.showNotification(_U('ex_inv_lim', targetXPlayer.name))
end
else
sourceXPlayer.showNotification(_U('imp_invalid_quantity'))
end
elseif type == 'item_account' then
if itemCount > 0 and sourceXPlayer.getAccount(itemName).money >= itemCount then
sourceXPlayer.removeAccountMoney(itemName, itemCount)
targetXPlayer.addAccountMoney (itemName, itemCount)
sourceXPlayer.showNotification(_U('gave_account_money', ESX.Math.GroupDigits(itemCount), Config.Accounts[itemName], targetXPlayer.name))
targetXPlayer.showNotification(_U('received_account_money', ESX.Math.GroupDigits(itemCount), Config.Accounts[itemName], sourceXPlayer.name))
else
sourceXPlayer.showNotification(_U('imp_invalid_amount'))
end
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
sourceXPlayer.removeWeapon(itemName)
targetXPlayer.addWeapon(itemName, itemCount)
if weaponObject.ammo and itemCount > 0 then
local ammoLabel = weaponObject.ammo.label
sourceXPlayer.showNotification(_U('gave_weapon_withammo', weaponLabel, itemCount, ammoLabel, targetXPlayer.name))
targetXPlayer.showNotification(_U('received_weapon_withammo', weaponLabel, itemCount, ammoLabel, sourceXPlayer.name))
else
sourceXPlayer.showNotification(_U('gave_weapon', weaponLabel, targetXPlayer.name))
targetXPlayer.showNotification(_U('received_weapon', weaponLabel, sourceXPlayer.name))
end
else
sourceXPlayer.showNotification(_U('gave_weapon_hasalready', targetXPlayer.name, weaponLabel))
targetXPlayer.showNotification(_U('received_weapon_hasalready', sourceXPlayer.name, weaponLabel))
end
end
elseif type == 'item_ammo' then
if sourceXPlayer.hasWeapon(itemName) then
local weaponNum, weapon = sourceXPlayer.getWeapon(itemName)
if targetXPlayer.hasWeapon(itemName) then
local _, weaponObject = ESX.GetWeapon(itemName)
if weaponObject.ammo then
local ammoLabel = weaponObject.ammo.label
if weapon.ammo >= itemCount then
sourceXPlayer.removeWeaponAmmo(itemName, itemCount)
targetXPlayer.addWeaponAmmo(itemName, itemCount)
sourceXPlayer.showNotification(_U('gave_weapon_ammo', itemCount, ammoLabel, weapon.label, targetXPlayer.name))
targetXPlayer.showNotification(_U('received_weapon_ammo', itemCount, ammoLabel, weapon.label, sourceXPlayer.name))
end
end
else
sourceXPlayer.showNotification(_U('gave_weapon_noweapon', targetXPlayer.name))
targetXPlayer.showNotification(_U('received_weapon_noweapon', sourceXPlayer.name, weapon.label))
end
end
end
end)
RegisterNetEvent('esx:removeInventoryItem')
AddEventHandler('esx:removeInventoryItem', function(type, itemName, itemCount)
local playerId = source
local xPlayer = ESX.GetPlayerFromId(source)
if type == 'item_standard' then
if itemCount == nil or itemCount < 1 then
xPlayer.showNotification(_U('imp_invalid_quantity'))
else
local xItem = xPlayer.getInventoryItem(itemName)
if (itemCount > xItem.count or xItem.count < 1) then
xPlayer.showNotification(_U('imp_invalid_quantity'))
else
xPlayer.removeInventoryItem(itemName, itemCount)
local pickupLabel = ('~y~%s~s~ [~b~%s~s~]'):format(xItem.label, itemCount)
ESX.CreatePickup('item_standard', itemName, itemCount, pickupLabel, playerId)
xPlayer.showNotification(_U('threw_standard', itemCount, xItem.label))
end
end
elseif type == 'item_account' then
if itemCount == nil or itemCount < 1 then
xPlayer.showNotification(_U('imp_invalid_amount'))
else
local account = xPlayer.getAccount(itemName)
if (itemCount > account.money or account.money < 1) then
xPlayer.showNotification(_U('imp_invalid_amount'))
else
xPlayer.removeAccountMoney(itemName, itemCount)
local pickupLabel = ('~y~%s~s~ [~g~%s~s~]'):format(account.label, _U('locale_currency', ESX.Math.GroupDigits(itemCount)))
ESX.CreatePickup('item_account', itemName, itemCount, pickupLabel, playerId)
xPlayer.showNotification(_U('threw_account', ESX.Math.GroupDigits(itemCount), string.lower(account.label)))
end
end
elseif type == 'item_weapon' then
itemName = string.upper(itemName)
if xPlayer.hasWeapon(itemName) then
local _, weapon = xPlayer.getWeapon(itemName)
local _, weaponObject = ESX.GetWeapon(itemName)
local components, pickupLabel = ESX.Table.Clone(weapon.components)
xPlayer.removeWeapon(itemName)
if weaponObject.ammo and weapon.ammo > 0 then
local ammoLabel = weaponObject.ammo.label
pickupLabel = ('~y~%s~s~ [~g~%s~s~ %s]'):format(weapon.label, weapon.ammo, ammoLabel)
xPlayer.showNotification(_U('threw_weapon_ammo', weapon.label, weapon.ammo, ammoLabel))
else
pickupLabel = ('~y~%s~s~'):format(weapon.label)
xPlayer.showNotification(_U('threw_weapon', weapon.label))
end
ESX.CreatePickup('item_weapon', itemName, weapon.ammo, pickupLabel, playerId, components, weapon.tintIndex)
end
end
end)
RegisterNetEvent('esx:useItem')
AddEventHandler('esx:useItem', function(itemName)
local xPlayer = ESX.GetPlayerFromId(source)
local count = xPlayer.getInventoryItem(itemName).count
if count > 0 then
ESX.UseItem(source, itemName)
else
xPlayer.showNotification(_U('act_imp'))
end
end)
RegisterNetEvent('esx:onPickup')
AddEventHandler('esx:onPickup', function(pickupId)
local pickup, xPlayer, success = ESX.Pickups[pickupId], ESX.GetPlayerFromId(source)
if pickup then
if pickup.type == 'item_standard' then
if xPlayer.canCarryItem(pickup.name, pickup.count) then
xPlayer.addInventoryItem(pickup.name, pickup.count)
success = true
else
xPlayer.showNotification(_U('threw_cannot_pickup'))
end
elseif pickup.type == 'item_account' then
success = true
xPlayer.addAccountMoney(pickup.name, pickup.count)
elseif pickup.type == 'item_weapon' then
if xPlayer.hasWeapon(pickup.name) then
xPlayer.showNotification(_U('threw_weapon_already'))
else
success = true
xPlayer.addWeapon(pickup.name, pickup.count)
xPlayer.setWeaponTint(pickup.name, pickup.tintIndex)
for k,v in ipairs(pickup.components) do
xPlayer.addWeaponComponent(pickup.name, v)
end
end
end
if success then
ESX.Pickups[pickupId] = nil
TriggerClientEvent('esx:removePickup', -1, pickupId)
end
end
end)
ESX.RegisterServerCallback('esx:getPlayerData', function(source, cb)
local xPlayer = ESX.GetPlayerFromId(source)
cb({
identifier = xPlayer.identifier,
accounts = xPlayer.getAccounts(),
inventory = xPlayer.getInventory(),
job = xPlayer.getJob(),
loadout = xPlayer.getLoadout(),
money = xPlayer.getMoney()
})
end)
ESX.RegisterServerCallback('esx:getOtherPlayerData', function(source, cb, target)
local xPlayer = ESX.GetPlayerFromId(target)
cb({
identifier = xPlayer.identifier,
accounts = xPlayer.getAccounts(),
inventory = xPlayer.getInventory(),
job = xPlayer.getJob(),
loadout = xPlayer.getLoadout(),
money = xPlayer.getMoney()
})
end)
ESX.RegisterServerCallback('esx:getPlayerNames', function(source, cb, players)
players[source] = nil
for playerId,v in pairs(players) do
local xPlayer = ESX.GetPlayerFromId(playerId)
if xPlayer then
players[playerId] = xPlayer.getName()
else
players[playerId] = nil
end
end
cb(players)
end)
AddEventHandler('txAdmin:events:scheduledRestart', function(eventData)
if eventData.secondsRemaining == 60 then
Citizen.CreateThread(function()
Citizen.Wait(50000)
ESX.SavePlayers()
end)
end
end)
-- version check
Citizen.CreateThread(
function()
local vRaw = LoadResourceFile(GetCurrentResourceName(), 'version.json')
if vRaw then
local v = json.decode(vRaw)
PerformHttpRequest(
'https://raw.githubusercontent.com/esx-framework/es_extended/legacy/version.json',
function(code, res, headers)
if code == 200 then
local rv = json.decode(res)
if rv.version == v.version then
if rv.commit ~= v.commit then
print(
([[
^1----------------------------------------------------------------------
^1URGENT: YOUR ES_EXTENDED IS OUTDATED!
^1COMMIT UPDATE: ^5%s AVAILABLE
^1DOWNLOAD:^5 https://github.com/esx-framework/es_extended/tree/legacy
^1CHANGELOG:^5 %s
^1-----------------------------------------------------------------------
^0]]):format(
rv.commit,
rv.changelog
)
)
else
print(
([[
^8-------------------------------------------------------
^2Your es_extended is the latest version!
^5Version:^0 %s
^5COMMIT:^0 %s
^5CHANGELOG:^0 %s
^8-------------------------------------------------------
^0]]):format(
rv.version,
rv.commit,
rv.changelog
)
)
end
else
print(
([[
^1----------------------------------------------------------------------
^1URGENT: YOUR ES_EXTENDED IS OUTDATED!!!
^1COMMIT UPDATE: ^5%s AVAILABLE
^1DOWNLOAD:^5 https://github.com/esx-framework/es_extended/tree/legacy
^1CHANGELOG:^5 %s
^1-----------------------------------------------------------------------
^0]]):format(
rv.commit,
rv.changelog
)
)
end
else
print('[^1ERROR^0] es_extended unable to check version!')
end
end,
'GET'
)
end
end
)
+44
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@@ -0,0 +1,44 @@
ESX.StartPayCheck = function()
function payCheck()
local xPlayers = ESX.GetPlayers()
for i=1, #xPlayers, 1 do
local xPlayer = ESX.GetPlayerFromId(xPlayers[i])
local job = xPlayer.job.grade_name
local salary = xPlayer.job.grade_salary
if salary > 0 then
if job == 'unemployed' then -- unemployed
xPlayer.addAccountMoney('bank', salary)
TriggerClientEvent('esx:showAdvancedNotification', xPlayer.source, _U('bank'), _U('received_paycheck'), _U('received_help', salary), 'CHAR_BANK_MAZE', 9)
elseif Config.EnableSocietyPayouts then -- possibly a society
TriggerEvent('esx_society:getSociety', xPlayer.job.name, function (society)
if society ~= nil then -- verified society
TriggerEvent('esx_addonaccount:getSharedAccount', society.account, function (account)
if account.money >= salary then -- does the society money to pay its employees?
xPlayer.addAccountMoney('bank', salary)
account.removeMoney(salary)
TriggerClientEvent('esx:showAdvancedNotification', xPlayer.source, _U('bank'), _U('received_paycheck'), _U('received_salary', salary), 'CHAR_BANK_MAZE', 9)
else
TriggerClientEvent('esx:showAdvancedNotification', xPlayer.source, _U('bank'), '', _U('company_nomoney'), 'CHAR_BANK_MAZE', 1)
end
end)
else -- not a society
xPlayer.addAccountMoney('bank', salary)
TriggerClientEvent('esx:showAdvancedNotification', xPlayer.source, _U('bank'), _U('received_paycheck'), _U('received_salary', salary), 'CHAR_BANK_MAZE', 9)
end
end)
else -- generic job
xPlayer.addAccountMoney('bank', salary)
TriggerClientEvent('esx:showAdvancedNotification', xPlayer.source, _U('bank'), _U('received_paycheck'), _U('received_salary', salary), 'CHAR_BANK_MAZE', 9)
end
end
end
SetTimeout(Config.PaycheckInterval, payCheck)
end
SetTimeout(Config.PaycheckInterval, payCheck)
end
+5
View File
@@ -0,0 +1,5 @@
{
"version": "legacy",
"commit" : "1.3.4",
"changelog": "\n- Corrected spawning of entities"
}