Move vehicle garage to seperate file, see desc for full change

This commit is contained in:
ElPumpo
2020-01-24 13:25:10 +01:00
parent 7037671420
commit 355c04bebb
14 changed files with 398 additions and 445 deletions
+13 -354
View File
@@ -1,7 +1,6 @@
local PlayerData, CurrentActionData, handcuffTimer, dragStatus, blipsCops, currentTask, spawnedVehicles = {}, {}, {}, {}, {}, {}, {}
local HasAlreadyEnteredMarker, isDead, isHandcuffed, hasAlreadyJoined, playerInService, isInShopMenu = false, false, false, false, false, false
local CurrentActionData, handcuffTimer, dragStatus, blipsCops, currentTask = {}, {}, {}, {}, {}
local LastStation, LastPart, LastPartNum, LastEntity, CurrentAction, CurrentActionMsg
dragStatus.isDragged = false
dragStatus.isDragged, isInShopMenu = false, false
ESX = nil
Citizen.CreateThread(function()
@@ -14,7 +13,7 @@ Citizen.CreateThread(function()
Citizen.Wait(10)
end
PlayerData = ESX.GetPlayerData()
ESX.PlayerData = ESX.GetPlayerData()
end)
function cleanPlayer(playerPed)
@@ -49,7 +48,7 @@ end
function OpenCloakroomMenu()
local playerPed = PlayerPedId()
local grade = PlayerData.job.grade_name
local grade = ESX.PlayerData.job.grade_name
local elements = {
{label = _U('citizen_wear'), value = 'citizen_wear'},
@@ -230,346 +229,6 @@ function OpenArmoryMenu(station)
end)
end
function OpenVehicleSpawnerMenu(type, station, part, partNum)
local playerCoords = GetEntityCoords(PlayerPedId())
PlayerData = ESX.GetPlayerData()
local elements = {
{label = _U('garage_storeditem'), action = 'garage'},
{label = _U('garage_storeitem'), action = 'store_garage'},
{label = _U('garage_buyitem'), action = 'buy_vehicle'}
}
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', {
title = _U('garage_title'),
align = 'top-left',
elements = elements
}, function(data, menu)
if data.current.action == 'buy_vehicle' then
local shopElements, shopCoords = {}
if type == 'car' then
shopCoords = Config.PoliceStations[station].Vehicles[partNum].InsideShop
local authorizedVehicles = Config.AuthorizedVehicles[PlayerData.job.grade_name]
if #Config.AuthorizedVehicles.Shared > 0 then
for k,vehicle in ipairs(Config.AuthorizedVehicles.Shared) do
table.insert(shopElements, {
label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
name = vehicle.label,
model = vehicle.model,
price = vehicle.price,
type = 'car'
})
end
end
if #authorizedVehicles > 0 then
for k,vehicle in ipairs(authorizedVehicles) do
table.insert(shopElements, {
label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
name = vehicle.label,
model = vehicle.model,
price = vehicle.price,
type = 'car'
})
end
else
if #Config.AuthorizedVehicles.Shared == 0 then
return
end
end
elseif type == 'helicopter' then
shopCoords = Config.PoliceStations[station].Helicopters[partNum].InsideShop
local authorizedHelicopters = Config.AuthorizedHelicopters[PlayerData.job.grade_name]
if #authorizedHelicopters > 0 then
for k,vehicle in ipairs(authorizedHelicopters) do
table.insert(shopElements, {
label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
name = vehicle.label,
model = vehicle.model,
price = vehicle.price,
livery = vehicle.livery or nil,
type = 'helicopter'
})
end
else
ESX.ShowNotification(_U('helicopter_notauthorized'))
return
end
end
OpenShopMenu(shopElements, playerCoords, shopCoords)
elseif data.current.action == 'garage' then
local garage = {}
ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
if #jobVehicles > 0 then
for k,v in ipairs(jobVehicles) do
local props = json.decode(v.vehicle)
local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)
if v.stored then
label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
else
label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
end
table.insert(garage, {
label = label,
stored = v.stored,
model = props.model,
vehicleProps = props
})
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', {
title = _U('garage_title'),
align = 'top-left',
elements = garage
}, function(data2, menu2)
if data2.current.stored then
local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(station, part, partNum)
if foundSpawn then
menu2.close()
ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
ESX.Game.SetVehicleProperties(vehicle, data2.current.vehicleProps)
TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.vehicleProps.plate, false)
ESX.ShowNotification(_U('garage_released'))
end)
end
else
ESX.ShowNotification(_U('garage_notavailable'))
end
end, function(data2, menu2)
menu2.close()
end)
else
ESX.ShowNotification(_U('garage_empty'))
end
end, type)
elseif data.current.action == 'store_garage' then
StoreNearbyVehicle(playerCoords)
end
end, function(data, menu)
menu.close()
end)
end
function StoreNearbyVehicle(playerCoords)
local vehicles, vehiclePlates = ESX.Game.GetVehiclesInArea(playerCoords, 30.0), {}
if #vehicles > 0 then
for k,v in ipairs(vehicles) do
-- Make sure the vehicle we're saving is empty, or else it wont be deleted
if GetVehicleNumberOfPassengers(v) == 0 and IsVehicleSeatFree(v, -1) then
table.insert(vehiclePlates, {
vehicle = v,
plate = ESX.Math.Trim(GetVehicleNumberPlateText(v))
})
end
end
else
ESX.ShowNotification(_U('garage_store_nearby'))
return
end
ESX.TriggerServerCallback('esx_policejob:storeNearbyVehicle', function(storeSuccess, foundNum)
if storeSuccess then
local vehicleId = vehiclePlates[foundNum]
local attempts = 0
ESX.Game.DeleteVehicle(vehicleId.vehicle)
IsBusy = true
Citizen.CreateThread(function()
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(_U('garage_storing'))
EndTextCommandBusyspinnerOn(4)
while IsBusy do
Citizen.Wait(100)
end
BusyspinnerOff()
end)
-- Workaround for vehicle not deleting when other players are near it.
while DoesEntityExist(vehicleId.vehicle) do
Citizen.Wait(500)
attempts = attempts + 1
-- Give up
if attempts > 30 then
break
end
vehicles = ESX.Game.GetVehiclesInArea(playerCoords, 30.0)
if #vehicles > 0 then
for k,v in ipairs(vehicles) do
if ESX.Math.Trim(GetVehicleNumberPlateText(v)) == vehicleId.plate then
ESX.Game.DeleteVehicle(v)
break
end
end
end
end
IsBusy = false
ESX.ShowNotification(_U('garage_has_stored'))
else
ESX.ShowNotification(_U('garage_has_notstored'))
end
end, vehiclePlates)
end
function GetAvailableVehicleSpawnPoint(station, part, partNum)
local spawnPoints = Config.PoliceStations[station][part][partNum].SpawnPoints
local found, foundSpawnPoint = false, nil
for i=1, #spawnPoints, 1 do
if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then
found, foundSpawnPoint = true, spawnPoints[i]
break
end
end
if found then
return true, foundSpawnPoint
else
ESX.ShowNotification(_U('vehicle_blocked'))
return false
end
end
function OpenShopMenu(elements, restoreCoords, shopCoords)
local playerPed = PlayerPedId()
isInShopMenu = true
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', {
title = _U('vehicleshop_title'),
align = 'top-left',
elements = elements
}, function(data, menu)
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', {
title = _U('vehicleshop_confirm', data.current.name, data.current.price),
align = 'top-left',
elements = {
{label = _U('confirm_no'), value = 'no'},
{label = _U('confirm_yes'), value = 'yes'}
}}, function(data2, menu2)
if data2.current.value == 'yes' then
local newPlate = exports['esx_vehicleshop']:GeneratePlate()
local vehicle = GetVehiclePedIsIn(playerPed, false)
local props = ESX.Game.GetVehicleProperties(vehicle)
props.plate = newPlate
ESX.TriggerServerCallback('esx_policejob:buyJobVehicle', function (bought)
if bought then
ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price)))
isInShopMenu = false
ESX.UI.Menu.CloseAll()
DeleteSpawnedVehicles()
FreezeEntityPosition(playerPed, false)
SetEntityVisible(playerPed, true)
ESX.Game.Teleport(playerPed, restoreCoords)
else
ESX.ShowNotification(_U('vehicleshop_money'))
menu2.close()
end
end, props, data.current.type)
else
menu2.close()
end
end, function(data2, menu2)
menu2.close()
end)
end, function(data, menu)
isInShopMenu = false
ESX.UI.Menu.CloseAll()
DeleteSpawnedVehicles()
FreezeEntityPosition(playerPed, false)
SetEntityVisible(playerPed, true)
ESX.Game.Teleport(playerPed, restoreCoords)
end, function(data, menu)
DeleteSpawnedVehicles()
WaitForVehicleToLoad(data.current.model)
ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle)
table.insert(spawnedVehicles, vehicle)
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
FreezeEntityPosition(vehicle, true)
SetModelAsNoLongerNeeded(data.current.model)
if data.current.livery then
SetVehicleModKit(vehicle, 0)
SetVehicleLivery(vehicle, data.current.livery)
end
end)
end)
WaitForVehicleToLoad(elements[1].model)
ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle)
table.insert(spawnedVehicles, vehicle)
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
FreezeEntityPosition(vehicle, true)
SetModelAsNoLongerNeeded(elements[1].model)
if elements[1].livery then
SetVehicleModKit(vehicle, 0)
SetVehicleLivery(vehicle, elements[1].livery)
end
end)
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if isInShopMenu then
DisableControlAction(0, 75, true) -- Disable exit vehicle
DisableControlAction(27, 75, true) -- Disable exit vehicle
else
Citizen.Wait(500)
end
end
end)
function DeleteSpawnedVehicles()
while #spawnedVehicles > 0 do
local vehicle = spawnedVehicles[1]
ESX.Game.DeleteVehicle(vehicle)
table.remove(spawnedVehicles, 1)
end
end
function WaitForVehicleToLoad(modelHash)
modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))
if not HasModelLoaded(modelHash) then
RequestModel(modelHash)
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model'))
EndTextCommandBusyspinnerOn(4)
while not HasModelLoaded(modelHash) do
Citizen.Wait(0)
DisableAllControlActions(0)
end
BusyspinnerOff()
end
end
function OpenPoliceActionsMenu()
ESX.UI.Menu.CloseAll()
@@ -1041,7 +700,7 @@ function OpenBuyWeaponsMenu()
local playerPed = PlayerPedId()
PlayerData = ESX.GetPlayerData()
for k,v in ipairs(Config.AuthorizedWeapons[PlayerData.job.grade_name]) do
for k,v in ipairs(Config.AuthorizedWeapons[ESX.PlayerData.job.grade_name]) do
local weaponNum, weapon = ESX.GetWeapon(v.weapon)
local components, label = {}
local hasWeapon = HasPedGotWeapon(playerPed, GetHashKey(v.weapon), false)
@@ -1244,7 +903,7 @@ end
RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(job)
PlayerData.job = job
ESX.PlayerData.job = job
Citizen.Wait(5000)
TriggerServerEvent('esx_policejob:forceBlip')
@@ -1263,7 +922,7 @@ end)
-- don't show dispatches if the player isn't in service
AddEventHandler('esx_phone:cancelMessage', function(dispatchNumber)
if PlayerData.job and PlayerData.job.name == 'police' and PlayerData.job.name == dispatchNumber then
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'police' and ESX.PlayerData.job.name == dispatchNumber then
-- if esx_service is enabled
if Config.EnableESXService and not playerInService then
CancelEvent()
@@ -1306,7 +965,7 @@ end)
AddEventHandler('esx_policejob:hasEnteredEntityZone', function(entity)
local playerPed = PlayerPedId()
if PlayerData.job and PlayerData.job.name == 'police' and IsPedOnFoot(playerPed) then
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'police' and IsPedOnFoot(playerPed) then
CurrentAction = 'remove_entity'
CurrentActionMsg = _U('remove_prop')
CurrentActionData = {entity = entity}
@@ -1553,7 +1212,7 @@ Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if PlayerData.job and PlayerData.job.name == 'police' then
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'police' then
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
local isInMarker, hasExited, letSleep = false, false, true
@@ -1612,7 +1271,7 @@ Citizen.CreateThread(function()
end
end
if Config.EnablePlayerManagement and PlayerData.job.grade_name == 'boss' then
if Config.EnablePlayerManagement and ESX.PlayerData.job.grade_name == 'boss' then
for i=1, #v.BossActions, 1 do
local distance = #(playerCoords - v.BossActions[i])
@@ -1714,7 +1373,7 @@ Citizen.CreateThread(function()
if CurrentAction then
ESX.ShowHelpNotification(CurrentActionMsg)
if IsControlJustReleased(0, 38) and PlayerData.job and PlayerData.job.name == 'police' then
if IsControlJustReleased(0, 38) and ESX.PlayerData.job and ESX.PlayerData.job.name == 'police' then
if CurrentAction == 'menu_cloakroom' then
OpenCloakroomMenu()
@@ -1761,7 +1420,7 @@ Citizen.CreateThread(function()
end
end -- CurrentAction end
if IsControlJustReleased(0, 167) and not isDead and PlayerData.job and PlayerData.job.name == 'police' and not ESX.UI.Menu.IsOpen('default', GetCurrentResourceName(), 'police_actions') then
if IsControlJustReleased(0, 167) and not isDead and ESX.PlayerData.job and ESX.PlayerData.job.name == 'police' and not ESX.UI.Menu.IsOpen('default', GetCurrentResourceName(), 'police_actions') then
if not Config.EnableESXService then
OpenPoliceActionsMenu()
elseif playerInService then
@@ -1820,7 +1479,7 @@ AddEventHandler('esx_policejob:updateBlip', function()
end
-- Is the player a cop? In that case show all the blips for other cops
if PlayerData.job and PlayerData.job.name == 'police' then
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'police' then
ESX.TriggerServerCallback('esx_society:getOnlinePlayers', function(players)
for i=1, #players, 1 do
if players[i].job.name == 'police' then
+322
View File
@@ -0,0 +1,322 @@
local spawnedVehicles = {}
function OpenVehicleSpawnerMenu(type, station, part, partNum)
local playerCoords = GetEntityCoords(PlayerPedId())
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', {
title = _U('garage_title'),
align = 'top-left',
elements = {
{label = _U('garage_storeditem'), action = 'garage'},
{label = _U('garage_storeitem'), action = 'store_garage'},
{label = _U('garage_buyitem'), action = 'buy_vehicle'}
}}, function(data, menu)
if data.current.action == 'buy_vehicle' then
local shopElements = {}
local shopCoords = Config.PoliceStations[station][part][partNum].InsideShop
local authorizedVehicles = Config.AuthorizedVehicles[type][ESX.PlayerData.job.grade_name]
if #authorizedVehicles > 0 then
for k,vehicle in ipairs(authorizedVehicles) do
if IsModelInCdimage(vehicle.model) then
local vehicleLabel = GetLabelText(GetDisplayNameFromVehicleModel(vehicle.model))
table.insert(shopElements, {
label = ('%s - <span style="color:green;">%s</span>'):format(vehicleLabel, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
name = vehicleLabel,
model = vehicle.model,
price = vehicle.price,
props = vehicle.props,
type = type
})
end
end
if #shopElements > 0 then
OpenShopMenu(shopElements, playerCoords, shopCoords)
else
ESX.ShowNotification(_U('garage_notauthorized'))
end
else
ESX.ShowNotification(_U('garage_notauthorized'))
end
elseif data.current.action == 'garage' then
local garage = {}
ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
if #jobVehicles > 0 then
local allVehicleProps = {}
for k,v in ipairs(jobVehicles) do
local props = json.decode(v.vehicle)
if IsModelInCdimage(props.model) then
local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)
if v.stored then
label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
else
label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
end
table.insert(garage, {
label = label,
stored = v.stored,
model = props.model,
plate = props.plate
})
allVehicleProps[props.plate] = props
end
end
if #garage > 0 then
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', {
title = _U('garage_title'),
align = 'top-left',
elements = garage
}, function(data2, menu2)
if data2.current.stored then
local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(station, part, partNum)
if foundSpawn then
menu2.close()
ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
local vehicleProps = allVehicleProps[data2.current.plate]
ESX.Game.SetVehicleProperties(vehicle, vehicleProps)
TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.plate, false)
ESX.ShowNotification(_U('garage_released'))
end)
end
else
ESX.ShowNotification(_U('garage_notavailable'))
end
end, function(data2, menu2)
menu2.close()
end)
else
ESX.ShowNotification(_U('garage_empty'))
end
else
ESX.ShowNotification(_U('garage_empty'))
end
end, type)
elseif data.current.action == 'store_garage' then
StoreNearbyVehicle(playerCoords)
end
end, function(data, menu)
menu.close()
end)
end
function StoreNearbyVehicle(playerCoords)
local vehicles, vehiclePlates = ESX.Game.GetVehiclesInArea(playerCoords, 30.0), {}
if #vehicles > 0 then
for k,v in ipairs(vehicles) do
-- Make sure the vehicle we're saving is empty, or else it wont be deleted
if GetVehicleNumberOfPassengers(v) == 0 and IsVehicleSeatFree(v, -1) then
table.insert(vehiclePlates, {
vehicle = v,
plate = ESX.Math.Trim(GetVehicleNumberPlateText(v))
})
end
end
else
ESX.ShowNotification(_U('garage_store_nearby'))
return
end
ESX.TriggerServerCallback('esx_policejob:storeNearbyVehicle', function(storeSuccess, foundNum)
if storeSuccess then
local vehicleId = vehiclePlates[foundNum]
local attempts = 0
ESX.Game.DeleteVehicle(vehicleId.vehicle)
IsBusy = true
Citizen.CreateThread(function()
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(_U('garage_storing'))
EndTextCommandBusyspinnerOn(4)
while IsBusy do
Citizen.Wait(100)
end
BusyspinnerOff()
end)
-- Workaround for vehicle not deleting when other players are near it.
while DoesEntityExist(vehicleId.vehicle) do
Citizen.Wait(500)
attempts = attempts + 1
-- Give up
if attempts > 30 then
break
end
vehicles = ESX.Game.GetVehiclesInArea(playerCoords, 30.0)
if #vehicles > 0 then
for k,v in ipairs(vehicles) do
if ESX.Math.Trim(GetVehicleNumberPlateText(v)) == vehicleId.plate then
ESX.Game.DeleteVehicle(v)
break
end
end
end
end
IsBusy = false
ESX.ShowNotification(_U('garage_has_stored'))
else
ESX.ShowNotification(_U('garage_has_notstored'))
end
end, vehiclePlates)
end
function GetAvailableVehicleSpawnPoint(station, part, partNum)
local spawnPoints = Config.PoliceStations[station][part][partNum].SpawnPoints
local found, foundSpawnPoint = false, nil
for i=1, #spawnPoints, 1 do
if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then
found, foundSpawnPoint = true, spawnPoints[i]
break
end
end
if found then
return true, foundSpawnPoint
else
ESX.ShowNotification(_U('vehicle_blocked'))
return false
end
end
function OpenShopMenu(elements, restoreCoords, shopCoords)
local playerPed = PlayerPedId()
isInShopMenu = true
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', {
title = _U('vehicleshop_title'),
align = 'top-left',
elements = elements
}, function(data, menu)
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', {
title = _U('vehicleshop_confirm', data.current.name, data.current.price),
align = 'top-left',
elements = {
{label = _U('confirm_no'), value = 'no'},
{label = _U('confirm_yes'), value = 'yes'}
}}, function(data2, menu2)
if data2.current.value == 'yes' then
local newPlate = exports['esx_vehicleshop']:GeneratePlate()
local vehicle = GetVehiclePedIsIn(playerPed, false)
local props = ESX.Game.GetVehicleProperties(vehicle)
props.plate = newPlate
ESX.TriggerServerCallback('esx_policejob:buyJobVehicle', function (bought)
if bought then
ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price)))
isInShopMenu = false
ESX.UI.Menu.CloseAll()
DeleteSpawnedVehicles()
FreezeEntityPosition(playerPed, false)
SetEntityVisible(playerPed, true)
ESX.Game.Teleport(playerPed, restoreCoords)
else
ESX.ShowNotification(_U('vehicleshop_money'))
menu2.close()
end
end, props, data.current.type)
else
menu2.close()
end
end, function(data2, menu2)
menu2.close()
end)
end, function(data, menu)
isInShopMenu = false
ESX.UI.Menu.CloseAll()
DeleteSpawnedVehicles()
FreezeEntityPosition(playerPed, false)
SetEntityVisible(playerPed, true)
ESX.Game.Teleport(playerPed, restoreCoords)
end, function(data, menu)
DeleteSpawnedVehicles()
WaitForVehicleToLoad(data.current.model)
ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle)
table.insert(spawnedVehicles, vehicle)
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
FreezeEntityPosition(vehicle, true)
SetModelAsNoLongerNeeded(data.current.model)
if data.current.props then
ESX.Game.SetVehicleProperties(vehicle, data.current.props)
end
end)
end)
WaitForVehicleToLoad(elements[1].model)
ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle)
table.insert(spawnedVehicles, vehicle)
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
FreezeEntityPosition(vehicle, true)
SetModelAsNoLongerNeeded(elements[1].model)
if elements[1].props then
ESX.Game.SetVehicleProperties(vehicle, elements[1].props)
end
end)
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if isInShopMenu then
DisableControlAction(0, 75, true) -- Disable exit vehicle
DisableControlAction(27, 75, true) -- Disable exit vehicle
else
Citizen.Wait(500)
end
end
end)
function DeleteSpawnedVehicles()
while #spawnedVehicles > 0 do
local vehicle = spawnedVehicles[1]
ESX.Game.DeleteVehicle(vehicle)
table.remove(spawnedVehicles, 1)
end
end
function WaitForVehicleToLoad(modelHash)
modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))
if not HasModelLoaded(modelHash) then
RequestModel(modelHash)
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model'))
EndTextCommandBusyspinnerOn(4)
while not HasModelLoaded(modelHash) do
Citizen.Wait(0)
DisableAllControlActions(0)
end
BusyspinnerOff()
end
end