Merge branch 'main' into main

This commit is contained in:
Mycroft
2022-05-10 20:18:12 +01:00
committed by GitHub
253 changed files with 7828 additions and 2578 deletions
+10 -10
View File
@@ -1,20 +1,20 @@
name: CI
name: Lint
on: [push, pull_request]
jobs:
lint:
name: Lint Lua Scripts
name: Lint Resource
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
- uses: actions/checkout@v2
- name: Lint
uses: Sub-Zero-Interactive/fivem-lua-lint-action@v1.1
uses: iLLeniumStudios/fivem-lua-lint-action@v2
with:
capture: "junit.xml"
args: "-t --formatter JUnit --no-max-comment-line-length"
extra_libs: "+esx_legacy"
- name: Publish Test Report
uses: mikepenz/action-junit-report@v2
args: "-t --formatter JUnit"
- name: Generate Lint Report
if: always()
uses: mikepenz/action-junit-report@v3
with:
report_paths: "**/junit.xml"
fail_on_failure: 0
check_name: Linting Report
fail_on_failure: false
+18 -73
View File
@@ -112,6 +112,19 @@ CREATE TABLE `cardealer_vehicles` (
-- --------------------------------------------------------
--
-- Table structure for table `multicharacter_slots`
--
CREATE TABLE `multicharacter_slots` (
`identifier` VARCHAR(60) NOT NULL,
`slots` INT(11) NOT NULL,
PRIMARY KEY (`identifier`) USING BTREE,
INDEX `slots` (`slots`) USING BTREE
) ENGINE=InnoDB;
-- --------------------------------------------------------
--
-- Table structure for table `datastore`
--
@@ -317,6 +330,10 @@ CREATE TABLE `licenses` (
--
INSERT INTO `licenses` (`type`, `label`) VALUES
('dmv', 'Driving Permit'),
('drive', 'Drivers License'),
('drive_bike', 'Motorcycle License'),
('drive_truck', 'Commercial Drivers License'),
('weed_processing', 'Weed Processing License');
-- --------------------------------------------------------
@@ -501,6 +518,7 @@ CREATE TABLE `users` (
`status` longtext DEFAULT NULL,
`is_dead` tinyint(1) DEFAULT 0,
`id` int(11) NOT NULL,
`disabled` TINYINT(1) NULL DEFAULT '0',
`last_property` varchar(255) DEFAULT NULL
) ENGINE=InnoDB;
@@ -831,67 +849,6 @@ CREATE TABLE `vehicle_sold` (
`date` varchar(50) NOT NULL
) ENGINE=InnoDB;
-- --------------------------------------------------------
--
-- Table structure for table `weashops`
--
CREATE TABLE `weashops` (
`id` int(11) NOT NULL,
`zone` varchar(255) NOT NULL,
`item` varchar(255) NOT NULL,
`price` int(11) NOT NULL
) ENGINE=InnoDB;
--
-- Dumping data for table `weashops`
--
INSERT INTO `weashops` (`id`, `zone`, `item`, `price`) VALUES
(1, 'GunShop', 'WEAPON_PISTOL', 300),
(2, 'BlackWeashop', 'WEAPON_PISTOL', 500),
(3, 'GunShop', 'WEAPON_FLASHLIGHT', 60),
(4, 'BlackWeashop', 'WEAPON_FLASHLIGHT', 70),
(5, 'GunShop', 'WEAPON_MACHETE', 90),
(6, 'BlackWeashop', 'WEAPON_MACHETE', 110),
(7, 'GunShop', 'WEAPON_NIGHTSTICK', 150),
(8, 'BlackWeashop', 'WEAPON_NIGHTSTICK', 150),
(9, 'GunShop', 'WEAPON_BAT', 100),
(10, 'BlackWeashop', 'WEAPON_BAT', 100),
(11, 'GunShop', 'WEAPON_STUNGUN', 50),
(12, 'BlackWeashop', 'WEAPON_STUNGUN', 50),
(13, 'GunShop', 'WEAPON_MICROSMG', 1400),
(14, 'BlackWeashop', 'WEAPON_MICROSMG', 1700),
(15, 'GunShop', 'WEAPON_PUMPSHOTGUN', 3400),
(16, 'BlackWeashop', 'WEAPON_PUMPSHOTGUN', 3500),
(17, 'GunShop', 'WEAPON_ASSAULTRIFLE', 10000),
(18, 'BlackWeashop', 'WEAPON_ASSAULTRIFLE', 11000),
(19, 'GunShop', 'WEAPON_SPECIALCARBINE', 15000),
(20, 'BlackWeashop', 'WEAPON_SPECIALCARBINE', 16500),
(21, 'GunShop', 'WEAPON_SNIPERRIFLE', 22000),
(22, 'BlackWeashop', 'WEAPON_SNIPERRIFLE', 24000),
(23, 'GunShop', 'WEAPON_FIREWORK', 18000),
(24, 'BlackWeashop', 'WEAPON_FIREWORK', 20000),
(25, 'GunShop', 'WEAPON_GRENADE', 500),
(26, 'BlackWeashop', 'WEAPON_GRENADE', 650),
(27, 'GunShop', 'WEAPON_BZGAS', 200),
(28, 'BlackWeashop', 'WEAPON_BZGAS', 350),
(29, 'GunShop', 'WEAPON_FIREEXTINGUISHER', 100),
(30, 'BlackWeashop', 'WEAPON_FIREEXTINGUISHER', 100),
(31, 'GunShop', 'WEAPON_BALL', 50),
(32, 'BlackWeashop', 'WEAPON_BALL', 50),
(33, 'GunShop', 'WEAPON_SMOKEGRENADE', 100),
(34, 'BlackWeashop', 'WEAPON_SMOKEGRENADE', 100),
(35, 'BlackWeashop', 'WEAPON_APPISTOL', 1100),
(36, 'BlackWeashop', 'WEAPON_CARBINERIFLE', 12000),
(37, 'BlackWeashop', 'WEAPON_HEAVYSNIPER', 30000),
(38, 'BlackWeashop', 'WEAPON_MINIGUN', 45000),
(39, 'BlackWeashop', 'WEAPON_RAILGUN', 50000),
(40, 'BlackWeashop', 'WEAPON_STICKYBOMB', 500);
-- --------------------------------------------------------
--
-- Table structure for table `whitelist`
--
@@ -1046,12 +1003,6 @@ ALTER TABLE `vehicle_categories`
ALTER TABLE `vehicle_sold`
ADD PRIMARY KEY (`plate`);
--
-- Indexes for table `weashops`
--
ALTER TABLE `weashops`
ADD PRIMARY KEY (`id`);
--
-- Indexes for table `whitelist`
--
@@ -1130,12 +1081,6 @@ ALTER TABLE `user_licenses`
ALTER TABLE `user_parkings`
MODIFY `id` int(11) NOT NULL AUTO_INCREMENT;
--
-- AUTO_INCREMENT for table `weashops`
--
ALTER TABLE `weashops`
MODIFY `id` int(11) NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=41;
--
-- ESX Phone
--
+99 -10
View File
@@ -77,12 +77,30 @@ function ESX.SetPlayerData(key, val)
end
end
function ESX.ShowNotification(msg)
BeginTextCommandThefeedPost('STRING')
AddTextComponentSubstringPlayerName(msg)
EndTextCommandThefeedPostTicker(0,1)
function ESX.Progressbar(message,length, Options)
exports["esx_progressbar"]:Progressbar(message,length, Options)
end
function ESX.ShowNotification(message, type, length)
if Config.NativeNotify then
BeginTextCommandThefeedPost('STRING')
AddTextComponentSubstringPlayerName(message)
EndTextCommandThefeedPostTicker(0,1)
else
exports["esx_notify"]:Notify(type, length, message)
end
end
function ESX.TextUI(message, type)
exports["esx_textui"]:TextUI(message, type)
end
function ESX.HideUI()
exports["esx_textui"]:HideUI()
end
function ESX.ShowAdvancedNotification(sender, subject, msg, textureDict, iconType, flash, saveToBrief, hudColorIndex)
if saveToBrief == nil then saveToBrief = true end
AddTextEntry('esxAdvancedNotification', msg)
@@ -573,6 +591,19 @@ function ESX.Game.GetVehicleProperties(vehicle)
if DoesEntityExist(vehicle) then
local colorPrimary, colorSecondary = GetVehicleColours(vehicle)
local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
local hasCustomPrimaryColor = GetIsVehiclePrimaryColourCustom(vehicle)
local customPrimaryColor = nil
if hasCustomPrimaryColor then
local r, g, b = GetVehicleCustomPrimaryColour(vehicle)
customPrimaryColor = { r, g, b }
end
local hasCustomSecondaryColor = GetIsVehicleSecondaryColourCustom(vehicle)
local customSecondaryColor = nil
if hasCustomSecondaryColor then
local r, g, b = GetVehicleCustomSecondaryColour(vehicle)
customSecondaryColor = { r, g, b }
end
local extras = {}
for extraId=0, 12 do
@@ -582,9 +613,45 @@ function ESX.Game.GetVehicleProperties(vehicle)
end
end
local doorsBroken, windowsBroken, tyreBurst = {}, {}, {}
local numWheels = tostring(GetVehicleNumberOfWheels(vehicle))
local TyresIndex = { -- Wheel index list according to the number of vehicle wheels.
['2'] = {0, 4}, -- Bike and cycle.
['3'] = {0, 1, 4, 5}, -- Vehicle with 3 wheels (get for wheels because some 3 wheels vehicles have 2 wheels on front and one rear or the reverse).
['4'] = {0, 1, 4, 5}, -- Vehicle with 4 wheels.
['6'] = {0, 1, 2, 3, 4, 5}, -- Vehicle with 6 wheels.
}
for tyre,idx in pairs(TyresIndex[numWheels]) do
if IsVehicleTyreBurst(vehicle, idx, false) then
tyreBurst[tostring(idx)] = true
else
tyreBurst[tostring(idx)] = false
end
end
for windowId = 0, 7 do -- 13
if not IsVehicleWindowIntact(vehicle, windowId) then
windowsBroken[tostring(windowId)] = true
else
windowsBroken[tostring(windowId)] = false
end
end
for doorsId = 0, GetNumberOfVehicleDoors(vehicle) do
if IsVehicleDoorDamaged(vehicle, doorsId) then
doorsBroken[tostring(doorsId)] = true
else
doorsBroken[tostring(doorsId)] = false
end
end
return {
model = GetEntityModel(vehicle),
doorsBroken = doorsBroken,
windowsBroken = windowsBroken,
tyreBurst = tyreBurst,
plate = ESX.Math.Trim(GetVehicleNumberPlateText(vehicle)),
plateIndex = GetVehicleNumberPlateTextIndex(vehicle),
@@ -596,6 +663,8 @@ function ESX.Game.GetVehicleProperties(vehicle)
dirtLevel = ESX.Math.Round(GetVehicleDirtLevel(vehicle), 1),
color1 = colorPrimary,
color2 = colorSecondary,
customPrimaryColor = customPrimaryColor,
customSecondaryColor = customSecondaryColor,
pearlescentColor = pearlescentColor,
wheelColor = wheelColor,
@@ -662,8 +731,9 @@ function ESX.Game.GetVehicleProperties(vehicle)
modAerials = GetVehicleMod(vehicle, 43),
modTrimB = GetVehicleMod(vehicle, 44),
modTank = GetVehicleMod(vehicle, 45),
modWindows = GetVehicleMod(vehicle, 46),
modLivery = GetVehicleLivery(vehicle)
modDoorR = GetVehicleMod(vehicle, 47),
modLivery = GetVehicleLivery(vehicle),
modLightbar = GetVehicleMod(vehicle, 49),
}
else
return
@@ -683,6 +753,8 @@ function ESX.Game.SetVehicleProperties(vehicle, props)
if props.tankHealth then SetVehiclePetrolTankHealth(vehicle, props.tankHealth + 0.0) end
if props.fuelLevel then SetVehicleFuelLevel(vehicle, props.fuelLevel + 0.0) end
if props.dirtLevel then SetVehicleDirtLevel(vehicle, props.dirtLevel + 0.0) end
if props.customPrimaryColor then SetVehicleCustomPrimaryColour(vehicle, props.customPrimaryColor[1], props.customPrimaryColor[2], props.customPrimaryColor[3]) end
if props.customSecondaryColor then SetVehicleCustomSecondaryColour(vehicle, props.customSecondaryColor[1], props.customSecondaryColor[2], props.customSecondaryColor[3]) end
if props.color1 then SetVehicleColours(vehicle, props.color1, colorSecondary) end
if props.color2 then SetVehicleColours(vehicle, props.color1 or colorPrimary, props.color2) end
if props.pearlescentColor then SetVehicleExtraColours(vehicle, props.pearlescentColor, wheelColor) end
@@ -756,9 +828,26 @@ function ESX.Game.SetVehicleProperties(vehicle, props)
if props.modWindows then SetVehicleMod(vehicle, 46, props.modWindows, false) end
if props.modLivery then
SetVehicleMod(vehicle, 48, props.modLivery, false)
SetVehicleLivery(vehicle, props.modLivery)
end
if props.windowsBroken then
for k, v in pairs(props.windowsBroken) do
if v then SmashVehicleWindow(vehicle, tonumber(k)) end
end
end
if props.doorsBroken then
for k, v in pairs(props.doorsBroken) do
if v then SetVehicleDoorBroken(vehicle, tonumber(k), true) end
end
end
if props.tyreBurst then
for k, v in pairs(props.tyreBurst) do
if v then SetVehicleTyreBurst(vehicle, tonumber(k), true, 1000.0) end
end
end
end
end
@@ -1042,8 +1131,8 @@ AddEventHandler('esx:serverCallback', function(requestId, ...)
end)
RegisterNetEvent('esx:showNotification')
AddEventHandler('esx:showNotification', function(msg)
ESX.ShowNotification(msg)
AddEventHandler('esx:showNotification', function(msg, type, length)
ESX.ShowNotification(msg, type, length)
end)
RegisterNetEvent('esx:showAdvancedNotification')
+29 -29
View File
@@ -55,6 +55,10 @@ AddEventHandler('esx:playerLoaded', function(xPlayer, isNew, skin)
NetworkSetFriendlyFireOption(true)
end
if Config.DisableHealthRegen then
SetPlayerHealthRechargeMultiplier(PlayerId(), 0.0)
end
if Config.EnableHud then
for k,v in ipairs(ESX.PlayerData.accounts) do
local accountTpl = '<div><img src="img/accounts/' .. v.name .. '.png"/>&nbsp;{{money}}</div>'
@@ -300,7 +304,7 @@ if not Config.OxInventory then
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)
TriggerEvent('esx:createPickup', pickupId, pickup.label, pickup.coords - vector3(0,0, 1.0), pickup.type, pickup.name, pickup.components, pickup.tintIndex)
end
end)
end
@@ -389,36 +393,32 @@ end
function StartServerSyncLoops()
if not Config.OxInventory then
-- keep track of ammo
CreateThread(function()
local currentWeapon = {timer=0}
while ESX.PlayerLoaded do
local sleep = 500
-- keep track of ammo
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
sleep = 0
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
CreateThread(function()
local currentWeapon = {Ammo = 0}
while ESX.PlayerLoaded do
local sleep = 300
if GetSelectedPedWeapon(ESX.PlayerData.ped) ~= -1569615261 then
sleep = 0
local _,weaponHash = GetCurrentPedWeapon(ESX.PlayerData.ped, true)
local weapon = ESX.GetWeaponFromHash(weaponHash)
if weapon then
local ammoCount = GetAmmoInPedWeapon(ESX.PlayerData.ped, weaponHash)
if weapon.name ~= currentWeapon.name then
currentWeapon.Ammo = ammoCount
currentWeapon.name = weapon.name
else
if ammoCount ~= currentWeapon.Ammo then
currentWeapon.Ammo = ammoCount
TriggerServerEvent('esx:updateWeaponAmmo', weapon.name, ammoCount)
end
end
end
end
Wait(sleep)
end
end
Wait(sleep)
end
end)
end)
end
-- sync current player coords with server
+5 -1
View File
@@ -17,6 +17,10 @@ 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.NativeNotify = false -- true = old esx notification
Config.DisableHealthRegen = true
Config.Multichar = false -- Enable support for esx_multicharacter
Config.Multichar = true -- Enable support for esx_multicharacter
Config.Identity = true -- Select a characters identity data before they have loaded in (this happens by default with multichar)
Config.DistanceGive = 4.0 -- Max distance when giving items, weapons etc.
Config.OnDuty = true -- Default state of the on duty system
+1 -1
View File
@@ -4,8 +4,8 @@ game 'gta5'
description 'ES Extended'
version '1.5.0'
lua54 'yes'
version '1.7.0'
shared_scripts {
'locale.lua',
+9
View File
@@ -54,6 +54,7 @@ Locales['en'] = {
['in_vehicle'] = 'Cannot Perform Action, Player is in a vehicle',
-- Commands
['command_bring'] = 'Bring player to you',
['command_car'] = 'Spawn a vehicle',
['command_car_car'] = 'Vehicle model or hash',
['command_cardel'] = 'Remove vehicles in proximity',
@@ -62,6 +63,8 @@ Locales['en'] = {
['command_clearall'] = 'Clear chat Text for all players',
['command_clearinventory'] = 'Remove All items from the Players Inventory',
['command_clearloadout'] = 'Remove All weapons from the Players Loadout',
['command_freeze'] = 'Freeze a player',
['command_unfreeze'] = 'Unfreeze a player',
['command_giveaccountmoney'] = 'Give Money to a specified Account',
['command_giveaccountmoney_account'] = 'Account to add to',
['command_giveaccountmoney_amount'] = 'Amount to add',
@@ -78,6 +81,8 @@ Locales['en'] = {
['command_giveweaponcomponent_invalid'] = 'Invalid weapon component',
['command_giveweaponcomponent_hasalready'] = 'Player already has this weapon component',
['command_giveweaponcomponent_missingweapon'] = 'Player does not have this weapon',
['command_goto'] = 'Teleport yourself to a player',
['command_kill'] = 'Kill a player',
['command_save'] = 'Force Save a player`s Data',
['command_saveall'] = 'Force Save all player data',
['command_setaccountmoney'] = 'Set the money within a specified account',
@@ -343,4 +348,8 @@ Locales['en'] = {
['tint_lspd'] = 'blue skin',
['tint_orange'] = 'orange skin',
['tint_platinum'] = 'platinum skin',
-- Duty related
['stopped_duty'] = 'You\'ve stopped your duty.',
['started_duty'] = 'You\'ve started your duty.',
}
+4
View File
@@ -222,4 +222,8 @@ Locales['fr'] = {
['tint_lspd'] = 'skin bleu',
['tint_orange'] = 'skin orange',
['tint_platinum'] = 'skin platine',
-- Duty related
['stopped_duty'] = 'Vous êtes maintenant hors-service.',
['started_duty'] = 'Vous êtes maintenant en-service.',
}
+350
View File
@@ -0,0 +1,350 @@
Locales["hu"] = {
-- Inventory
["inventory"] = "Inventory ( Súly %s / %s )",
["use"] = "Használ",
["give"] = "Átad",
["remove"] = "Eldob",
["return"] = "Visszatérés",
["give_to"] = "Adni valakinek",
["amount"] = "Mennyiség",
["giveammo"] = "Lőszer adás",
["amountammo"] = "Lőszer mennyiség",
["noammo"] = "Nincsen több lövedéked!",
["gave_item"] = "Átadtál: ~y~%sx~s~ ~b~%s~s~ neki: ~y~%s~s~",
["received_item"] = "Kaptál: ~y~%sx~s~ ~b~%s~s~ töle: ~b~%s~s~",
["gave_weapon"] = "Átadtál: ~b~%s~s~ neki: ~y~%s~s~",
["gave_weapon_ammo"] = "Átadtál ~o~%sx %s~s~ ~b~%s~s~ neki: ~y~%s~s~",
["gave_weapon_withammo"] = "Átadtál ~b~%s~s~ ~o~%sx %s~s~ neki: ~y~%s~s~",
["gave_weapon_hasalready"] = "~y~%s~s~ már rendelkezik ~y~%s~s~",
["gave_weapon_noweapon"] = "~y~%s~s~ nincsen ilyen fegyere",
["received_weapon"] = "Kaptál: ~b~%s~s~ töle: ~b~%s~s~",
["received_weapon_ammo"] = "Kaptál ~o~%sx %s~s~ ~b~%s~s~ töle: ~b~%s~s~",
["received_weapon_withammo"] = "Kaptál ~b~%s~s~ ~o~%sx %s~s~ töle: ~b~%s~s~",
["received_weapon_hasalready"] = "~b~%s~s~ megpróbálta átadni a következöt: ~y~%s~s~, nem már van rendelkezel egy ilyennel",
["received_weapon_noweapon"] = "~b~%s~s~ átakart adni ~y~%s~s~, de nincsen ilyen fegyvered",
["gave_account_money"] = "Átadtál: ~g~$%s~s~ (%s) neki: ~y~%s~s~",
["received_account_money"] = "Kaptál: ~g~$%s~s~ (%s) töle: ~b~%s~s~",
["amount_invalid"] = "Érvénytelen mennyiség",
["players_nearby"] = "Nincsen játékos a közeledben",
["ex_inv_lim"] = "Nincsen elég szabad helyed ~y~%s~s~",
["imp_invalid_quantity"] = "Érvénytelen mennyiség",
["imp_invalid_amount"] = "Érvénytelen összeg",
["threw_standard"] = "Kidobtál: ~y~%sx~s~ ~b~%s~s~",
["threw_account"] = "Kidobtál: ~g~$%s~s~ ~b~%s~s~",
["threw_weapon"] = "Kidobtál: ~b~%s~s~",
["threw_weapon_ammo"] = "Kidobtál: ~b~%s~s~ ~o~%sx %s~s~",
["threw_weapon_already"] = "Van már ilyen fegyvered",
["threw_cannot_pickup"] = "Nincsen elég szabad helyed",
["threw_pickup_prompt"] = "~y~E~s~ hogy felvedd",
-- Key mapping
["keymap_showinventory"] = "Leltár mutatása",
-- Salary related
["received_salary"] = "Megkaptad a fizetésed: ~g~$%s~s~",
["received_help"] = "Megkaptad a segélyt: ~g~$%s~s~",
["company_nomoney"] = "Nem kaptál fizetést, mert a frakciónak nincs elég pénze!",
["received_paycheck"] = "Fizetésed érkezett!",
["bank"] = "maze Bank",
["account_bank"] = "bank",
["account_black_money"] = "Piszkos pénz",
["account_money"] = "Készpénz",
["act_imp"] = "Érvénytelen mennyiség",
["in_vehicle"] = "Nem tudod átadni, mivel benne ül a jármüben",
-- Commands
["command_car"] = "Jármű lehívása",
["command_car_car"] = "Jármű név vagy hash",
["command_cardel"] = "Közeli járművek törlése",
["command_cardel_radius"] = "Megadott radiusban lévő járművek törlése",
["command_clear"] = "Chat ürítése",
["command_clearall"] = "Chat ürítése minden játékosnál",
["command_clearinventory"] = "Minden tárgy törlése a játékos inventoryból",
["command_clearloadout"] = "Minden fegyver elvétele a játékostól",
["command_giveaccountmoney"] = "Pénz adás a megadott típusban",
["command_giveaccountmoney_account"] = "Típus",
["command_giveaccountmoney_amount"] = "Mennyiség",
["command_giveaccountmoney_invalid"] = "Megadott típus hibás",
["command_giveitem"] = "Tárgy adás a játékosnak",
["command_giveitem_item"] = "Tárgy neve",
["command_giveitem_count"] = "Mennyiség",
["command_giveweapon"] = "Fegyver adás játékosnak",
["command_giveweapon_weapon"] = "Fegyver neve",
["command_giveweapon_ammo"] = "Lőszer mennyiség",
["command_giveweapon_hasalready"] = "Játékosnak már van ilyen fegyvere",
["command_giveweaponcomponent"] = "Fegyver kiegészítő adás a játékosnak",
["command_giveweaponcomponent_component"] = "Kiegészítő neve",
["command_giveweaponcomponent_invalid"] = "Érvénytelen fegyver kiegészítő",
["command_giveweaponcomponent_hasalready"] = "Játékosnak már van ilyen fegyver kiegészítője",
["command_giveweaponcomponent_missingweapon"] = "Játékosnak nincs ilyen fegyvere",
["command_save"] = "Játékos adatainak mentése",
["command_saveall"] = "Összes játékos adatainak mentése",
["command_setaccountmoney"] = "Játékos pénzének beállítása megadott típusban",
["command_setaccountmoney_amount"] = "Mennyiség",
["command_setcoords"] = "Teleportálás megadott kordinátára",
["command_setcoords_x"] = "X érték",
["command_setcoords_y"] = "Y érték",
["command_setcoords_z"] = "Z érték",
["command_setjob"] = "Játékos munkájának beállítása",
["command_setjob_job"] = "Munka neve",
["command_setjob_grade"] = "Rang",
["command_setjob_invalid"] = "Munka név vagy rang érvénytelen",
["command_setgroup"] = "Játékos jogosultsági csoportjának beállítása",
["command_setgroup_group"] = "Csoport neve",
["commanderror_argumentmismatch"] = "Érvénytelen argumentumszám (%s megadva, %s szükséges)",
["commanderror_argumentmismatch_number"] = "Érvénytelen argumentum #%s adat típus (szöveg megadva, szám szükséges)",
["commanderror_invaliditem"] = "Érvénytelen tárgy",
["commanderror_invalidweapon"] = "Érvénytelen fegyver",
["commanderror_console"] = "Parancs nem használható konzolból",
["commanderror_invalidcommand"] = "Érvénytelen parancs - /%s",
["commanderror_invalidplayerid"] = "Megadott játékos nem online.",
["commandgeneric_playerid"] = "Játékos Szerver 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_mk2"] = "Combat MG MK2",
["weapon_combatpdw"] = "Combat PDW",
["weapon_gusenberg"] = "Gusenberg Sweeper",
["weapon_machinepistol"] = "Machine Pistol",
["weapon_mg"] = "MG",
["weapon_microsmg"] = "Micro SMG",
["weapon_minismg"] = "Mini SMG",
["weapon_smg"] = "SMG",
["weapon_smg_mk2"] = "SMG MK2",
["weapon_raycarbine"] = "Unholy Hellbringer",
-- Rifles
["weapon_advancedrifle"] = "Advanced Rifle",
["weapon_assaultrifle"] = "Assault Rifle",
["weapon_assaultrifle_mk2"] = "Assault Rifle MK2",
["weapon_bullpuprifle"] = "Bullpup Rifle",
["weapon_bullpuprifle_mk2"] = "Bullpup Rifle MK2",
["weapon_carbinerifle"] = "Carbine Rifle",
["weapon_carbinerifle_mk2"] = "Carbine Rifle MK2",
["weapon_compactrifle"] = "Compact Rifle",
["weapon_militaryrifle"] = "Military Rifle",
["weapon_specialcarbine"] = "Special Carbine",
["weapon_specialcarbine_mk2"] = "Special Carbine MK2",
-- Sniper
["weapon_heavysniper"] = "Heavy Sniper",
["weapon_heavysniper_mk2"] = "Heavy Sniper MK2",
["weapon_marksmanrifle"] = "Marksman Rifle",
["weapon_marksmanrifle_mk2"] = "Marksman Rifle MK2",
["weapon_sniperrifle"] = "Sniper Rifle",
-- Heavy / Launchers
["weapon_compactlauncher"] = "Compact Launcher",
["weapon_firework"] = "Firework Launcher",
["weapon_grenadelauncher"] = "Grenade Launcher",
["weapon_hominglauncher"] = "Homing Launcher",
["weapon_minigun"] = "Minigun",
["weapon_railgun"] = "Railgun",
["weapon_rpg"] = "Rocket Launcher",
["weapon_rayminigun"] = "Widowmaker",
-- Thrown
["weapon_ball"] = "Baseball",
["weapon_bzgas"] = "BZ Gas",
["weapon_flare"] = "Flare",
["weapon_grenade"] = "Grenade",
["weapon_petrolcan"] = "Jerrycan",
["weapon_hazardcan"] = "Hazardous Jerrycan",
["weapon_molotov"] = "Molotov Cocktail",
["weapon_proxmine"] = "Proximity Mine",
["weapon_pipebomb"] = "Pipe Bomb",
["weapon_snowball"] = "Snowball",
["weapon_stickybomb"] = "Sticky Bomb",
["weapon_smokegrenade"] = "Tear Gas",
-- Special
["weapon_fireextinguisher"] = "Fire Extinguisher",
["weapon_digiscanner"] = "Digital Scanner",
["weapon_garbagebag"] = "Garbage Bag",
["weapon_handcuffs"] = "Handcuffs",
["gadget_nightvision"] = "Night Vision",
["gadget_parachute"] = "parachute",
-- Weapon Components
["component_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",
-- Duty related
["stopped_duty"] = "Leadtad a szolgálatot.",
["started_duty"] = "Szolgálatba álltál.",
}
+309 -188
View File
@@ -1,207 +1,328 @@
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~',
['inventory'] = 'Förråd ( Vikt %s / %s )',
['use'] = 'Använd',
['give'] = 'Ge',
['remove'] = 'Kasta',
['return'] = 'Gå tillbaka',
['give_to'] = 'Ge till',
['amount'] = 'Antal',
['giveammo'] = 'Ge ammunition',
['amountammo'] = 'Mängd ammunition',
['noammo'] = 'Inte tillräckligt med ammunition!',
['gave_item'] = 'Ge ~y~%sx~s~ ~b~%s~s~ till ~y~%s~s~',
['received_item'] = 'Fick ~y~%sx~s~ ~b~%s~s~ från ~b~%s~s~',
['gave_weapon'] = 'Ge ~b~%s~s~ till ~y~%s~s~',
['gave_weapon_ammo'] = 'Ge ~o~%sx %s~s~ för ~b~%s~s~ till ~y~%s~s~',
['gave_weapon_withammo'] = 'Ge ~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',
['received_weapon'] = 'Mottog ~b~%s~s~ från ~b~%s~s~',
['received_weapon_ammo'] = 'Fick ~o~%sx %s~s~ för din ~b~%s~s~ från ~b~%s~s~',
['received_weapon_withammo'] = 'Mottog ~b~%s~s~ med ~o~%sx %s~s~ från ~b~%s~s~',
['received_weapon_hasalready'] = '~b~%s~s~ har försökt ge dig en ~y~%s~s~, men du har redan det här vapnet',
['received_weapon_noweapon'] = '~b~%s~s~ har försökt ge dig ammunition för en ~y~%s~s~, men du har inte det här vapnet',
['gave_account_money'] = 'Ge ~g~$%s~s~ (%s) till ~y~%s~s~',
['received_account_money'] = 'Mottog ~g~$%s~s~ (%s) från ~b~%s~s~',
['amount_invalid'] = 'Ogiltig mängd',
['players_nearby'] = 'Inga spelare i närheten',
['ex_inv_lim'] = 'Kan inte utföra åtgärden, överstiger maxvikten ~y~%s~s~',
['imp_invalid_quantity'] = 'Det går inte att utföra åtgärden, mängden är ogiltig',
['imp_invalid_amount'] = 'Det går inte att utföra åtgärden, mängden är ogiltigt',
['threw_standard'] = 'Kastade ~y~%sx~s~ ~b~%s~s~',
['threw_account'] = 'Kastade ~g~$%s~s~ ~b~%s~s~',
['threw_weapon'] = 'Kastade ~b~%s~s~',
['threw_weapon_ammo'] = 'Kastade ~b~%s~s~ med ~o~%sx %s~s~',
['threw_weapon_already'] = 'Du har redan det här vapnet',
['threw_cannot_pickup'] = 'Förrådet är fullt, kan inte plocka upp!',
['threw_pickup_prompt'] = 'Tryck ~y~E~s~ för att plocka upp',
-- Key mapping
['keymap_showinventory'] = 'öppna inventory',
['keymap_showinventory'] = 'Visa förrådet',
-- Salary related
['received_salary'] = 'du har mottagit din lön på ~g~%s SEK~s~',
['received_help'] = 'du har mottagit bidrag ~g~%s SEK~s~',
['received_salary'] = 'Du har fått lön: ~g~$%s~s~',
['received_help'] = 'Du har fått bidrag: ~g~$%s~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',
['received_paycheck'] = 'Mottagit lön',
['bank'] = 'Bank',
['account_bank'] = 'Bank',
['account_black_money'] = 'Svarta pengar',
['account_money'] = 'Kontanter',
['act_imp'] = 'åtgärd omöjlig',
['in_vehicle'] = 'du kan inte ge saker till en som sitter i ett fordon!',
['act_imp'] = 'Kan inte utföra åtgärd',
['in_vehicle'] = 'Kan inte utföra åtgärd, spelaren är 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'] = '/%s är inte ett giltigt kommando!',
['commanderror_invalidplayerid'] = 'det finns ingen spelare som matchar det angivna server id',
['commandgeneric_playerid'] = 'spelarid',
['command_car'] = 'Spawna ett fordon',
['command_car_car'] = 'Fordonsmodell eller hash',
['command_cardel'] = 'Ta bort fordon i närheten',
['command_cardel_radius'] = 'Tar bort alla fordon inom angiven radie',
['command_clear'] = 'Rensa chatttext',
['command_clearall'] = 'Rensa chatttext för alla spelare',
['command_clearinventory'] = 'Ta bort alla föremål från spelarens förråd',
['command_clearloadout'] = 'Ta bort alla vapen från spelarens förråd',
['command_giveaccountmoney'] = 'Ge pengar till ett specifikt konto',
['command_giveaccountmoney_account'] = 'Konto att lägga till i',
['command_giveaccountmoney_amount'] = 'Belopp att lägga till',
['command_giveaccountmoney_invalid'] = 'Kontonamn ogiltigt',
['command_giveitem'] = 'Ge spelaren ett föremål',
['command_giveitem_item'] = 'Föremålsnamn',
['command_giveitem_count'] = 'Mängd',
['command_giveweapon'] = 'Ge spelaren ett vapen',
['command_giveweapon_weapon'] = 'Vapennamn',
['command_giveweapon_ammo'] = 'Ammunitionsmängd',
['command_giveweapon_hasalready'] = 'Spelaren har redan det här vapnet',
['command_giveweaponcomponent'] = 'Ge en vapenkomponent till spelaren',
['command_giveweaponcomponent_component'] = 'Vapenkomponentnamn',
['command_giveweaponcomponent_invalid'] = 'Ogiltig vapenkomponent',
['command_giveweaponcomponent_hasalready'] = 'Spelaren har redan denna vapenkomponent',
['command_giveweaponcomponent_missingweapon'] = 'Spelaren har inte det här vapnet',
['command_save'] = 'Tvångspara en spelares data',
['command_saveall'] = 'Tvångspara allas spelardata',
['command_setaccountmoney'] = 'Ställ in pengarna på ett angivet konto',
['command_setaccountmoney_amount'] = 'Ny Summa',
['command_setcoords'] = 'Teleportera till specificerade koordinater',
['command_setcoords_x'] = 'X-värde',
['command_setcoords_y'] = 'Y-värde',
['command_setcoords_z'] = 'Z-värde',
['command_setjob'] = 'Ställ in en spelares jobb',
['command_setjob_job'] = 'Jobbnamn',
['command_setjob_grade'] = 'Jobbnivå',
['command_setjob_invalid'] = 'jobbet, nivån eller båda är ogiltiga',
['command_setgroup'] = 'Ställ in en spelares behörighetsgrupp',
['command_setgroup_group'] = 'Gruppens namn',
['commanderror_argumentmismatch'] = 'Ogiltigt antal argument (godkänt %s, önskat %s)',
['commanderror_argumentmismatch_number'] = 'Ogiltigt argument #%s datatyp (godkänd sträng, önskat nummer)',
['commanderror_invaliditem'] = 'Ogiltig artikel',
['commanderror_invalidweapon'] = 'Ogiltigt vapen',
['commanderror_console'] = 'Kommandot kan inte köras från konsolen',
['commanderror_invalidcommand'] = 'Ogiltigt kommando - /%s',
['commanderror_invalidplayerid'] = 'Angiven spelare är inte online',
['commandgeneric_playerid'] = 'Spelarens server-id',
-- Locale settings
['locale_digit_grouping_symbol'] = ' ',
['locale_currency'] = '%s SEK',
-- Weapons
['weapon_knife'] = 'kniv',
['weapon_nightstick'] = 'batong',
['weapon_hammer'] = 'hammare',
['weapon_bat'] = 'slagträ',
['weapon_golfclub'] = 'golf club',
['weapon_crowbar'] = 'kofot',
['weapon_pistol'] = 'pistol',
['weapon_combatpistol'] = 'combat pistol',
['weapon_appistol'] = 'ap pistol',
['weapon_pistol50'] = 'pistol .50',
['weapon_microsmg'] = 'micro smg',
['weapon_smg'] = 'smg',
['weapon_assaultsmg'] = 'assault smg',
['weapon_assaultrifle'] = 'assault rifle',
['weapon_carbinerifle'] = 'carbine rifle',
['weapon_advancedrifle'] = 'advanced rifle',
['weapon_mg'] = 'mg',
['weapon_combatmg'] = 'combat mg',
['weapon_pumpshotgun'] = 'pump shotgun',
['weapon_sawnoffshotgun'] = 'sawed off shotgun',
['weapon_assaultshotgun'] = 'assault shotgun',
['weapon_bullpupshotgun'] = 'bullpup shotgun',
['weapon_stungun'] = 'elchockpistol',
['weapon_sniperrifle'] = 'prickskyttegevär',
['weapon_heavysniper'] = 'tung prickskytt',
['weapon_grenadelauncher'] = 'granatkastare',
['weapon_rpg'] = 'raketgevär',
['weapon_minigun'] = 'minigun',
['weapon_grenade'] = 'granat',
['weapon_stickybomb'] = 'klibbig bomb',
['weapon_smokegrenade'] = 'rökgranat',
['weapon_bzgas'] = 'bz gas',
['weapon_molotov'] = 'molotov cocktail',
['weapon_fireextinguisher'] = 'brandsläckare',
['weapon_petrolcan'] = 'bensindunk',
['weapon_ball'] = 'boll',
['weapon_snspistol'] = 'sns pistol',
['weapon_bottle'] = 'flaska',
['weapon_gusenberg'] = 'gusenberg sweeper',
['weapon_specialcarbine'] = 'special carbine',
['weapon_heavypistol'] = 'heavy pistol',
['weapon_bullpuprifle'] = 'bullpup rifle',
['weapon_dagger'] = 'dolk',
['weapon_vintagepistol'] = 'vintage pistol',
['weapon_firework'] = 'fyrverkeriraket',
['weapon_musket'] = 'musköt',
['weapon_heavyshotgun'] = 'heavy shotgun',
['weapon_marksmanrifle'] = 'marksman rifle',
['weapon_hominglauncher'] = 'homing launcher',
['weapon_proxmine'] = 'proximity mine',
['weapon_snowball'] = 'snöboll',
['weapon_flaregun'] = 'signalpistol',
['weapon_combatpdw'] = 'combat pdw',
['weapon_marksmanpistol'] = 'marksman pistol',
['weapon_knuckle'] = 'knogjärn',
['weapon_hatchet'] = 'yxa',
['weapon_railgun'] = 'railgun',
['weapon_machete'] = 'machete',
['weapon_machinepistol'] = 'machine pistol',
['weapon_switchblade'] = 'switchblade',
['weapon_revolver'] = 'heavy revolver',
['weapon_dbshotgun'] = 'double barrel shotgun',
['weapon_compactrifle'] = 'compact rifle',
['weapon_autoshotgun'] = 'auto shotgun',
['weapon_battleaxe'] = 'stridsyxa',
['weapon_compactlauncher'] = 'compact launcher',
['weapon_minismg'] = 'mini smg',
['weapon_pipebomb'] = 'pipe bomb',
['weapon_poolcue'] = 'biljardkö',
['weapon_wrench'] = 'skiftnyckel',
['weapon_flashlight'] = 'ficklampa',
['gadget_parachute'] = 'fallskärm',
['weapon_flare'] = 'blossa',
['weapon_doubleaction'] = 'double-Action Revolver',
-- Melee
['weapon_dagger'] = 'Dolk',
['weapon_bat'] = 'Slagträ',
['weapon_battleaxe'] = 'Stridsyxa',
['weapon_bottle'] = 'Flaska',
['weapon_crowbar'] = 'Kofot',
['weapon_flashlight'] = 'Ficklampa',
['weapon_golfclub'] = 'Golfklubba',
['weapon_hammer'] = 'Hammare',
['weapon_hatchet'] = 'Yxa',
['weapon_knife'] = 'Kniv',
['weapon_knuckle'] = 'Knogjärn',
['weapon_machete'] = 'Machete',
['weapon_nightstick'] = 'Batong',
['weapon_wrench'] = 'Rörtång',
['weapon_poolcue'] = 'Biljardkö',
['weapon_stone_hatchet'] = 'Stenyxa',
['weapon_switchblade'] = 'Fällkniv',
-- Handguns
['weapon_appistol'] = 'AP Pistol',
['weapon_ceramicpistol'] = 'Ceramic Pistol',
['weapon_combatpistol'] = 'Combat Pistol',
['weapon_doubleaction'] = 'Double-Action Revolver',
['weapon_navyrevolver'] = 'Navy Revolver',
['weapon_flaregun'] = 'Flaregun',
['weapon_gadgetpistol'] = 'Gadget Pistol',
['weapon_heavypistol'] = 'Heavy Pistol',
['weapon_revolver'] = 'Heavy Revolver',
['weapon_revolver_mk2'] = 'Heavy Revolver MK2',
['weapon_marksmanpistol'] = 'Marksman Pistol',
['weapon_pistol'] = 'Pistol',
['weapon_pistol_mk2'] = 'Pistol MK2',
['weapon_pistol50'] = 'Pistol .50',
['weapon_snspistol'] = 'SNS Pistol',
['weapon_snspistol_mk2'] = 'SNS Pistol MK2',
['weapon_stungun'] = 'Taser',
['weapon_raypistol'] = 'Up-N-Atomizer',
['weapon_vintagepistol'] = 'Vintage Pistol',
-- Shotguns
['weapon_assaultshotgun'] = 'Assault Shotgun',
['weapon_autoshotgun'] = 'Auto Shotgun',
['weapon_bullpupshotgun'] = 'Bullpup Shotgun',
['weapon_combatshotgun'] = 'Combat Shotgun',
['weapon_dbshotgun'] = 'Double Barrel Shotgun',
['weapon_heavyshotgun'] = 'Heavy Shotgun',
['weapon_musket'] = 'Musket',
['weapon_pumpshotgun'] = 'Pump Shotgun',
['weapon_pumpshotgun_mk2'] = 'Pump Shotgun MK2',
['weapon_sawnoffshotgun'] = 'Sawed Off Shotgun',
-- SMG & LMG
['weapon_assaultsmg'] = 'Assault SMG',
['weapon_combatmg'] = 'Combat MG',
['weapon_combatmg_mk2'] = 'Combat MG MK2',
['weapon_combatpdw'] = 'Combat PDW',
['weapon_gusenberg'] = 'Gusenberg Sweeper',
['weapon_machinepistol'] = 'Machine Pistol',
['weapon_mg'] = 'MG',
['weapon_microsmg'] = 'Micro SMG',
['weapon_minismg'] = 'Mini SMG',
['weapon_smg'] = 'SMG',
['weapon_smg_mk2'] = 'SMG MK2',
['weapon_raycarbine'] = 'Unholy Hellbringer',
-- Rifles
['weapon_advancedrifle'] = 'Advanced Rifle',
['weapon_assaultrifle'] = 'Assault Rifle',
['weapon_assaultrifle_mk2'] = 'Assault Rifle MK2',
['weapon_bullpuprifle'] = 'Bullpup Rifle',
['weapon_bullpuprifle_mk2'] = 'Bullpup Rifle MK2',
['weapon_carbinerifle'] = 'Carbine Rifle',
['weapon_carbinerifle_mk2'] = 'Carbine Rifle MK2',
['weapon_compactrifle'] = 'Compact Rifle',
['weapon_militaryrifle'] = 'Military Rifle',
['weapon_specialcarbine'] = 'Special Carbine',
['weapon_specialcarbine_mk2'] = 'Special Carbine MK2',
-- Sniper
['weapon_heavysniper'] = 'Heavy Sniper',
['weapon_heavysniper_mk2'] = 'Heavy Sniper MK2',
['weapon_marksmanrifle'] = 'Marksman Rifle',
['weapon_marksmanrifle_mk2'] = 'Marksman Rifle MK2',
['weapon_sniperrifle'] = 'Sniper Rifle',
-- Heavy / Launchers
['weapon_compactlauncher'] = 'Compact Launcher',
['weapon_firework'] = 'Firework Launcher',
['weapon_grenadelauncher'] = 'Grenade Launcher',
['weapon_hominglauncher'] = 'Homing Launcher',
['weapon_minigun'] = 'Minigun',
['weapon_railgun'] = 'Railgun',
['weapon_rpg'] = 'Rocket Launcher',
['weapon_rayminigun'] = 'Widowmaker',
-- Thrown
['weapon_ball'] = 'Baseball',
['weapon_bzgas'] = 'BZ Gas',
['weapon_flare'] = 'Flare',
['weapon_grenade'] = 'Grenade',
['weapon_petrolcan'] = 'Jerrycan',
['weapon_hazardcan'] = 'Hazardous Jerrycan',
['weapon_molotov'] = 'Molotov Cocktail',
['weapon_proxmine'] = 'Proximity Mine',
['weapon_pipebomb'] = 'Pipe Bomb',
['weapon_snowball'] = 'Snowball',
['weapon_stickybomb'] = 'Sticky Bomb',
['weapon_smokegrenade'] = 'Tear Gas',
-- Special
['weapon_fireextinguisher'] = 'Fire Extinguisher',
['weapon_digiscanner'] = 'Digital Scanner',
['weapon_garbagebag'] = 'Garbage Bag',
['weapon_handcuffs'] = 'Handcuffs',
['gadget_nightvision'] = 'Night Vision',
['gadget_parachute'] = 'parachute',
-- Weapon Components
['component_clip_default'] = 'standard magg',
['component_clip_extended'] = 'förlängd magg',
['component_clip_drum'] = 'trummagasin',
['component_clip_box'] = 'lådmagasin',
['component_flashlight'] = 'ficklampa',
['component_scope'] = 'sikte',
['component_scope_advanced'] = 'advancerat sikte',
['component_suppressor'] = 'ljuddämpare',
['component_grip'] = 'handtag',
['component_luxary_finish'] = 'lyxvapen behandling',
['component_knuckle_base'] = 'base Model',
['component_knuckle_pimp'] = 'the Pimp',
['component_knuckle_ballas'] = 'the Ballas',
['component_knuckle_dollar'] = 'the Hustler',
['component_knuckle_diamond'] = 'the Rock',
['component_knuckle_hate'] = 'the Hater',
['component_knuckle_love'] = 'the Lover',
['component_knuckle_player'] = 'the Player',
['component_knuckle_king'] = 'the King',
['component_knuckle_vagos'] = 'the Vagos',
['component_luxary_finish'] = 'luxary Weapon Finish',
['component_handle_default'] = 'default Handle',
['component_handle_vip'] = 'vIP Handle',
['component_handle_bodyguard'] = 'bodyguard Handle',
['component_vip_finish'] = 'vIP Finish',
['component_bodyguard_finish'] = 'bodyguard Finish',
['component_camo_finish'] = 'digital Camo',
['component_camo_finish2'] = 'brushstroke Camo',
['component_camo_finish3'] = 'woodland Camo',
['component_camo_finish4'] = 'skull Camo',
['component_camo_finish5'] = 'sessanta Nove Camo',
['component_camo_finish6'] = 'perseus Camo',
['component_camo_finish7'] = 'leopard Camo',
['component_camo_finish8'] = 'zebra Camo',
['component_camo_finish9'] = 'geometric Camo',
['component_camo_finish10'] = 'boom Camo',
['component_camo_finish11'] = 'patriotic Camo',
['component_camo_slide_finish'] = 'digital Slide Camo',
['component_camo_slide_finish2'] = 'brushstroke Slide Camo',
['component_camo_slide_finish3'] = 'woodland Slide Camo',
['component_camo_slide_finish4'] = 'skull Slide Camo',
['component_camo_slide_finish5'] = 'sessanta Nove Slide Camo',
['component_camo_slide_finish6'] = 'perseus Slide Camo',
['component_camo_slide_finish7'] = 'leopard Slide Camo',
['component_camo_slide_finish8'] = 'zebra Slide Camo',
['component_camo_slide_finish9'] = 'geometric Slide Camo',
['component_camo_slide_finish10'] = 'boom Slide Camo',
['component_camo_slide_finish11'] = 'patriotic Slide Camo',
['component_clip_default'] = 'default Magazine',
['component_clip_extended'] = 'extended Magazine',
['component_clip_drum'] = 'drum Magazine',
['component_clip_box'] = 'box Magazine',
['component_scope_holo'] = 'holographic Scope',
['component_scope_small'] = 'small Scope',
['component_scope_medium'] = 'medium Scope',
['component_scope_large'] = 'large Scope',
['component_scope'] = 'mounted Scope',
['component_scope_advanced'] = 'advanced Scope',
['component_ironsights'] = 'ironsights',
['component_suppressor'] = 'suppressor',
['component_compensator'] = 'compensator',
['component_muzzle_flat'] = 'flat Muzzle Brake',
['component_muzzle_tactical'] = 'tactical Muzzle Brake',
['component_muzzle_fat'] = 'fat-End Muzzle Brake',
['component_muzzle_precision'] = 'precision Muzzle Brake',
['component_muzzle_heavy'] = 'heavy Duty Muzzle Brake',
['component_muzzle_slanted'] = 'slanted Muzzle Brake',
['component_muzzle_split'] = 'split-End Muzzle Brake',
['component_muzzle_squared'] = 'squared Muzzle Brake',
['component_flashlight'] = 'flashlight',
['component_grip'] = 'grip',
['component_barrel_default'] = 'default Barrel',
['component_barrel_heavy'] = 'heavy Barrel',
['component_ammo_tracer'] = 'tracer Ammo',
['component_ammo_incendiary'] = 'incendiary Ammo',
['component_ammo_hollowpoint'] = 'hollowpoint Ammo',
['component_ammo_fmj'] = 'fMJ Ammo',
['component_ammo_armor'] = 'armor Piercing Ammo',
['component_ammo_explosive'] = 'armor Piercing Incendiary Ammo',
['component_shells_default'] = 'default Shells',
['component_shells_incendiary'] = 'dragons Breath Shells',
['component_shells_armor'] = 'steel Buckshot Shells',
['component_shells_hollowpoint'] = 'flechette Shells',
['component_shells_explosive'] = 'explosive Slug Shells',
-- Weapon Ammo
['ammo_rounds'] = 'ammunition',
['ammo_shells'] = 'hagel',
['ammo_charge'] = 'laddning',
['ammo_petrol'] = 'liter bensin',
['ammo_firework'] = 'fyrverkeri',
['ammo_rockets'] = 'raket',
['ammo_grenadelauncher'] = 'granat(er)',
['ammo_grenade'] = 'granat(er)',
['ammo_petrol'] = 'bensin',
['ammo_firework'] = 'fyrverkeri(er)',
['ammo_rockets'] = 'raket(er)',
['ammo_grenadelauncher'] = 'grenat(er)',
['ammo_grenade'] = 'grenat(er)',
['ammo_stickybomb'] = 'bomb(er)',
['ammo_pipebomb'] = 'bomb(er)',
['ammo_smokebomb'] = 'bomb(er)',
@@ -214,12 +335,12 @@ Locales['sv'] = {
['ammo_flaregun'] = 'lysraket(er)',
-- Weapon Tints
['tint_default'] = 'standardutseende',
['tint_green'] = 'grönskinn',
['tint_gold'] = 'guldskinn',
['tint_pink'] = 'råsaskinn',
['tint_army'] = 'arméskinn',
['tint_lspd'] = 'bskinn',
['tint_orange'] = 'orangeskinn',
['tint_platinum'] = 'platinaskinn',
}
['tint_default'] = 'Standard färg',
['tint_green'] = 'Grön färg',
['tint_gold'] = 'Guld färg',
['tint_pink'] = 'Rosa färg',
['tint_army'] = 'Armé färg',
['tint_lspd'] = 'B färg',
['tint_orange'] = 'Orange färg',
['tint_platinum'] = 'Platina färg',
}
+7 -3
View File
@@ -356,6 +356,11 @@ function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory,
end
end
function self.setDuty(bool)
self.job.onDuty = bool
self.triggerEvent('esx:setJob', self.job)
end
function self.setJob(job, grade)
grade = tostring(grade)
local lastJob = json.decode(json.encode(self.job))
@@ -371,6 +376,7 @@ function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory,
self.job.grade_name = gradeObject.name
self.job.grade_label = gradeObject.label
self.job.grade_salary = gradeObject.salary
self.job.onDuty = Config.OnDuty
if gradeObject.skin_male then
self.job.skin_male = json.decode(gradeObject.skin_male)
@@ -445,9 +451,7 @@ function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory,
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
if ammoCount < weapon.ammo then
weapon.ammo = ammoCount
end
weapon.ammo = ammoCount
end
end
+18 -19
View File
@@ -153,18 +153,18 @@ ESX.RegisterCommand('group', {"user", "admin"}, function(xPlayer, args, showErro
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 .. "^0")
print(xPlayer.getName()..", You are currently: ^5".. xPlayer.getJob().name.. "^0 - ^5".. xPlayer.getJob().grade_label .. "^0")
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.."^0")
end, true)
end, true)
ESX.RegisterCommand('coords', "admin", function(xPlayer, args, showError)
local coords = GetEntityCoords(GetPlayerPed(xPlayer.source), false)
local heading = GetEntityHeading(GetPlayerPed(xPlayer.source))
local heading = GetEntityHeading(GetPlayerPed(xPlayer.source))
print("Coords - Vector3: ^5".. vector3(coords.x,coords.y,coords.z).. "^0")
print("Coords - Vector4: ^5".. vector4(coords.x, coords.y, coords.z, heading) .. "^0")
end, true)
@@ -176,35 +176,35 @@ ESX.RegisterCommand('tpm', "admin", function(xPlayer, args, showError)
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 = {
local targetCoords = args.playerId.getCoords()
xPlayer.setCoords(targetCoords)
end, true, {help = _U('command_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 = {
local playerCoords = xPlayer.getCoords()
args.playerId.setCoords(playerCoords)
end, true, {help = _U('command_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'}
end, true, {help = _U('command_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'}
end, true, {help = _U('command_freeze'), 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'}
end, true, {help = _U('command_unfreeze'), validate = true, arguments = {
{name = 'playerId', help = _U('commandgeneric_playerid'), type = 'player'}
}})
ESX.RegisterCommand("noclip", 'admin', function(xPlayer, args, showError)
@@ -212,10 +212,9 @@ ESX.RegisterCommand("noclip", 'admin', function(xPlayer, args, showError)
end, false)
ESX.RegisterCommand('players', "admin", function(xPlayer, args, showError)
local xAll = ESX.GetPlayers()
print("^5"..#xAll.." ^2online player(s)^0")
for i=1, #xAll, 1 do
local xPlayer = ESX.GetPlayerFromId(xAll[i])
local xPlayers = ESX.GetExtendedPlayers() -- Returns all xPlayers
print("^5"..#xPlayers.." ^2online player(s)^0")
for _, xPlayer in pairs(xPlayers) do
print("^1[ ^2ID : ^5"..xPlayer.source.." ^0| ^2Name : ^5"..xPlayer.getName().." ^0 | ^2Group : ^5"..xPlayer.getGroup().." ^0 | ^2Identifier : ^5".. xPlayer.identifier .."^1]^0\n")
end
end, true)
+2 -1
View File
@@ -80,7 +80,7 @@ MySQL.ready(function()
for _, v in pairs(Jobs) do
if ESX.Table.SizeOf(v.grades) == 0 then
Jobs[v.name] = nil
print(('[^3WARNING^7] Ignoring job ^5"%s"^0due to no job grades found'):format(v.name))
print(('[^3WARNING^7] Ignoring job ^5"%s"^0 due to no job grades found'):format(v.name))
end
end
@@ -93,6 +93,7 @@ MySQL.ready(function()
grade = 0,
label = 'Unemployed',
salary = 200,
onDuty = false,
skin_male = {},
skin_female = {}
}
+31 -2
View File
@@ -156,6 +156,7 @@ function loadESXPlayer(identifier, playerId, isNew)
userData.job.grade_name = gradeObject.name
userData.job.grade_label = gradeObject.label
userData.job.grade_salary = gradeObject.salary
userData.job.onDuty = Config.OnDuty
userData.job.skin_male = {}
userData.job.skin_female = {}
@@ -360,6 +361,11 @@ if not Config.OxInventory then
local playerId = source
local sourceXPlayer = ESX.GetPlayerFromId(playerId)
local targetXPlayer = ESX.GetPlayerFromId(target)
local distance = #(GetEntityCoords(GetPlayerPed(playerId)) - GetEntityCoords(GetPlayerPed(target)))
if not sourceXPlayer then return end
if not targetXPlayer then print("Cheating: " .. GetPlayerName(playerId)) return end
if distance > Config.DistanceGive then print("Cheating: " .. GetPlayerName(playerId)) return end
if type == 'item_standard' then
local sourceItem = sourceXPlayer.getInventoryItem(itemName)
@@ -390,12 +396,20 @@ if not Config.OxInventory then
elseif type == 'item_weapon' then
if sourceXPlayer.hasWeapon(itemName) then
local weaponLabel = ESX.GetWeaponLabel(itemName)
if not targetXPlayer.hasWeapon(itemName) then
local _, weapon = sourceXPlayer.getWeapon(itemName)
local _, weaponObject = ESX.GetWeapon(itemName)
itemCount = weapon.ammo
local weaponComponents = ESX.Table.Clone(weapon.components)
local weaponTint = weapon.tintIndex
if weaponTint then
targetXPlayer.setWeaponTint(itemName, weaponTint)
end
if weaponComponents then
for k, v in pairs(weaponComponents) do
targetXPlayer.addWeaponComponent(itemName, v)
end
end
sourceXPlayer.removeWeapon(itemName)
targetXPlayer.addWeapon(itemName, itemCount)
@@ -600,3 +614,18 @@ AddEventHandler('txAdmin:events:scheduledRestart', function(eventData)
end)
end
end)
RegisterNetEvent('esx:setDuty')
AddEventHandler('esx:setDuty', function(bool)
local xPlayer = ESX.GetPlayerFromId(source)
if xPlayer.job.onDuty == bool then return end
if bool then
xPlayer.setDuty(true)
xPlayer.triggerEvent('esx:showNotification', _U('started_duty'))
else
xPlayer.setDuty(false)
xPlayer.triggerEvent('esx:showNotification', _U('stopped_duty'))
end
TriggerClientEvent('esx:setJob', xPlayer.source, xPlayer.job)
end)
+3 -2
View File
@@ -5,13 +5,14 @@ function StartPayCheck()
local xPlayers = ESX.GetExtendedPlayers()
for _, xPlayer in pairs(xPlayers) do
local job = xPlayer.job.grade_name
local onDuty = xPlayer.job.onDuty
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
elseif Config.EnableSocietyPayouts and onDuty 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)
@@ -29,7 +30,7 @@ function StartPayCheck()
TriggerClientEvent('esx:showAdvancedNotification', xPlayer.source, _U('bank'), _U('received_paycheck'), _U('received_salary', salary), 'CHAR_BANK_MAZE', 9)
end
end)
else -- generic job
elseif onDuty then -- 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
+2 -2
View File
@@ -1,5 +1,5 @@
{
"version": "legacy",
"commit" : "1.4.2",
"changelog": "\n- Updated `Car` Command. Fixed some vulnerabilities. Fix SQL. Updated Commands."
"commit" : "1.7.0",
"changelog": "\n- Add ESX Mulitcharacter"
}
+5 -1
View File
@@ -32,6 +32,7 @@ if not Config.UseDeferrals then
type = "enableui",
enable = state
})
if state == false then ClearTimecycleModifier() end
end
RegisterNetEvent('esx_identity:showRegisterIdentity')
@@ -40,9 +41,12 @@ if not Config.UseDeferrals then
if not ESX.PlayerData.dead then
EnableGui(true)
SetTimecycleModifier("hud_def_blur")
SetTimecycleModifierStrength(1)
end
end)
RegisterNUICallback('register', function(data, cb)
ESX.TriggerServerCallback('esx_identity:registerIdentity', function(callback)
if callback then
@@ -50,7 +54,7 @@ if not Config.UseDeferrals then
EnableGui(false)
if not ESX.GetConfig().Multichar then TriggerEvent('esx_skin:playerRegistered') end
else
ESX.ShowNotification(_U('registration_error'))
ESX.ShowNotification(_U('registration_error'), "error",5000)
end
end, data)
end)
+2 -2
View File
@@ -10,8 +10,8 @@ Config.UseDeferrals = false -- EXPERIMENTAL Character Registration Method.
-- These values are for the second input validation in server/main.lua
Config.MaxNameLength = 20
Config.MinHeight = 45
Config.MaxHeight = 96
Config.MinHeight = 120
Config.MaxHeight = 220
Config.LowestYear = 1900
Config.HighestYear = 2021
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Identity'
version '1.5.0'
version '1.7.0'
shared_script '@es_extended/imports.lua'
+55 -32
View File
@@ -1,8 +1,11 @@
body {
font-family: sans-serif;
overflow: hidden;
display: none;
color: #000000;
background: linear-gradient(135deg, rgba(33, 47, 63, 1) 51%, hsla(214, 33%, 22%, 1) 100%);
}
.dialog {
@@ -12,28 +15,41 @@ body {
margin-left: auto;
margin-right: auto;
top : 30.0%;
padding: 10px;
padding: 20px;
left : 50%; /* à 50%/50% du parent référent */
transform : translate(-50%); /* décalage de 50% de sa propre taille */
background-color: #B7B7B7;
border-radius : 4px;
box-shadow: 0px 0px 50px 0px #000;
border-left:5px solid #000;
border:1px inset;
background-color: #152029;
border-radius : 10px;
box-shadow: 0 -5px 3px -3px #21303d, 0 5px 3px -3px #21303d;
border:none;
margin:5px;
margin-bottom:20px;
color: #000000;
color: #ffffff;
}
.aa {
font-family: "Gill Sans", sans-serif;
font-size: 22px;
text-align: center;
padding: 5px;
margin-bottom: 20px;
}
input {
margin-bottom: 15px;
border: none;
border-bottom: 2px solid #58636c;
width: 100%;
outline: none;
padding: 10px;
padding-left:0;
color: #ffffff;
text-align:left;
color: #000000;
background-color: #152029;
}
::placeholder { /* Chrome, Firefox, Opera, Safari 10.1+ */
color: black;
color: rgba(84,97,105,255);
opacity: 1; /* Firefox */
}
@@ -46,42 +62,48 @@ input {
.radio-toolbar label {
display: inline-block;
margin-top: 5px;
background-color: #ddd;
background-color: rgba(15,15,15,0.9);
padding: 10px 20px;
font-family: sans-serif, Arial;
font-size: 16px;
color: #000000;
border: 2px solid #444;
border-radius: 4px;
color: #FFFFFF;
border: none;
border-radius: 5px;
width: 36%;
}
.radio-toolbar input[type="radio"]:checked + label {
width: 36%;
background-color:#3399FF;
border-color: #0033FF;
color: #000000;
background-color:rgba(15,15,15,0.9);
border: none;
border-bottom: 1px solid #93a3b6;
border-radius: 5px;
color: #ffffff;
}
.radio-toolbar input[type="radio"]:focus + label {
border: 2px solid #444;
width: 36%;
color: #000000;
background-color:rgba(15,15,15,0.9);
border: none;
border-bottom: 1px solid #93a3b6;
border-radius: 5px;
color: #ffffff;
}
.radio-toolbar label:hover {
background-color: #dfd;
background-color: rgba(28, 24, 24, 0.931);
width: 36%;
color: #000000;
color: #ffffff;
}
button {
display: block;
margin-top: 5px;
padding: 10px;
background-color: #373737;
border: 2px solid #444;
margin-top: 35px;
/*padding: 10px;*/
background-color: #4569c6;
outline: none;
border: 2px double rgba(40, 40, 40, 0.9);
color: #FFFFFF;
height: 30px;
width: 100%;
}
@@ -90,8 +112,8 @@ h1 {
margin-top: 5px;
margin-right: 5px;
padding: 10px;
background-color: #506be6;
color: #000000;
background-color: rgba(15,15,15,0.9);
color: #ffffff;
width: 93%;
text-align: center;
}
@@ -106,8 +128,8 @@ h1 {
}
.bubble {
background: #3399FF;
color: black;
background: rgba(15,15,15,0.9);
color: #ffffff;
padding: 4px 12px;
position: absolute;
border-radius: 4px;
@@ -115,13 +137,14 @@ h1 {
transform: translateX(-50%);
}
.bubble::after {
content: "";
position: absolute;
width: 2px;
height: 2px;
background: #3399FF;
background: rgba(15,15,15,0.9);
color: black;
top: -1px;
left: 50%;
}
}
+15 -68
View File
@@ -8,11 +8,17 @@
<body onkeydown="TriggeredKey(this)">
<div class="dialog">
<img id="logo" src="img/esx_identity.png" height="110px" width="332px">
<div class="aa"><b>IDENTITY</b></div>
<!-- <img id="logo" height="110px" width="332px"> > -->
<form id="register" name="register" action="#">
<input id="firstname" type="text" class="" name="firstname" placeholder="First Name (Max 16 Characters)" onKeyDown="if(this.value.length==16 && event.keyCode!=8) return false;" onkeypress="if (isNumber(event) == true) return false;" onKeyUp="checkFirstName()" onmouseup="checkFirstName()"><br>
<input id="lastname" type="text" class="" name="lastname" placeholder="Last Name (Max 16 Characters)" onKeyDown="if(this.value.length==16 && event.keyCode!=8) return false;" onkeypress="if (isNumber(event) == true) return false;" onKeyUp="checkLastName()" onmouseup="checkLastName()"><br>
<input id="dateofbirth" type="text" name="dateofbirth" class="" placeholder="Date of Birth (MM/DD/YYYY)" dateformat="M d y" min="01/01/1900" max="12/31/2020" onfocus="(this.type='date')" onkeypress="if ( isNaN(String.fromCharCode(event.keyCode) )) return false;" onchange="checkDOB()" onKeyUp="checkDOB()" onmouseup="checkDOB()"><br>
<div style="color: rgb(46, 187, 205);font-size: 12px; font-family: 'Gill Sans', sans-serif";>First Name</div>
<input id="firstname" type="text" class="" name="firstname" placeholder="First Name" onKeyDown="if(this.value.length==16 && event.keyCode!=8)"><br>
<div style="color: rgb(46, 187, 205);font-size: 12px; font-family: 'Gill Sans', sans-serif";>Last Name</div>
<input id="lastname" type="text" class="" name="lastname" placeholder="Last Name" onKeyDown="if(this.value.length==16 && event.keyCode!=8)"><br>
<div style="color: rgb(46, 187, 205);font-size: 12px; font-family: 'Gill Sans', sans-serif", sans-serif;>Date of Birth (MM/DD/YYYY)</div>
<input id="dateofbirth" type="date" name="dateofbirth" class="" placeholder="Date of Birth (dd/mm/yyy)" min="01/01/1900" max="01/01/2010" onfocus="(this.type='date')"><br>
<div style="color: rgb(46, 187, 205);font-size: 12px; font-family: 'Gill Sans', sans-serif", sans-serif;>Height</div>
<input id="height" type="number" class="" name="height" min="120" max="220" placeholder="Height (cm)" onKeyDown="if(this.value.length==3 && event.keyCode!=8)"><br>
<center>
<div class="radio-toolbar">
<input type="radio" id="radiom" name="sex" value="m" checked>
@@ -22,13 +28,13 @@
<label for="radiof">Female</label>
</div>
</center>
<div class="range-wrap" style="width: 80%;">
<!-- <div class="range-wrap" style="width: 80%;">
<input type="range" id="height" class="range" min="48" max="96" value="48">
<output class="bubble"></output>
</div>
<button id="submit" type="submit"><font size="5px">Submit</font></button>
</div> -->
<button id="submit" type="submit"><font size="4px">CREATE</font></button>
</form>
<center><font size="1px" color="red">If the submit button doesn't work, please ensure that you've entered the fields correctly.</font></center>
<center><font size="1px" color="green">If the submit button doesn't work, please ensure that you've entered the fields correctly.</font></center>
</div>
<script>
@@ -67,41 +73,6 @@
}
}
function checkFirstName() {
var value = myFirstName.value;
if(value.trim().match(/^[a-zA-Z][0-9a-zA-Z .,'-]*$/) == null) {
myFirstName.style.backgroundColor = '#E06666';
myFirstName.style.color = 'black';
}
else {
if(value.length > 0 && value.length < 17) {
myFirstName.style.backgroundColor = '#B6D7A8';
myFirstName.style.color = 'black';
}
else {
myFirstName.style.backgroundColor = '#E06666';
myFirstName.style.color = 'black';
}
}
}
function checkLastName() {
var value = myLastName.value;
if(value.trim().match(/^[a-zA-Z][0-9a-zA-Z .,'-]*$/) == null) {
myLastName.style.backgroundColor = '#E06666';
myLastName.style.color = 'black';
}
else {
if(value.length > 0 && value.length < 17) {
myLastName.style.backgroundColor = '#B6D7A8';
myLastName.style.color = 'black';
}
else {
myLastName.style.backgroundColor = '#E06666';
myLastName.style.color = 'black';
}
}
}
function checkDOB() {
var date = new Date($('#dateofbirth').val());
@@ -113,7 +84,7 @@
myDOB.style.color = 'black';
}
else {
var dateInput = [month, day, year].join('/');
var dateInput = [day, month, year].join('/');
var regExp = /^(\d{1,2})(\/|-)(\d{1,2})(\/|-)(\d{4})$/;
var dateArray = dateInput.match(regExp);
@@ -125,30 +96,6 @@
month = dateArray[1];
day= dateArray[3];
year = dateArray[5];
if (month < 1 || month > 12){
myDOB.style.backgroundColor = '#E06666';
myDOB.style.color = 'black';
}
else if (day < 1 || day> 31) {
myDOB.style.backgroundColor = '#E06666';
myDOB.style.color = 'black';
}
else if ((month==4 || month==6 || month==9 || month==11) && day ==31) {
myDOB.style.backgroundColor = '#E06666';
myDOB.style.color = 'black';
}
else if (month == 2) {
var isLeapYear = (year % 4 == 0 && (year % 100 != 0 || year % 400 == 0));
if (day> 29 || (day ==29 && !isLeapYear)){
myDOB.style.backgroundColor = '#E06666';
myDOB.style.color = 'black';
}
}
else {
myDOB.style.backgroundColor = '#B6D7A8';
myDOB.style.color = 'black';
}
}
}
@@ -10,9 +10,9 @@
<div class="dialog">
<img id="logo" src="img/esx_identity.png" height="110px" width="332px">
<form id="register" name="register" action="#">
<input id="firstname" type="text" class="" name="firstname" placeholder="First Name (Max 16 Characters)" onKeyDown="if(this.value.length==16 && event.keyCode!=8) return false;" onkeypress="if (isNumber(event) == true) return false;" onKeyUp="checkFirstName()" onmouseup="checkFirstName()"><br>
<input id="lastname" type="text" class="" name="lastname" placeholder="Last Name (Max 16 Characters)" onKeyDown="if(this.value.length==16 && event.keyCode!=8) return false;" onkeypress="if (isNumber(event) == true) return false;" onKeyUp="checkLastName()" onmouseup="checkLastName()"><br>
<input id="dateofbirth" type="text" name="dateofbirth" class="" placeholder="Date of Birth (MM/DD/YYYY)" dateformat="M d y" min="01/01/1900" max="12/31/2020" onfocus="(this.type='date')" onkeypress="if ( isNaN(String.fromCharCode(event.keyCode) )) return false;" onchange="checkDOB()" onKeyUp="checkDOB()" onmouseup="checkDOB()"><br>
<input id="firstname" type="text" class="" name="firstname" placeholder="First Name (Max 16 Characters)" onKeyDown="if(this.value.length==16 && event.keyCode!=8) return false;" onkeypress="if (isNumber(event) == true)"><br>
<input id="lastname" type="text" class="" name="lastname" placeholder="Last Name (Max 16 Characters)" onKeyDown="if(this.value.length==16 && event.keyCode!=8) return false;" onkeypress="if (isNumber(event) == true)"><br>
<input id="dateofbirth" type="text" name="dateofbirth" class="" placeholder="Date of Birth (MM/DD/YYYY)" dateformat="M d y" min="01/01/1900" max="12/31/2020" onfocus="(this.type='date')" onkeypress="if ( isNaN(String.fromCharCode(event.keyCode) ))"><br>
<center>
<div class="radio-toolbar">
<input type="radio" id="radiom" name="sex" value="m" checked>
@@ -22,10 +22,10 @@
<label for="radiof">Female</label>
</div>
</center>
<div class="range-wrap" style="width: 80%;">
<!-- <div class="range-wrap" style="width: 80%;">
<input type="range" id="height" class="range" min="48" max="96" value="48">
<output class="bubble"></output>
</div>
</div> -->
<button id="submit" type="submit"><font size="5px">Submit</font></button>
</form>
<center><font size="1px" color="red">If the submit button doesn't work, please ensure that you've entered the fields correctly.</font></center>
+1 -1
View File
@@ -22,7 +22,7 @@ $(function() {
const mo = new Intl.DateTimeFormat('en', { month: '2-digit' }).format(dateCheck)
const da = new Intl.DateTimeFormat('en', { day: '2-digit' }).format(dateCheck)
var formattedDate = `${mo}/${da}/${ye}`;
var formattedDate = `${da}/${mo}/${ye}`;
$.post('http://esx_identity/register', JSON.stringify({
firstname: $("#firstname").val(),
+1 -1
View File
@@ -6,7 +6,7 @@ Locales['en'] = {
['deleted_character'] = 'Character Deleted.',
['error_delete_character'] = "There was a problem deleting your character.",
['thank_you_for_registering'] = "Successfully Registered, Enjoy!",
['registration_error'] = "There was an issue while Registering your character, please make sure the information Is correct.",
['registration_error'] = "Your Data is incorrect.",
['debug_xPlayer_get_first_name'] = "Returns Your forename",
['debug_xPlayer_get_last_name'] = "Returns Your surname",
['debug_xPlayer_get_full_name'] = "Return Your Name",
+33
View File
@@ -0,0 +1,33 @@
Locales["hu"] = {
["show_active_character"] = "Aktiv karakterek mutatása",
["active_character"] = "Aktiv karakter: ~b~%s~s~",
["error_active_character"] = "A név nem felel meg",
["delete_character"] = "Töröld a karaktered és csinálj újat",
["deleted_character"] = "A karaktered törölve",
["error_delete_character"] = "Hiba történt a karakter törlésekor. Kérjük, lépjen kapcsolatba egy Adminisztrátorral.",
["thank_you_for_registering"] = "Köszönjük hogy regisztrált! Kellemes játékot!",
["registration_error"] = "Hiba történt a regisztráció során. Kérjük, lépjen kapcsolatba egy Adminisztrátorral.",
["debug_xPlayer_get_first_name"] = "Adja meg a Vezetéknevét",
["debug_xPlayer_get_last_name"] = "Adja meg a Keresztnevét",
["debug_xPlayer_get_full_name"] = "Adja meg a teljes nevét",
["debug_xPlayer_get_sex"] = "Adja meg a nemét",
["debug_xPlayer_get_dob"] = "Adja meg a DOB",
["debug_xPlayer_get_height"] = "Adja meg a magasságát",
["error_debug_xPlayer_get_first_name"] = "Hiba történt a keresztnév lekérésekor.",
["error_debug_xPlayer_get_last_name"] = "Hiba történt a vezetéknév lekérésekor.",
["error_debug_xPlayer_get_full_name"] = "Hiba történt a teljes nevének lekérésekor.",
["error_debug_xPlayer_get_sex"] = "Hiba történt a nem lekérésekor.",
["error_debug_xPlayer_get_dob"] = "Hiba történt a születési dátum lekérésekor.",
["error_debug_xPlayer_get_height"] = "Hiba történt a magasság lekérésekor.",
["return_debug_xPlayer_get_first_name"] = "Vezetéknév: ~b~%s",
["return_debug_xPlayer_get_last_name"] = "Keresztnév: ~b~%s",
["return_debug_xPlayer_get_full_name"] = "Teljes név: ~b~%s",
["return_debug_xPlayer_get_sex"] = "Sex: ~b~%s",
["return_debug_xPlayer_get_dob"] = "DOB: ~b~%s",
["return_debug_xPlayer_get_height"] = "Magasság: ~b~%s Inches",
["data_incorrect"] = "Hibásan megadott adatok. Kérlek próbáld újra.",
["invalid_format"] = "Az adatok helytelen formázása. Kérlek próbáld újra.",
["no_identifier"] = "Hiba történt a karakter betöltésekor! \nHibakód: hiányzó azonosító \n\nA hiba oka nem ismert, az azonosító nem található. Kérjük, jöjjön vissza később, vagy jelentse a problémát a szerver adminisztrációs csapatának.",
["missing_identity"] = "Hiba történt a karaktered betöltésekor! \n Hibakód: hiányzik az identitás \n és \nNem úgy tűnik, hogy hiányzik a személyazonosságod, próbálkozz újra.",
["deleted_identity"] = "A karaktered kitörölve",
}
+33
View File
@@ -0,0 +1,33 @@
Locales['sv'] = {
['show_active_character'] = 'Visa aktiva karaktär',
['active_character'] = 'Aktiv karaktär: ~b~%s~s~',
['error_active_character'] = "Det gick inte att hämta din data.",
['delete_character'] = 'Ta bort nuvarande karaktär och skapa en ny.',
['deleted_character'] = 'Karaktär raderad.',
['error_delete_character'] = "Det gick inte att ta bort din karaktär.",
['thank_you_for_registering'] = "Registrering lyckades, Ha så kul!",
['registration_error'] = "Det uppstod ett problem när du registrerade din karaktär, se till att informationen är korrekt.",
['debug_xPlayer_get_first_name'] = "Returnerar ditt förnamn",
['debug_xPlayer_get_last_name'] = "Returnerar ditt efternamn",
['debug_xPlayer_get_full_name'] = "Returnerar ditt fullständiga namn",
['debug_xPlayer_get_sex'] = "Returnerar ditt kön",
['debug_xPlayer_get_dob'] = "Returnerar ditt födelsedatum",
['debug_xPlayer_get_height'] = "Returnerar din längd",
['error_debug_xPlayer_get_first_name'] = "Det uppstod ett problem när du fick ditt förnamn.",
['error_debug_xPlayer_get_last_name'] = "Det uppstod ett problem när du fick ditt efternamn.",
['error_debug_xPlayer_get_full_name'] = "Det uppstod ett problem när du fick ditt fullständiga namn.",
['error_debug_xPlayer_get_sex'] = "Det uppstod ett problem när du skaffade ditt kön.",
['error_debug_xPlayer_get_dob'] = "Det uppstod ett problem när du skaffade ditt födelsedatum.",
['error_debug_xPlayer_get_height'] = "Det uppstod ett problem när du fick din längd.",
['return_debug_xPlayer_get_first_name'] = "Förnamn: ~b~%s",
['return_debug_xPlayer_get_last_name'] = "Efternamn: ~b~%s",
['return_debug_xPlayer_get_full_name'] = "Fullständiga namn: ~b~%s",
['return_debug_xPlayer_get_sex'] = "Kön: ~b~%s",
['return_debug_xPlayer_get_dob'] = "Födelsedatum: ~b~%s",
['return_debug_xPlayer_get_height'] = "Längd: ~b~%s Centimeter",
['data_incorrect'] = 'Uppgifterna har angetts felaktigt. Var god försök igen.',
['invalid_format'] = 'Data är felaktigt formaterade. Var god försök igen.',
['no_identifier'] = 'Det uppstod ett fel när din karaktär skulle laddas!\nError code: identifier-missing\n\nOrsaken till detta fel är inte känd, din identifierare kunde inte hittas. Kom tillbaka senare eller rapportera det här problemet till en administratör.',
['missing_identity'] = 'Det uppstod ett fel när din karaktär skulle laddas!\nError code: identity-missing\n\nDet verkar som om din identitet saknas, försök ansluta igen.',
['deleted_identity'] = 'Din karaktär har tagits bort. Logga in igen för att skapa en ny karaktär.'
}
+1 -1
View File
@@ -444,7 +444,7 @@ end
function checkDate(str)
if string.match(str, '(%d%d)/(%d%d)/(%d%d%d%d)') ~= nil then
local m, d, y = string.match(str, '(%d+)/(%d+)/(%d+)')
local d, m, y = string.match(str, '(%d+)/(%d+)/(%d+)')
m = tonumber(m)
d = tonumber(d)
y = tonumber(y)
+674
View File
@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
esx_menu_default
Copyright (C) 2015-2022 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:
esx_menu_default Copyright (C) 2015-2022 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>.
+3
View File
@@ -0,0 +1,3 @@
# ESX Loadingscreen
A loadingscreen
+13
View File
@@ -0,0 +1,13 @@
local ClientLoadESX = false
AddEventHandler("playerSpawned", function ()
if not ClientLoadESX then
ShutdownLoadingScreenNui()
ClientLoadESX = true
if Config.Fade then
DoScreenFadeOut(0)
Wait(3000)
DoScreenFadeIn(2500)
end
end
end)
+3
View File
@@ -0,0 +1,3 @@
Config = {}
Config.Fade = true
+113
View File
@@ -0,0 +1,113 @@
/**
* Copyright (c) Jérémie N'gadi
*
* All rights reserved.
*
* Even if 'All rights reserved' is very clear :
*
* You shall not use any piece of this software in a commercial product / service
* You shall not resell this software
* You shall not provide any facility to install this particular software in a commercial product / service
* If you redistribute this software, you must link to ORIGINAL repository at https://github.com/esx-framework/esx-reborn
* This copyright should appear in every part of the project code
*/
html,body {
margin: 0;
padding: 0;
font-family: 'Quicksand', sans-serif;
overflow: hidden;
}
#esx_intro {
z-index: 2;
}
#esx_loop {
z-index: 1;
}
#loading_txt {
bottom: 5%;
left: 50%;
margin-left: -80px;
position: absolute;
z-index: 999;
-webkit-animation: fadein 5s;
-moz-animation: fadein 5s;
-ms-animation: fadein 5s;
-o-animation: fadein 5s;
animation: fadein 5s;
}
p {
color: white;
font-size: 32px;
}
.text_thing:after {
content: ' .';
animation: dots 2s steps(5, end) infinite;
}
@keyframes dots {
0%, 20% {
color: rgba(0,0,0,0);
text-shadow:
.25em 0 0 rgba(0,0,0,0),
.5em 0 0 rgba(0,0,0,0);
}
40% {
color: white;
text-shadow:
.25em 0 0 rgba(0,0,0,0),
.5em 0 0 rgba(0,0,0,0);
}
60% {
text-shadow:
.25em 0 0 white,
.5em 0 0 rgba(0,0,0,0);
}
80%, 100% {
text-shadow:
.25em 0 0 white,
.5em 0 0 white;
}
}
@keyframes fadein {
from { opacity: 0; }
to { opacity: 1; }
}
@-moz-keyframes fadein {
from { opacity: 0; }
to { opacity: 1; }
}
@-webkit-keyframes fadein {
from { opacity: 0; }
to { opacity: 1; }
}
@-ms-keyframes fadein {
from { opacity: 0; }
to { opacity: 1; }
}
@-o-keyframes fadein {
from { opacity: 0; }
to { opacity: 1; }
}
+20
View File
@@ -0,0 +1,20 @@
game 'common'
version '1.3.0'
fx_version 'cerulean'
author 'ESX-Framework'
loadscreen 'index.html'
shared_script 'config.lua'
loadscreen_manual_shutdown "yes"
client_script 'client/client.lua'
files {
'index.html',
'./vid/*.mp4',
'./vid/*.webm',
'./js/index.js',
'./css/index.css'
}
+42
View File
@@ -0,0 +1,42 @@
<!--
Copyright (c) Jérémie N'gadi
All rights reserved.
Even if 'All rights reserved' is very clear :
You shall not use any piece of this software in a commercial product / service
You shall not resell this software
You shall not provide any facility to install this particular software in a commercial product / service
If you redistribute this software, you must link to ORIGINAL repository at https://github.com/esx-framework/esx-reborn
This copyright should appear in every part of the project code
-->
<html lang="en">
<head>
<link rel="stylesheet" href="css/index.css" type="text/css" />
<link href="https://fonts.googleapis.com/css2?family=Quicksand&display=swap" rel="stylesheet">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js" type="text/javascript"></script>
<script src="./js/index.js" type="text/javascript"></script>
</head>
<body>
<div id="wrapper">
<div id="loading_txt">
<p class="text_thing">Loading</p>
</div>
<video id="esx_intro" width="100%" autoplay>
<source src="vid/esx_intro.mp4" type="video/webm">
</video>
<video id="esx_loop" width="100%" loop>
<source src="vid/esx_loop.mp4" type="video/webm">
</video>
</div>
</body>
</html>
+22
View File
@@ -0,0 +1,22 @@
// Copyright (c) Jérémie N'gadi
//
// All rights reserved.
//
// Even if 'All rights reserved' is very clear :
//
// You shall not use any piece of this software in a commercial product / service
// You shall not resell this software
// You shall not provide any facility to install this particular software in a commercial product / service
// If you redistribute this software, you must link to ORIGINAL repository at https://github.com/esx-framework/esx-reborn
// This copyright should appear in every part of the project code
$(document).ready(function(){
const introTag = document.getElementById('esx_intro');
const loopTag = document.getElementById('esx_loop');
introTag.onended = (event) => {
introTag.style.display = "none";
loopTag.loop = true; // true
loopTag.play()
};
})
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Menu Default'
version '1.5.0'
version '1.7.0'
client_scripts {
'@es_extended/imports.lua',
+71 -55
View File
@@ -1,96 +1,112 @@
@font-face {
font-family: bankgothic;
src: url('../fonts/bankgothic.ttf');
}
@import url('https://fonts.googleapis.com/css2?family=Poppins:wght@500;600&display=swap');
@font-face {
font-family: pcdown;
src: url('../fonts/pdown.ttf');
}
::-webkit-scrollbar {
display: none;
}
.menu {
font-family: 'PT Sans Narrow', sans-serif;
font-size: 22px;
min-width: 400px;
font-family: 'Poppins', sans-serif;
min-width: 350px;
color: #fff;
box-shadow: 0px 0px 50px 0px #000;
position: absolute;
padding: auto;
background: rgba(33, 33, 33, 0.0);
text-allign: center;
}
.head {
display: block;
text-align: center;
overflow: hidden;
padding-bottom: 3px;
text-allign: center;
margin-bottom: 5px;
white-space: nowrap;
background: rgba(10, 10, 10, 0.9);
}
.menu .head {
text-allign: center;
height: 28px;
color: #ffffff;
font-weight: 700;
font-size: 20px;
}
.menu .menu-items {
max-height: 450px;
overflow-y: auto;
font-weight: 550;
}
.menu-items {
margin-bottom: 2px;
}
.menu .menu-items .menu-item {
display: block;
padding: 7px;
font-size: 13px;
height: 16px;
text-indent: 5px;
margin-top: 5px;
background: rgba(40, 40, 40, 0.8);
color: rgb(202, 202, 202);
border-radius: 5px;
margin-bottom: 6px;
}
.menu .menu-items .menu-item.selected {
background: rgba(31, 31, 31, 0.525);
border: 1px solid rgba(55, 55, 55, 0.9);
background: rgba(20, 20, 20, 0.9);
color: rgba(243, 243, 243);
letter-spacing: 0.2px;
font-weight: 500;
}
.menu.align-left {
left: 40;
left: 0;
top: 50%;
transform: translate(0, -50%);
}
.menu.align-top-left {
left: 40;
top: 40;
top: 0;
}
.menu.align-top {
left: 50%;
top: 40;
transform: translate(-50%, 0);
top: 0;
}
.menu.align-top-right {
right: 10;
top: 40;
top: 0;
}
.menu.align-right {
right: 40;
right: 0;
top: 50%;
transform: translate(0, -50%);
}
.menu.align-bottom-right {
right: 40;
bottom: 40;
bottom: 0;
}
.menu.align-bottom {
left: 50%;
bottom: 40;
transform: translate(-50%, 0);
bottom: 0;
transform: translate(0, -50%);
}
.menu.align-bottom-left {
left: 40;
bottom: 40;
bottom: 0;
}
.menu.align-center {
left: 50%;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
}
.menu .head {
background-color: #4682B4;
text-align: center;
height: 40px;
line-height: 40px;
}
.menu .menu-items {
max-height: 600px;
overflow-y: auto;
}
.menu .menu-items .menu-item {
height: 40px;
display: block;
background-color: rgba(40, 40, 40, 1);
line-height: 32px;
color: #ffffff;
padding: 2px;
text-align: center;
}
.menu .menu-items .menu-item.selected {
background-color: rgba(20, 20, 20, 1);
border-top: 2px solid #e76767;
border-bottom: 2px solid #e76767;
}
}
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Menu Dialog'
version '1.5.0'
version '1.7.0'
client_scripts {
'@es_extended/imports.lua',
+84 -43
View File
@@ -1,16 +1,9 @@
@font-face {
font-family: bankgothic;
src: url('../fonts/bankgothic.ttf');
}
@font-face {
font-family: pcdown;
src: url('../fonts/pdown.ttf');
}
@import url('https://fonts.googleapis.com/css?family=Montserrat&display=swap');
#controls {
font-family: 'IBM Plex Sans', sans-serif;
font-size: 5em;
font-family: montserrat;
font-size: 3em;
color: #FFF;
position: absolute;
bottom: 40;
@@ -22,30 +15,38 @@
}
.dialog {
font-family: 'PT Sans Narrow', sans-serif;
background-color: rgba(40, 40, 40, 1);
color: #fff;
font-family: montserrat;
background: rgba(33, 33, 33, 0.8);
color: #fff;
position: absolute;
border-top-left-radius: 5px;
border-top-right-radius: 5px;
overflow: hidden;
top: 50%;
left: 50%;
width: 640px;
height: 124px;
width: 600px;
height: 152px;
transform: translate(-50%, -50%);
}
.head {
display: flex;
flex-basis: 100%;
align-items: center;
color: #fff;
}
.dialog.big {
height: 200px;
}
.dialog .head {
background-color: #4682B4;
background: rgba(25, 25, 25, 0.9);
text-align: center;
height: 40px;
font-size: 22px;
}
.dialog .head span:before {
.dialog .head span::before {
content: "";
display: inline-block;
height: 100%;
@@ -53,39 +54,79 @@
}
.dialog input[type="text"] {
width: 100%;
height: 42px;
color: #fff;
font-size: 20px;
background-color: rgba(20, 20, 20, 1);
border-bottom: 2px solid #e76767;
width: 60%;
height: 32px;
outline: 0;
background: none;
text-align: center;
margin-top: 26px;
margin-left: 125px;
font-size: large;
transition: all 0.2s ease-in-out;
color: white;
border: 0.5px solid #ffffff3b;
border-radius: 0px;
}
.dialog input[type="text"]:active, .dialog input[type="text"]:hover {
color: white;
}
.dialog textarea {
width: 100%;
height: 138px;
color: #fff;
font-size: 20px;
background-color: rgba(20, 20, 20, 1);
border-bottom: 2px solid #e76767;
height: 128px;
}
.dialog button[name="submit"] {
width: 75%;
color: #fff;
height: 42px;
font-size: 22px;
border: 0px solid #e76767;
border-right: 1px solid #e76767;
background-color: rgba(40, 40, 40, 1)
width: 17.6%;
height: 32px;
margin-left: 160px;
font-weight: 300;
color: rgb(37, 34, 53);
border-radius: 10px;
text-transform: uppercase;
background: rgb(50, 79, 208);
outline: 0;
border: none;
transition: all 0.2s ease-in-out;
}
.dialog button {
z-index: 9999;
transform: translate(-0%, 50%);
}
.dialog button[name="cancel"] {
width: 25%;
color: rgb(236, 75, 75);
height: 42px;
font-size: 20px;
border: 0px solid #e76767;
border-left: 1px solid #e76767;
background-color: rgba(40, 40, 40, 1)
width: 17.6%;
height: 32px;
margin-left: 60px;
border: none;
text-transform: uppercase;
font-weight: 200;
border-radius: 10px;
color: rgb(53, 34, 34);
outline: 0;
background: #c74545;
transition: all 0.2s ease-in-out;
}
.dialog button[name="cancel"]:hover {
letter-spacing: 1px;
color: #ffffff;
width: 17.6%;
}
.dialog button[name="submit"]:hover {
letter-spacing: 1px;
color: white;
width: 17.6%;
}
.head::before,
.head::after {
content: "";
flex-grow: 1;
background: #00e1ff;
height: 2px;
margin: 0px 3px;
}
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Menu List'
version '1.5.0'
version '1.7.0'
client_scripts {
'@es_extended/imports.lua',
+14 -10
View File
@@ -12,9 +12,8 @@
font-family: bankgothic;
position: absolute;
left: 50%;
top: 50%;
top: 40%;
transform: translate(-50%, -50%);
box-shadow: 0px 0px 50px 0px #000;
overflow-y: auto;
max-height: 90%;
}
@@ -24,29 +23,34 @@
}
.menu>table {
border: 1px transparent;
border-spacing: 0;
border-collapse: separate;
border-spacing: 0 5px;
min-width: 400px;
background-color: #FFF;
background: rgba(33, 33, 33, 0.0);
}
.menu>table>thead {
background-color: #506be6;
background: rgba(10, 10, 10, 0.9);
text-align: center;
height: 40px;
line-height: 40px;
height: 20px;
line-height: 20px;
margin-bottom: 20px;
color: #fff;
}
.menu td {
text-align: center;
padding: 8px;
margin: 20px;
}
.menu tbody tr:nth-child(even) {
background: #CCC
color: #fff;
background: rgba(40, 40, 40, 0.8);
}
.menu tbody tr:nth-child(odd) {
background: #FFF
color: #fff;
background: rgba(40, 40, 40, 0.8);
}
+674
View File
@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
+335
View File
@@ -0,0 +1,335 @@
ESX = exports['es_extended']:getSharedObject()
if ESX.GetConfig().Multichar then
Citizen.CreateThread(function()
while not ESX.PlayerLoaded do
Citizen.Wait(0)
if NetworkIsPlayerActive(PlayerId()) then
exports.spawnmanager:setAutoSpawn(false)
DoScreenFadeOut(0)
while not GetResourceState('esx_menu_default') == 'started' do
Citizen.Wait(0)
end
TriggerEvent("esx_multicharacter:SetupCharacters")
break
end
end
end)
local canRelog, cam, spawned = true, nil, nil
local Characters = {}
RegisterNetEvent('esx_multicharacter:SetupCharacters')
AddEventHandler('esx_multicharacter:SetupCharacters', function()
ESX.PlayerLoaded = false
ESX.PlayerData = {}
spawned = false
cam = CreateCam("DEFAULT_SCRIPTED_CAMERA", true)
local playerPed = PlayerPedId()
SetEntityCoords(playerPed, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z, true, false, false, false)
SetEntityHeading(playerPed, Config.Spawn.w)
local offset = GetOffsetFromEntityInWorldCoords(playerPed, 0, 1.7, 0.4)
DoScreenFadeOut(0)
SetCamActive(cam, true)
RenderScriptCams(true, false, 1, true, true)
SetCamCoord(cam, offset.x, offset.y, offset.z)
PointCamAtCoord(cam, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z + 1.3)
ESX.UI.Menu.CloseAll()
ESX.UI.HUD.SetDisplay(0.0)
StartLoop()
ShutdownLoadingScreen()
ShutdownLoadingScreenNui()
TriggerEvent('esx:loadingScreenOff')
Citizen.Wait(200)
TriggerServerEvent("esx_multicharacter:SetupCharacters")
end)
StartLoop = function()
hidePlayers = true
MumbleSetVolumeOverride(PlayerId(), 0.0)
Citizen.CreateThread(function()
local keys = {18, 27, 172, 173, 174, 175, 176, 177, 187, 188, 191, 201, 108, 109}
while hidePlayers do
DisableAllControlActions(0)
for i = 1, #keys do
EnableControlAction(0, keys[i], true)
end
SetEntityVisible(PlayerPedId(), 0, 0)
SetLocalPlayerVisibleLocally(1)
SetPlayerInvincible(PlayerId(), 1)
ThefeedHideThisFrame()
HideHudComponentThisFrame(11)
HideHudComponentThisFrame(12)
HideHudComponentThisFrame(21)
HideHudAndRadarThisFrame()
Citizen.Wait(0)
local vehicles = GetGamePool('CVehicle')
for i = 1, #vehicles do
SetEntityLocallyInvisible(vehicles[i])
end
end
local playerId, playerPed = PlayerId(), PlayerPedId()
MumbleSetVolumeOverride(playerId, -1.0)
SetEntityVisible(playerPed, 1, 0)
SetPlayerInvincible(playerId, 0)
FreezeEntityPosition(playerPed, false)
Citizen.Wait(10000)
canRelog = true
end)
Citizen.CreateThread(function()
local playerPool = {}
while hidePlayers do
local players = GetActivePlayers()
for i = 1, #players do
local player = players[i]
if player ~= PlayerId() and not playerPool[player] then
playerPool[player] = true
NetworkConcealPlayer(player, true, true)
end
end
Citizen.Wait(500)
end
for k in pairs(playerPool) do
NetworkConcealPlayer(k, false, false)
end
end)
end
SetupCharacter = function(index)
if spawned == false then
exports.spawnmanager:spawnPlayer({
x = Config.Spawn.x,
y = Config.Spawn.y,
z = Config.Spawn.z,
heading = Config.Spawn.w,
model = Characters[index].model or GetHashKey("mp_m_freemode_01"),
skipFade = true
}, function()
canRelog = false
if Characters[index] then
local skin = Characters[index].skin or Config.Default
if not Characters[index].model then
if Characters[index].sex == _('female') then skin.sex = 1 else skin.sex = 0 end
end
TriggerEvent('skinchanger:loadSkin', skin)
end
DoScreenFadeIn(400)
end)
repeat Citizen.Wait(200) until not IsScreenFadedOut()
elseif Characters[index] and Characters[index].skin then
if Characters[spawned] and Characters[spawned].model then
RequestModel(Characters[index].model)
while not HasModelLoaded(Characters[index].model) do
RequestModel(Characters[index].model)
Citizen.Wait(0)
end
SetPlayerModel(PlayerId(), Characters[index].model)
SetModelAsNoLongerNeeded(Characters[index].model)
end
TriggerEvent('skinchanger:loadSkin', Characters[index].skin)
end
spawned = index
local playerPed = PlayerPedId()
FreezeEntityPosition(PlayerPedId(), true)
SetPedAoBlobRendering(playerPed, true)
SetEntityAlpha(playerPed, 255)
SendNUIMessage({
action = "openui",
character = Characters[spawned]
})
end
RegisterNetEvent('esx_multicharacter:SetupUI')
AddEventHandler('esx_multicharacter:SetupUI', function(data, slots)
DoScreenFadeOut(0)
Characters = data
slots = slots
local elements = {}
local Character = next(Characters)
exports.spawnmanager:forceRespawn()
if Character == nil then
SendNUIMessage({
action = "closeui"
})
exports.spawnmanager:spawnPlayer({
x = Config.Spawn.x,
y = Config.Spawn.y,
z = Config.Spawn.z,
heading = Config.Spawn.w,
model = GetHashKey("mp_m_freemode_01"),
skipFade = true
}, function()
canRelog = false
DoScreenFadeIn(400)
Citizen.Wait(400)
local playerPed = PlayerPedId()
SetPedAoBlobRendering(playerPed, false)
SetEntityAlpha(playerPed, 0)
TriggerServerEvent('esx_multicharacter:CharacterChosen', 1, true)
TriggerEvent('esx_identity:showRegisterIdentity')
end)
else
for k,v in pairs(Characters) do
if not v.model and v.skin then
if v.skin.model then v.model = v.skin.model elseif v.skin.sex == 1 then v.model = GetHashKey("mp_m_freemode_01") else v.model = GetHashKey("mp_m_freemode_01") end
end
if spawned == false then SetupCharacter(Character) end
local label = v.firstname..' '..v.lastname
if Characters[k].disabled then
elements[#elements+1] = {label = label, value = v.id}
else
elements[#elements+1] = {label = label, value = v.id}
end
end
if #elements < slots then
elements[#elements+1] = {label = _('create_char'), value = (#elements+1), new = true}
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'selectchar', {
title = _('select_char'),
align = 'top-left',
elements = elements
}, function(data, menu)
local elements = {}
if not data.current.new then
if not Characters[data.current.value].disabled then
elements[1] = {label = _('char_play'), action = 'play', value = data.current.value}
else
elements[1] = {label = _('char_disabled'), value = data.current.value}
end
if Config.CanDelete then elements[2] = {label = _('char_delete'), action = 'delete', value = data.current.value} end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'choosechar', {
title = _('select_char'),
align = 'top-left',
elements = elements
}, function(data, menu)
if data.current.action == 'play' then
ESX.UI.Menu.CloseAll()
SendNUIMessage({
action = "closeui"
})
TriggerServerEvent('esx_multicharacter:CharacterChosen', data.current.value, false)
elseif data.current.action == 'delete' then
local elements2 = {}
elements2[1] = {label = _('cancel')}
elements2[2] = {label = _('confirm'), value = data.current.value}
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'deletechar', {
title = _('delete_label', Characters[data.current.value].firstname, Characters[data.current.value].lastname),
align = 'center',
elements = elements2
}, function(data, menu)
if data.current.value then
TriggerServerEvent('esx_multicharacter:DeleteCharacter', data.current.value)
spawned = false
ESX.UI.Menu.CloseAll()
else
menu.close()
end
end, function(data, menu)
menu.close()
end)
end
end, function(data, menu)
menu.close()
end)
else
ESX.UI.Menu.CloseAll()
local GetSlot = function()
for i = 1, slots do
if not Characters[i] then
return i
end
end
end
local slot = GetSlot()
TriggerServerEvent('esx_multicharacter:CharacterChosen', slot, true)
TriggerEvent('esx_identity:showRegisterIdentity')
end
end, function(data, menu)
menu.refresh()
end, function(data, menu)
if data.current.new then
local playerPed = PlayerPedId()
SetPedAoBlobRendering(playerPed, false)
SetEntityAlpha(playerPed, 0)
SendNUIMessage({
action = "closeui"
})
else
SetupCharacter(data.current.value)
local playerPed = PlayerPedId()
SetPedAoBlobRendering(playerPed, true)
ResetEntityAlpha(playerPed)
end
end)
end
end)
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
local spawn = playerData.coords or Config.Spawn
if isNew or not skin or #skin == 1 then
local finished = false
local sex = skin.sex or 0
if sex == 0 then model = GetHashKey("mp_m_freemode_01") else model = GetHashKey("mp_m_freemode_01") end
RequestModel(model)
while not HasModelLoaded(model) do
RequestModel(model)
Citizen.Wait(0)
end
SetPlayerModel(PlayerId(), model)
SetModelAsNoLongerNeeded(model)
skin = Config.Default
skin.sex = sex
TriggerEvent('skinchanger:loadSkin', skin, function()
playerPed = PlayerPedId()
SetPedAoBlobRendering(playerPed, true)
ResetEntityAlpha(playerPed)
TriggerEvent('esx_skin:openSaveableMenu', function()
finished = true end, function() finished = true
end)
end)
repeat Citizen.Wait(200) until finished
end
DoScreenFadeOut(100)
SetCamActive(cam, false)
RenderScriptCams(false, false, 0, true, true)
cam = nil
local playerPed = PlayerPedId()
FreezeEntityPosition(playerPed, true)
SetEntityCoordsNoOffset(playerPed, spawn.x, spawn.y, spawn.z, false, false, false, true)
SetEntityHeading(playerPed, spawn.heading)
if not isNew then TriggerEvent('skinchanger:loadSkin', skin or Characters[spawned].skin) end
Citizen.Wait(400)
DoScreenFadeIn(400)
repeat Citizen.Wait(200) until not IsScreenFadedOut()
TriggerServerEvent('esx:onPlayerSpawn')
TriggerEvent('esx:onPlayerSpawn')
TriggerEvent('playerSpawned')
TriggerEvent('esx:restoreLoadout')
Characters, hidePlayers = {}, false
end)
RegisterNetEvent('esx:onPlayerLogout')
AddEventHandler('esx:onPlayerLogout', function()
DoScreenFadeOut(0)
spawned = false
TriggerEvent("esx_multicharacter:SetupCharacters")
TriggerEvent('esx_skin:resetFirstSpawn')
end)
if Config.Relog then
RegisterCommand('relog', function(source, args, rawCommand)
if canRelog == true then
canRelog = false
TriggerServerEvent('esx_multicharacter:relog')
ESX.SetTimeout(10000, function()
canRelog = true
end)
end
end)
end
end
+129
View File
@@ -0,0 +1,129 @@
Config = {}
Config.Locale = 'en'
-- Allows players to delete their characters
Config.CanDelete = true
if IsDuplicityVersion() then
-- This is the default number of slots for EVERY player
-- If you want to manage extra slots for specific players you can do it by using '/setslots' and '/remslots' commands
Config.Slots = 4
--------------------
-- Text to prepend to each character (char#:identifier) - keep it short
Config.Prefix = 'char'
--------------------
-- Default identifier to store for characters - this should always match es_extended (recommended: license)
Config.Identifier = 'license'
else
-- Sets the location for the character selection scene
-- To set the spawn location for new characters, modify the default value in the users SQL table
Config.Spawn = vector4(-113.7, 565.3, 195.2, 0)
--------------------
-- Do not use unless you are prepared to adjust your resources to correctly reset data
-- Information: https://github.com/thelindat/esx_multicharacter#relogging
Config.Relog = true
--------------------
-- Default appearance for new characters
Config.Default = {
mom = 21,
dad = 0,
face_md_weight = 50,
skin_md_weight = 50,
nose_1 = 0,
nose_2 = 0,
nose_3 = 0,
nose_4 = 0,
nose_5 = 0,
nose_6 = 0,
cheeks_1 = 0,
cheeks_2 = 0,
cheeks_3 = 0,
lip_thickness = 0,
jaw_1 = 0,
jaw_2 = 0,
chin_1 = 0,
chin_2 = 0,
chin_13 = 0,
chin_4 = 0,
neck_thickness = 0,
hair_1 = 0,
hair_2 = 0,
hair_color_1 = 0,
hair_color_2 = 0,
tshirt_1 = 0,
tshirt_2 = 0,
torso_1 = 0,
torso_2 = 0,
decals_1 = 0,
decals_2 = 0,
arms = 0,
arms_2 = 0,
pants_1 = 0,
pants_2 = 0,
shoes_1 = 0,
shoes_2 = 0,
mask_1 = 0,
mask_2 = 0,
bproof_1 = 0,
bproof_2 = 0,
chain_1 = 0,
chain_2 = 0,
helmet_1 = -1,
helmet_2 = 0,
glasses_1 = 0,
glasses_2 = 0,
watches_1 = -1,
watches_2 = 0,
bracelets_1 = -1,
bracelets_2 = 0,
bags_1 = 0,
bags_2 = 0,
eye_color = 0,
eye_squint = 0,
eyebrows_2 = 0,
eyebrows_1 = 0,
eyebrows_3 = 0,
eyebrows_4 = 0,
eyebrows_5 = 0,
eyebrows_6 = 0,
makeup_1 = 0,
makeup_2 = 0,
makeup_3 = 0,
makeup_4 = 0,
lipstick_1 = 0,
lipstick_2 = 0,
lipstick_3 = 0,
lipstick_4 = 0,
ears_1 = -1,
ears_2 = 0,
chest_1 = 0,
chest_2 = 0,
chest_3 = 0,
bodyb_1 = -1,
bodyb_2 = 0,
bodyb_3 = -1,
bodyb_4 = 0,
age_1 = 0,
age_2 = 0,
blemishes_1 = 0,
blemishes_2 = 0,
blush_1 = 0,
blush_2 = 0,
blush_3 = 0,
complexion_1 = 0,
complexion_2 = 0,
sun_1 = 0,
sun_2 = 0,
moles_1 = 0,
moles_2 = 0,
beard_1 = 0,
beard_2 = 0,
beard_3 = 0,
beard_4 = 0
}
end
@@ -0,0 +1,9 @@
CREATE TABLE `multicharacter_slots` (
`identifier` VARCHAR(60) NOT NULL,
`slots` INT(11) NOT NULL,
PRIMARY KEY (`identifier`) USING BTREE,
INDEX `slots` (`slots`) USING BTREE
) ENGINE=InnoDB;
ALTER TABLE `users` ADD COLUMN
`disabled` TINYINT(1) NULL DEFAULT '0';
+39
View File
@@ -0,0 +1,39 @@
fx_version 'cerulean'
game 'gta5'
description 'Official Multicharacter System For ESX Legacy'
version '1.7.0'
lua54 'yes'
dependencies {
'es_extended',
'esx_menu_default',
'esx_identity',
'esx_skin'
}
shared_scripts {
'@es_extended/locale.lua',
'locales/*.lua',
'config.lua'
}
server_scripts {
'@es_extended/imports.lua',
'@oxmysql/lib/MySQL.lua',
'server/*.lua',
}
client_scripts {
'client/*.lua'
}
ui_page {
'html/ui.html',
}
files {
'html/ui.html',
'html/css/main.css',
'html/js/app.js',
'html/locales/*.js',
}
@@ -0,0 +1,70 @@
@import url('https://fonts.googleapis.com/css2?family=Raleway:wght@300;600&display=swap');
* {
margin: 0;
padding: 0;
user-select: none;
color: rgb(255, 255, 255);
font-weight: 300;
font-size: 1.6vh;
font-family: Calibri, "Helvetica", san-serif;
}
html {
overflow: hidden;
}
p {
margin: 0 !important;
}
body {
background: transparent;
}
.main-container {
display:none;
position: absolute;
top: 50%;
right: 25;
transform: translate(0, -50%);
background: rgba(0,0,0,0.7);
}
.header {
position: absolute;
top: 5%;
left: 50%;
transform: translate(-50%);
font-size: 1.1rem;
}
.footer {
position: absolute;
bottom: 5%;
left: 50%;
transform: translate(-50%);
font-size: 1.1rem;
}
.character-box {
display: flex;
right: 0;
flex-direction: column;
justify-content: center;
align-items: center;
text-align: center;
line-height: 1.4rem;
height: calc(100vh - 6rem);
width: 20rem;
padding: 1rem;
border: 1px rgba(12,12,12,200) solid;
box-shadow: 0px 0px 4px 1px rgba(12,12,12,20);
}
h1 {
font-family: 'Raleway', sans-serif;
padding-top: 2rem;
display: block;
font-size: 1.3rem;
font-weight: 600;
}
+35
View File
@@ -0,0 +1,35 @@
var money = Intl.NumberFormat('en-US', {
style: 'currency',
currency: 'USD',
minimumFractionDigits: 0
});
(() => {
Kashacter = {};
Kashacter.ShowUI = function(data) {
$('body').css({"display":"block"});
$('.main-container').css({"display":"block"});
$('[data-charid=1]').html('<div class="character-info"><p class="character-info-name"><h1>' + `${translate.name} ` + '</h1><span>' + data.firstname +' '+ data.lastname +'</span></p><p class="character-info-work"><h1>' + `${translate.job} ` + '</h1><span>'+ data.job +' '+ data.job_grade +'</span></p><p class="character-info-money"><h1>' + `${translate.money} ` + '</h1><span> '+ money.format(data.money) +'</span></p><p class="character-info-bank"><h1>' + `${translate.bank} ` + '</h1><span> '+ money.format(data.bank) +'</span></p> <p class="character-info-dateofbirth"><h1>' + `${translate.dob} ` + '</h1><span>'+ data.dateofbirth +'</span></p> <p class="character-info-gender"><h1>' + `${translate.gender} ` + '</h1><span>'+ data.sex +'</span></p></div>').attr("data-ischar", "true");
};
Kashacter.CloseUI = function() {
$('body').css({"display":"none"});
$('.main-container').css({"display":"none"});
$('[data-charid=1]').html('<h3 class="character-fullname"></h3><div class="character-info"><p class="character-info-new"></p></div>');
};
window.onload = function(e) {
window.addEventListener('message', function(event) {
switch(event.data.action) {
case 'openui':
Kashacter.ShowUI(event.data.character);
break;
case 'closeui':
Kashacter.CloseUI();
break;
}
})
}
})();
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "Jméno";
translate.job = "Práce";
translate.bank = "Banka";
translate.money = "Peníze";
translate.gender = "Pohlaví";
translate.dob = "Datum narození";
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "Name";
translate.job = "Beruf";
translate.bank = "Bankguthaben";
translate.money = "Bargeld";
translate.gender = "Geschlecht";
translate.dob = "Geburtsdatum";
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "Name";
translate.job = "Job";
translate.bank = "Bank";
translate.money = "Cash";
translate.gender = "Gender";
translate.dob = "Date of birth";
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "Nom";
translate.job = "Métier";
translate.bank = "Banque";
translate.money = "Argent";
translate.gender = "Sexe";
translate.dob = "Date de naissance";
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = 'Név';
translate.job = 'Munka';
translate.bank = 'Bank';
translate.money = 'Készpénz';
translate.gender = 'Nem';
translate.dob = 'Születési idő';
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "imię";
translate.job = "Zajęcie";
translate.bank = "Bank";
translate.money = "Gotówka";
translate.gender = "Seks";
translate.dob = "Data urodzenia";
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "Nome";
translate.job = "Trabalho";
translate.bank = "Banco";
translate.money = "Dinheiro";
translate.gender = "Género";
translate.dob = "Data de Nascimento";
@@ -0,0 +1,8 @@
const translate = new Object();
translate.name = "İsim";
translate.job = "Meslek";
translate.bank = "Banka";
translate.money = "Nakit";
translate.gender = "Cinsiyet";
translate.dob = "Doğum Tarihi";
+24
View File
@@ -0,0 +1,24 @@
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<!-- Custom CSS -->
<link rel="stylesheet" type="text/css" href="css/main.css" />
<!-- Locales -->
<script src="locales/en.js"></script>
</head>
<body style="display: none;">
<div class="main-container">
<div class='header'>ESX Legacy</div>
<div class="character-box" data-charid="1">
<h3 class="character-fullname"></h3>
<div class="character-info"></div>
</div>
<div class='footer'>Multicharacter</div>
</div>
</div>
</div>
<script src="https://code.jquery.com/jquery-3.3.1.min.js" integrity="sha256-FgpCb/KJQlLNfOu91ta32o/NMZxltwRo8QtmkMRdAu8=" crossorigin="anonymous"></script>
<script src="js/app.js" type="text/javascript"></script>
</body>
</html>
+25
View File
@@ -0,0 +1,25 @@
Locales['cs'] = {
['male'] = "Muž",
['female'] = "Žena",
['delete_label'] = "Vymazat %s %s?",
['select_char'] = "Zvolit Postavu",
['create_char'] = "Vytvořit Novou Postavu",
['char_play'] = "Hrát za postavu",
['char_disabled'] = "Tato postava je zakázána!",
['char_delete'] = "Vymazat postavu",
['cancel'] = "Zrušit",
['confirm'] = "Potvrdit",
['command_setslots'] = "Nastavit slot pro hráče v multicharacteru",
['command_remslots'] = "Odebrat slot pro hráče v multicharacteru",
['command_enablechar'] = "Povolit zovlený slot hráči",
['command_disablechar'] = "Zakázat zvolený slot pro hračé",
['command_charslot'] = "Číslo slotu",
['command_identifier'] = "Identifier hráče",
['command_slots'] = "# ze slotu",
['slotsadd'] = "Přidal slot %s hráči %s",
['slotsedit'] = "Nastavil si slot %s hráči %s",
['slotsrem'] = "Odebral si slot %s",
['charenabled'] = "Povolol si postavu #%s z %s",
['chardisabled'] = "Zakázal si postavu #%s z %s",
['charnotfound'] = "Postava #%s z %s nebyla nalezena/neexistuje",
}
+11
View File
@@ -0,0 +1,11 @@
Locales['de'] = {
['male'] = "Männlich",
['female'] = "Weiblich",
['delete_label'] = "Lösche %s %s?",
['select_char'] = "Charakter auswählen",
['create_char'] = "Neuen Charakter erstellen",
['char_play'] = "Diesen Charakter spielen",
['char_delete'] = "Diesen Charakter löschen",
['cancel'] = "Abbrechen",
['confirm'] = "Bestätigen",
}
+25
View File
@@ -0,0 +1,25 @@
Locales["en"] = {
["male"] = "Male",
["female"] = "Female",
["delete_label"] = "Delete %s %s?",
["select_char"] = "Select Character",
["create_char"] = "Create new character",
["char_play"] = "Play this character",
["char_disabled"] = "This character is disabled",
["char_delete"] = "Delete this character",
["cancel"] = "Cancel",
["confirm"] = "Confirm",
["command_setslots"] = "Set multicharacter slots number of a player",
["command_remslots"] = "Remove multicharacter slots number of a player",
["command_enablechar"] = "Enable a given character of a player",
["command_disablechar"] = "Disable a given character of a player",
["command_charslot"] = "Slot number of the character",
["command_identifier"] = "Player identifier",
["command_slots"] = "# of slots",
["slotsadd"] = "You added %s slots to %s",
["slotsedit"] = "You set %s slots to %s",
["slotsrem"] = "You removed slots to %s",
["charenabled"] = "You enabled character #%s of %s",
["chardisabled"] = "You disabled character #%s of %s",
["charnotfound"] = "Character #%s of %s doesn't exist",
}
+25
View File
@@ -0,0 +1,25 @@
Locales["hu"] = {
["male"] = "Férfi",
["female"] = "",
["delete_label"] = "Törlés %s %s?",
["select_char"] = "Karakter kiválasztása",
["create_char"] = "Új karakter létrehozása",
["char_play"] = "Karakter kiválasztása",
["char_disabled"] = "Karakter le van tiltva",
["char_delete"] = "Karakter törlése",
["cancel"] = "Mégsem",
["confirm"] = "Megerősítés",
["command_setslots"] = "Játékos karakter slotok számának beállítása",
["command_remslots"] = "Játékos karakter slotok számának eltávolítása",
["command_enablechar"] = "Játékos karakterének engedélyezése",
["command_disablechar"] = "Játékos karakterének tiltása",
["command_charslot"] = "Karakter slotok számának beállítása",
["command_identifier"] = "Játékos identifier",
["command_slots"] = "# slotok",
["slotsadd"] = "Adtál %s slotokat, neki %s",
["slotsedit"] = "Beállítottad %s slotokat, neki %s",
["slotsrem"] = "Eltávolítottad a következő slotokat: %s",
["charenabled"] = "Karakter engedélyezve #%s-ból/ből %s",
["chardisabled"] = "Karakter letiltva #%s-ból/ből %s",
["charnotfound"] = "Karakter #%s-ból/ből %s nem létezik",
}
+25
View File
@@ -0,0 +1,25 @@
Locales['it'] = {
['male'] = "Maschio",
['female'] = "Femmina",
['delete_label'] = "Cancella %s %s?",
['select_char'] = "Seleziona Personaggio",
['create_char'] = "Crea un nuovo personaggio",
['char_play'] = "Gioca questo personaggio",
['char_disabled'] = "Questo personaggio è disabilitato",
['char_delete'] = "Cancella questo personaggio",
['cancel'] = "Annulla",
['confirm'] = "Conferma",
['command_setslots'] = "Imposta il numero di slot di personaggi di un giocatore",
['command_remslots'] = "Rimuovi il numero di slot di personaggi di un giocatore",
['command_enablechar'] = "Abilita un personaggio di un giocatore",
['command_disablechar'] = "Disabilita un personaggio di un giocatore",
['command_charslot'] = "Numero dello slot del personaggio",
['command_identifier'] = "Identifier del giocatore",
['command_slots'] = "# di slot",
['slotsadd'] = "Hai aggiunto %s slot a %s",
['slotsedit'] = "Hai impostato %s slot a %s",
['slotsrem'] = "Hai rimosso gli slot a %s",
['charenabled'] = "Hai abilitato il %s° personaggio di %s",
['chardisabled'] = "Hai disabilitato il %s° personaggio di %s",
['charnotfound'] = "Il personaggio %s di %s non esiste",
}
+25
View File
@@ -0,0 +1,25 @@
Locales['pt'] = {
['male'] = "Masculino",
['female'] = "Feminino",
['delete_label'] = "Excluir %s %s?",
['select_char'] = "Selecionar personagem",
['create_char'] = "Criar novo personagem",
['char_play'] = "Selecionar",
['char_disabled'] = "Este personagem está desabilitado",
['char_delete'] = "Excluir este personagem",
['cancel'] = "Cancelar",
['confirm'] = "Confirmar",
['command_setslots'] = "Definir o número de slots de vários personagens de um jogador",
['command_remslots'] = "Remover o número de slots de vários personagens de um jogador",
['command_enablechar'] = "Habilitar um determinado personagem de um jogador",
['command_disablechar'] = "Desabilitar um determinado personagem de um jogador",
['command_charslot'] = "Número do slot do personagem",
['command_identifier'] = "Identificador do jogador",
['command_slots'] = "# de slots",
['slotsadd'] = "Você adcionou %s slots para %s",
['slotsedit'] = "Você definiu %s slots para %s",
['slotsrem'] = "Você removeu slots de %s",
['charenabled'] = "Você ativou o personagem #%s de %s",
['chardisabled'] = "Você desativou o personagem #%s de %s",
['charnotfound'] = "Personagem #%s de %s não existe",
}
+11
View File
@@ -0,0 +1,11 @@
Locales['tr'] = {
['male'] = "Erkek",
['female'] = "Kadın",
['delete_label'] = "Sil %s %s?",
['select_char'] = "Karakter Seç",
['create_char'] = "Yeni Karakter Oluştur",
['char_play'] = "Bu Karakterle Oyna",
['char_delete'] = "Bu Karakteri Sil",
['cancel'] = "İptal",
['confirm'] = "Onayla",
}
+59
View File
@@ -0,0 +1,59 @@
# Preview
![image](https://user-images.githubusercontent.com/65407488/126976325-17cc3241-bb9e-451f-a6ed-610a8ef52fa5.png)
## Installation
- Modify your ESX config with `Config.Multichar = true`
- All owner and identifier columns should be set to `VARCHAR(60)` to ensure correct data entry
- The resource will attempt to set columns automatically
### Relogging
- Do not enable this setting if you do not intend to properly set up relog support
- Requires the latest update for ESX Status (prevents multiple status ticks from running)
- Add the following events to resources that require support for relogging, or
- Add them to [@es_extended/imports.lua](https://github.com/esx-framework/esx-legacy/blob/main/[esx]/es_extended/imports.lua) (and use the imports in your resources)
```lua
RegisterNetEvent('esx:playerLoaded', function(xPlayer)
ESX.PlayerData = xPlayer
ESX.PlayerLoaded = true
end)
RegisterNetEvent('esx:onPlayerLogout', function()
ESX.PlayerLoaded = false
ESX.PlayerData = {}
end)
```
### Notes
- Characters are stored in the users table as `char#:license` - if you need to use a different identifier then you need to modify ESX itself
- Character deletion does not require manual entries for the tables to remove
- As characters are stored with unique identifiers, there is no excessive queries being executed
### Kashacters
- This project is forked from the [kashacters multicharacter resource](https://github.com/FiveEYZ/esx_kashacter)
- Most of the code has been entirely rewritten
- KASH has given permission for this resource to use his code and the addition of a license
- The license obviously does not apply to previous versions and KASH has stated his resource is free to be used however
## Notice
Copyright © 2022 [Linden](https://github.com/thelindat/), ESX-Framework (fournier Brice & Jérémie N'gadi) and KASH
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses>.
@@ -0,0 +1,79 @@
ESX.RegisterCommand('setslots', 'admin', function(xPlayer, args, showError)
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
args.identifier
})
if slots == nil then
MySQL.update('INSERT INTO `multicharacter_slots` (`identifier`, `slots`) VALUES (?, ?)', {
args.identifier,
args.slots
})
xPlayer.triggerEvent('esx:showNotification', _U('slotsadd', args.slots, args.identifier))
else
MySQL.update('UPDATE `multicharacter_slots` SET `slots` = ? WHERE `identifier` = ?', {
args.slots,
args.identifier
})
xPlayer.triggerEvent('esx:showNotification', _U('slotsedit', args.slots, args.identifier))
end
end, true, {help = _U('command_setslots'), validate = true, arguments = {
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
{name = 'slots', help = _U('command_slots'), type = 'number'}
}})
ESX.RegisterCommand('remslots', 'admin', function(xPlayer, args, showError)
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
args.identifier
})
if slots ~= nil then
MySQL.update('DELETE FROM `multicharacter_slots` WHERE `identifier` = ?', {
args.identifier
})
xPlayer.triggerEvent('esx:showNotification', _U('slotsrem', args.identifier))
end
end, true, {help = _U('command_remslots'), validate = true, arguments = {
{name = 'identifier', help = _U('command_identifier'), type = 'string'}
}})
ESX.RegisterCommand('enablechar', 'admin', function(xPlayer, args, showError)
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
MySQL.update('UPDATE `users` SET `disabled` = 0 WHERE identifier = ?', {
selectedCharacter
}, function(result)
if result > 0 then
xPlayer.triggerEvent('esx:showNotification', _U('charenabled', args.charslot, args.identifier))
else
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
end
end)
end, true, {help = _U('command_enablechar'), validate = true, arguments = {
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
}})
ESX.RegisterCommand('disablechar', 'admin', function(xPlayer, args, showError)
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
MySQL.update('UPDATE `users` SET `disabled` = 1 WHERE identifier = ?', {
selectedCharacter
}, function(result)
if result > 0 then
xPlayer.triggerEvent('esx:showNotification', _U('chardisabled', args.charslot, args.identifier))
else
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
end
end)
end, true, {help = _U('command_disablechar'), validate = true, arguments = {
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
}})
RegisterCommand('forcelog', function(source, args, rawCommand)
TriggerEvent('esx:playerLogout', source)
end, true)
+221
View File
@@ -0,0 +1,221 @@
if not ESX then
error('\n^1Unable to start Multicharacter - you must be using ESX Legacy^0')
elseif ESX.GetConfig().Multichar == true then
local DATABASE do
local connectionString = GetConvar('mysql_connection_string', '');
if connectionString == '' then
error(connectionString..'\n^1Unable to start Multicharacter - unable to determine database from mysql_connection_string^0', 0)
elseif connectionString:find('mysql://') then
connectionString = connectionString:sub(9, -1)
DATABASE = connectionString:sub(connectionString:find('/')+1, -1):gsub('[%?]+[%w%p]*$', '')
else
connectionString = {string.strsplit(';', connectionString)}
for i = 1, #connectionString do
local v = connectionString[i]
if v:match('database') then
DATABASE = v:sub(10, #v)
end
end
end
end
local DB_TABLES = {users = 'identifier'}
local FETCH = nil
local SLOTS = Config.Slots or 4
local PREFIX = Config.Prefix or 'char'
local PRIMARY_IDENTIFIER = ESX.GetConfig().Identifier or GetConvar('sv_lan', '') == 'true' and 'ip' or Config.Identifier
local function GetIdentifier(source)
local identifier = PRIMARY_IDENTIFIER..':'
for _, v in pairs(GetPlayerIdentifiers(source)) do
if string.match(v, identifier) then
identifier = string.gsub(v, identifier, '')
return identifier
end
end
end
if next(ESX.Players) then
local players = table.clone(ESX.Players)
table.wipe(ESX.Players)
for _, v in pairs(players) do
ESX.Players[GetIdentifier(v.source)] = true
end
else ESX.Players = {} end
local function SetupCharacters(source)
while not FETCH do Citizen.Wait(100) end
local identifier = GetIdentifier(source)
ESX.Players[identifier] = true
local slots = MySQL.scalar.await('SELECT slots FROM multicharacter_slots WHERE identifier = ?', { identifier }) or SLOTS
identifier = PREFIX..'%:'..identifier
local result = MySQL.query.await(FETCH, {identifier, slots})
local characters
if result then
local characterCount = #result
characters = table.create(0, characterCount)
for i = 1, characterCount, 1 do
local v = result[i]
local job, grade = v.job or 'unemployed', tostring(v.job_grade)
if ESX.Jobs[job] and ESX.Jobs[job].grades[grade] then
if job ~= 'unemployed' then grade = ESX.Jobs[job].grades[grade].label else grade = '' end
job = ESX.Jobs[job].label
end
local accounts = json.decode(v.accounts)
local id = tonumber(string.sub(v.identifier, #PREFIX+1, string.find(v.identifier, ':')-1))
characters[id] = {
id = id,
bank = accounts.bank,
money = accounts.money,
job = job,
job_grade = grade,
firstname = v.firstname,
lastname = v.lastname,
dateofbirth = v.dateofbirth,
skin = v.skin and json.decode(v.skin) or {},
disabled = v.disabled,
sex = v.sex == 'm' and _('male') or _('female')
}
end
end
TriggerClientEvent('esx_multicharacter:SetupUI', source, characters, slots)
end
AddEventHandler('playerConnecting', function(playerName, setKickReason, deferrals)
deferrals.defer()
local identifier = GetIdentifier(source)
if identifier then
if ESX.Players[identifier] then
deferrals.done(('A player is already connected to the server with this identifier.\nYour identifier: %s:%s'):format(PRIMARY_IDENTIFIER, identifier))
else
deferrals.done()
end
else
deferrals.done(('Unable to retrieve player identifier.\nIdentifier type: %s'):format(PRIMARY_IDENTIFIER))
end
end)
local function DeleteCharacter(source, charid)
local identifier = ('%s%s:%s'):format(PREFIX, charid, GetIdentifier(source))
local query = 'DELETE FROM %s WHERE %s = ?'
local queries = {}
local count = 0
for table, column in pairs(DB_TABLES) do
count += 1
queries[count] = {query = query:format(table, column), values = {identifier}}
end
MySQL.transaction(queries, function(result)
if result then
print(('[^2INFO^7] Player [%s] %s has deleted a character (%s)'):format(GetPlayerName(source), source, identifier))
Citizen.Wait(50)
SetupCharacters(source)
else
error('\n^1Transaction failed while trying to delete '..identifier..'^0')
end
end)
end
MySQL.ready(function()
local length = 42 + #PREFIX
local DB_COLUMNS = MySQL.query.await(('SELECT TABLE_NAME, COLUMN_NAME, CHARACTER_MAXIMUM_LENGTH FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_SCHEMA = "%s" AND DATA_TYPE = "varchar" AND COLUMN_NAME IN (?)'):format(DATABASE, length), {
{'identifier', 'owner'}
})
if DB_COLUMNS then
local columns = {}
local count = 0
for i = 1, #DB_COLUMNS do
local v = DB_COLUMNS[i]
if v?.CHARACTER_MAXIMUM_LENGTH ~= length then
count += 1
columns[v.TABLE_NAME] = v.COLUMN_NAME
end
end
if next(columns) then
local query = 'ALTER TABLE `%s` MODIFY COLUMN `%s` VARCHAR(%s)'
local queries = table.create(count, 0)
for k, v in pairs(columns) do
queries[#queries+1] = {query = query:format(k, v, length)}
end
if MySQL.transaction.await(queries) then
print(('[^2INFO^7] Updated ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
else
print(('[^2INFO^7] Unable to update ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
end
end
ESX.Jobs = {}
local function GetJobs()
if ESX.GetJobs then
return ESX.GetJobs()
end
return exports.es_extended:getSharedObject().Jobs
end
repeat
ESX.Jobs = GetJobs()
Citizen.Wait(50)
until next(ESX.Jobs)
FETCH = 'SELECT identifier, accounts, job, job_grade, firstname, lastname, dateofbirth, sex, skin, disabled FROM users WHERE identifier LIKE ? LIMIT ?'
end
end)
RegisterNetEvent('esx_multicharacter:SetupCharacters', function()
SetupCharacters(source)
end)
local awaitingRegistration = {}
RegisterNetEvent('esx_multicharacter:CharacterChosen', function(charid, isNew)
if type(charid) == 'number' and string.len(charid) <= 2 and type(isNew) == 'boolean' then
if isNew then
awaitingRegistration[source] = charid
else
TriggerEvent('esx:onPlayerJoined', source, PREFIX..charid)
ESX.Players[GetIdentifier(source)] = true
end
end
end)
AddEventHandler('esx_identity:completedRegistration', function(source, data)
TriggerEvent('esx:onPlayerJoined', source, PREFIX..awaitingRegistration[source], data)
awaitingRegistration[source] = nil
ESX.Players[GetIdentifier(source)] = true
end)
AddEventHandler('playerDropped', function(reason)
awaitingRegistration[source] = nil
ESX.Players[GetIdentifier(source)] = nil
end)
RegisterNetEvent('esx_multicharacter:DeleteCharacter', function(charid)
if Config.CanDelete and type(charid) == 'number' and string.len(charid) <= 2 then
DeleteCharacter(source, charid)
end
end)
RegisterNetEvent('esx_multicharacter:relog', function()
TriggerEvent('esx:playerLogout', source)
end)
else
assert(nil, '^3WARNING: Multicharacter is disabled - please check your ESX configuration^0')
end
+11
View File
@@ -0,0 +1,11 @@
local function Notify(type, length, message)
SendNuiMessage(json.encode({
type = type or "info",
length = length or 3000,
message = message or "ESX-Notify"
}))
end
exports('Notify', Notify)
RegisterNetEvent("ESX:Notify", Notify)
+15
View File
@@ -0,0 +1,15 @@
fx_version 'adamant'
game 'gta5'
author 'ESX-Framework'
description 'ESX Notification'
client_scripts { 'Notify.lua' }
ui_page 'nui/index.html'
files {
'nui/index.html',
'nui/js/*.js',
'nui/css/*.css',
'nui/img/*.png',
}
+14
View File
@@ -0,0 +1,14 @@
:root {
--color: white;
--bgColor: #212121;
}
* {
padding: 0;
margin: 0;
}
body {
color: var(--color);
font-family: sans-serif;
}
+96
View File
@@ -0,0 +1,96 @@
<!DOCTYPE html>
<html lang="en">
<head>
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
<script src="https://kit.fontawesome.com/a81368914c.js"></script>
<link rel="stylesheet" href="css/style.css">
<script src="js/script.js"></script>
</head>
<body>
<div id="notifyInfo" class="notify">
<div class="innerText">
<i class="fas fa-info-circle icon info"></i>
<p class="text" id="infoMessage"></p>
</div>
</div>
<div id="notifySuccess" class="notify success">
<div class="innerText">
<i class="fas fa-check-circle icon info"></i>
<p class="text" id="successMessage"></p>
</div>
</div>
<div id="notifyError" class="notify error">
<div class="innerText">
<i class="fas fa-exclamation-circle icon info"></i>
<p class="text" id="errorMessage"></p>
</div>
</div>
</body>
</html>
<style>
.notify {
flex: auto;
display: none;
border-left: 5px solid rgb(34, 132, 189);
position:absolute;
margin: 0 auto;
left: 0;
right: 0;
top: 5%;
min-width:15%;
width:fit-content;
height:50px;
background: rgba(5,5, 5, 0.9);
border-radius: 5px;
animation: growDown 300ms ease-in-out;
padding-right: 10px;
}
.success {
border-left: 5px solid rgb(33, 223, 15) !important;
}
.error {
border-left: 5px solid rgb(231, 35, 28) !important;
}
.icon {
border: 0;
}
.innerText {
flex: auto;
margin-top: 15px;
width:100%;
}
.innerText{
margin-left: 10px;
}
p {
flex: auto;
word-wrap: break-word;
margin-left: 40px;
margin-top: 17px;
}
.innerText .icon {
float: left;
margin-left: 5px;
font-size: 20px;
}
@keyframes growDown {
0% {
transform: scaleY(0);
}
80% {
transform: scaleY(1.1)
}
100% {
transform: scaleY(1)
}
}
</style>
+26
View File
@@ -0,0 +1,26 @@
const w = window
const doc = document
$(function () {
w.addEventListener('message', function(e) {
$(".text").text(e.data.message)
if (e.data.type === "info") {
doc.getElementById("notifyInfo").style.display = "block";
Timeout()
} else if (e.data.type === "error") {
doc.getElementById("notifyError").style.display = "block";
Timeout()
} else if (e.data.type === "success") {
doc.getElementById("notifySuccess").style.display = "block";
Timeout()
}
function Timeout() {
setTimeout(function () {
doc.getElementById("notifyInfo").style.display = "none";
doc.getElementById("notifyError").style.display = "none";
doc.getElementById("notifySuccess").style.display = "none";
}, e.data.length)
}
})
})
+13
View File
@@ -0,0 +1,13 @@
## How to change style and time
* ESX.ShowNotification("Text Here", "error", 3000) -- Error Notification
* ESX.ShowNotification("Text Here", "success", 3000) -- Success Notification
* ESX.ShowNotification("Text Here", "info", 3000) -- Info
* By doing ESX.ShowNotification("Text Here") it will be default/info
# Exports
* exports["esx_notify"]:Notify("info", 3000, "Text Here")
# Events
* TriggerEvent("ESX:Notify", "info", 3000, "Text Here")
+21
View File
@@ -0,0 +1,21 @@
local function Progressbar(message,length,Options)
if Options.animation then
if Options.animation.type == "anim" then
ESX.Streaming.RequestAnimDict(Options.animation.dict, function()
TaskPlayAnim(ESX.PlayerData.ped, Options.animation.dict, Options.animation.lib, 1.0, 1.0, length, 1, 1.0, false,false,false)
end)
end
end
if Options.FreezePlayer then FreezeEntityPosition(PlayerPedId(),Options.FreezePlayer) end
SendNuiMessage(json.encode({
type = "Progressbar",
length = length or 3000,
message = message or "ESX-Framework"
}))
Wait(length)
if Options.FreezePlayer then FreezeEntityPosition(PlayerPedId(),not Options.FreezePlayer) end
if Options.onFinish then Options.onFinish() end
end
exports('Progressbar', Progressbar)
+15
View File
@@ -0,0 +1,15 @@
fx_version 'adamant'
game 'gta5'
author 'ESX-Framework'
description 'ESX Progressbar'
client_scripts { 'Progress.lua' }
shared_script '@es_extended/imports.lua'
ui_page 'nui/index.html'
files {
'nui/index.html',
'nui/js/*.js',
'nui/css/*.css',
'nui/img/*.png',
}
+14
View File
@@ -0,0 +1,14 @@
:root {
--color: white;
--bgColor: #212121;
}
* {
padding: 0;
margin: 0;
}
body {
color: var(--color);
font-family: sans-serif;
}
+88
View File
@@ -0,0 +1,88 @@
<!DOCTYPE html>
<html lang="en">
<head>
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
<script src="https://kit.fontawesome.com/a81368914c.js"></script>
<link rel="stylesheet" href="css/style.css">
<script src="js/script.js"></script>
</head>
<body>
<div id="notifyInfo" class="notify">
<div class="innerText">
<i class="fas fa-info-circle icon info"></i>
<p class="text" id="infoMessage"></p>
</div>
<div id="progline" class="progline">
</div>
</body>
</html>
<style>
.notify {
flex: auto;
display: none;
position:absolute;
margin: 0 auto;
left: 0;
right: 0;
bottom: 100px;
min-width:15%;
width:fit-content;
height:45px;
background-color:rgba(5, 5, 5, 0.800);
border-radius: 5px;
animation: growDown 300ms ease-in-out;
padding-right: 10px;
}
.progline {
position:absolute;
bottom:0;
left:0;
right:0;
height:2px;
width:100%;
border-radius: 20px;
background: linear-gradient(to right, #0052d4, #4364f7, #6fb1fc); /* W3C, IE 10+/ Edge, Firefox 16+, Chrome 26+, Opera 12+, Safari 7+ */
}
.icon {
border: 0;
}
.innerText {
flex: auto;
margin-top: 15px;
width:100%;
}
.innerText{
margin-left: 10px;
}
p {
flex: auto;
word-wrap: break-word;
margin-left: 30px;
margin-top: 15px;
}
.innerText .icon {
float: left;
margin-left: 5px;
font-size: 20px;
}
@keyframes growDown {
0% {
transform: scaleY(0);
}
80% {
transform: scaleY(1.1)
}
100% {
transform: scaleY(1)
}
}
</style>
+33
View File
@@ -0,0 +1,33 @@
const w = window
const doc = document
$(function () {
w.addEventListener('message', function(e) {
$(".text").text(e.data.message)
if (e.data.type === "Progressbar") {
doc.getElementById("notifyInfo").style.display = "block";
const start = new Date();
const maxTime = e.data.length
const timeoutValue = Math.floor(maxTime/100);
animUpdate();
function updateProg(prc) {
$("#progline").css("width", prc + "%");
}
function animUpdate() {
const now = new Date();
const timeoutDiff = now.getTime() - start.getTime();
const prc = Math.round((timeoutDiff/maxTime)*100);
if (prc <= 100) {
updateProg(prc);
setTimeout(animUpdate, timeoutValue);
} else {
doc.getElementById('notifyInfo').style.display = "none";
}
}
} else {
doc.getElementById("notifyInfo").style.display = "none"
}
})
})
+12
View File
@@ -0,0 +1,12 @@
## Use
* ESX Function
```lua
ESX.Progressbar("test", 25000,{FreezePlayer = false, animation ={type = "anim",dict = "mini@prostitutes@sexlow_veh", lib ="low_car_sex_to_prop_p2_player" }, onFinish = function()
```
* Export
```lua
exports["esx_progressbar"]:Progressbar("test", 25000,{FreezePlayer = false, animation ={type = "anim",dict = "mini@prostitutes@sexlow_veh", lib ="low_car_sex_to_prop_p2_player" }, onFinish = function()
```
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Skin'
version '1.5.0'
version '1.7.0'
shared_script '@es_extended/imports.lua'
+6
View File
@@ -0,0 +1,6 @@
Locales["hu"] = {
["skin_menu"] = "Kinézet Menü",
["use_rotate_view"] = "Használd ~INPUT_FRONTEND_LS~ vagy ~INPUT_CHARACTER_WHEEL~ gombokat a forgatáshoz",
["skin"] = "kinézet változtatása",
["saveskin"] = "kinézet mentése fájlba",
}
+4 -4
View File
@@ -1,6 +1,6 @@
Locales['sv'] = {
['skin_menu'] = 'skin meny',
['use_rotate_view'] = 'använd ~INPUT_VEH_FLY_ROLL_LEFT_ONLY~ och ~INPUT_VEH_FLY_ROLL_RIGHT_ONLY~ för att rotera.',
['skin'] = 'ändra skin',
['saveskin'] = 'spara skin till fil',
['skin_menu'] = 'Skin meny',
['use_rotate_view'] = 'Använd ~INPUT_FRONTEND_LS~ och ~INPUT_CHARACTER_WHEEL~ för att rotera vyn.',
['skin'] = 'Ändra skin',
['saveskin'] = 'Spara skin till en fil',
}
+18
View File
@@ -0,0 +1,18 @@
local function TextUI(message, type)
SendNUIMessage({
action = 'show',
message = message or 'ESX-TextUI',
type = type or 'info'
})
end
local function HideUI()
SendNUIMessage({
action = 'hide'
})
end
exports('TextUI', TextUI)
exports('HideUI', HideUI)
RegisterNetEvent('ESX:TextUI', TextUI)
RegisterNetEvent('ESX:HideUI', HideUI)
+14
View File
@@ -0,0 +1,14 @@
fx_version 'adamant'
game 'gta5'
author 'ESX-Framework'
description 'ESX TextUI'
client_scripts { 'TextUI.lua' }
shared_script '@es_extended/imports.lua'
ui_page 'nui/index.html'
files {
'nui/index.html',
'nui/js/*.js',
'nui/css/*.css'
}
+14
View File
@@ -0,0 +1,14 @@
:root {
--color: white;
--bgColor: #212121;
}
* {
padding: 0;
margin: 0;
}
body {
color: var(--color);
font-family: sans-serif;
}
+94
View File
@@ -0,0 +1,94 @@
<!DOCTYPE html>
<html lang="en">
<head>
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
<script src="https://kit.fontawesome.com/a81368914c.js"></script>
<link rel="stylesheet" href="css/style.css">
<script src="js/script.js"></script>
</head>
<body>
<div id="notifyInfo" class="notify">
<div class="innerText">
<i class="fas fa-info-circle icon info"></i>
<p class="text" id="infoMessage"></p>
</div>
</div>
<div id="notifySuccess" class="notify success">
<div class="innerText">
<i class="fas fa-check-circle icon info"></i>
<p class="text" id="successMessage"></p>
</div>
</div>
<div id="notifyError" class="notify error">
<div class="innerText">
<i class="fas fa-exclamation-circle icon info"></i>
<p class="text" id="errorMessage"></p>
</div>
</div>
</body>
</html>
<style>
.notify {
flex: auto;
display: none;
border-left: 5px solid rgb(34, 132, 189);
position:absolute;
margin: 0 auto;
right: 2%;
bottom: 50%;
min-width:15%;
width:fit-content;
height:50px;
background: rgba(5,5, 5, 0.9);
border-radius: 5px;
animation: growDown 300ms ease-in-out;
padding-right: 10px;
}
.success {
border-left: 5px solid rgb(33, 223, 15) !important;
}
.error {
border-left: 5px solid rgb(231, 35, 28) !important;
}
.icon {
border: 0;
}
.innerText {
flex: auto;
margin-top: 15px;
width:100%;
}
.innerText{
margin-left: 10px;
}
p {
flex: auto;
word-wrap: break-word;
margin-left: 40px;
margin-top: 17px;
}
.innerText .icon {
float: left;
margin-left: 5px;
font-size: 20px;
}
@keyframes growDown {
0% {
transform: scaleY(0);
}
80% {
transform: scaleY(1.1)
}
100% {
transform: scaleY(1)
}
}
</style>
+21
View File
@@ -0,0 +1,21 @@
const w = window
const doc = document
$(function () {
w.addEventListener('message', function(e) {
$(".text").text(e.data.message)
if (e.data.action === "show") {
if (e.data.type === "info") {
doc.getElementById("notifyInfo").style.display = "block";
} else if (e.data.type === "error") {
doc.getElementById("notifyError").style.display = "block";
} else if (e.data.type === "success") {
doc.getElementById("notifySuccess").style.display = "block";
}
} else if (e.data.action === "hide") {
doc.getElementById("notifyInfo").style.display = "none";
doc.getElementById("notifyError").style.display = "none";
doc.getElementById("notifySuccess").style.display = "none";
}
})
})
+100
View File
@@ -0,0 +1,100 @@
Locales["hu"] = {
["sex"] = "Nem",
["mom"] = "Anyja arca",
["dad"] = "Apja arca",
["resemblance"] = "Hasonlóság",
["skin_tone"] = "Bőrszín",
["nose_1"] = "Orr szélessége",
["nose_2"] = "Orr magassága",
["nose_3"] = "Orrcsúcs hossza",
["nose_4"] = "Orrcsont magassága",
["nose_5"] = "Orrcsúcs leengedése",
["nose_6"] = "Orrcsong csavar",
["cheeks_1"] = "Arccsont magassága",
["cheeks_2"] = "Arccsont szélessége",
["cheeks_3"] = "Arccsont szélessége 2",
["lip_fullness"] = "Ajak teltsége",
["jaw_bone_width"] = "Allcsont szélessége",
["jaw_bone_length"] = "Állcsong hossza",
["chin_height"] = "Áll magassága",
["chin_length"] = "Áll hossza",
["chin_width"] = "Áll szélessége",
["chin_hole"] = "Álllyuk mérete",
["neck_thickness"] = "Nyak vastagsága",
["wrinkles"] = "Ráncok",
["wrinkle_thickness"] = "Ráncok erőssége",
["beard_type"] = "Szakáll típusa",
["beard_size"] = "Szakáll nagysága",
["beard_color_1"] = "Szakáll színe 1",
["beard_color_2"] = "Szakáll színe 2",
["hair_1"] = "Haj 1",
["hair_2"] = "Haj 2",
["hair_color_1"] = "Haj színe 1",
["hair_color_2"] = "Haj színe 2",
["eye_color"] = "Szem szine",
["eye_squint"] = "Szem hunyorgás",
["eyebrow_type"] = "Szem típusa",
["eyebrow_size"] = "Szem nagysága",
["eyebrow_color_1"] = "Szem színe 1",
["eyebrow_color_2"] = "Szem színe 2",
["eyebrow_depth"] = "Szemöldökmélysége",
["eyebrow_height"] = "Szemöldökmagassága",
["makeup_type"] = "Smink tipusa",
["makeup_thickness"] = "Smink erössége",
["makeup_color_1"] = "Smink színe 1",
["makeup_color_2"] = "Smink színe 2",
["lipstick_type"] = "Rúzs típusa",
["lipstick_thickness"] = "Rúzs erőssége",
["lipstick_color_1"] = "Rúzs színe 1",
["lipstick_color_2"] = "Rúzs színe 2",
["ear_accessories"] = "Fülbevaló",
["ear_accessories_color"] = "Fülbevaló színe",
["tshirt_1"] = "Póló 1",
["tshirt_2"] = "Póló 2",
["torso_1"] = "Felsö 1",
["torso_2"] = "Felsö 2",
["decals_1"] = "Matrica 1",
["decals_2"] = "Matrica 2",
["arms"] = "Kezek",
["arms_2"] = "Kezek 2",
["pants_1"] = "Nadrág 1",
["pants_2"] = "Nadrág 2",
["shoes_1"] = "Cipö 1",
["shoes_2"] = "Cipö 2",
["mask_1"] = "Maszk 1",
["mask_2"] = "Maszk 2",
["bproof_1"] = "Golyóállómellény 1",
["bproof_2"] = "Golyóállómellény 2",
["chain_1"] = "Lánc 1",
["chain_2"] = "Lánc 2",
["helmet_1"] = "Sisak 1",
["helmet_2"] = "Sisak 2",
["watches_1"] = "Óra 1",
["watches_2"] = "Óra 2",
["bracelets_1"] = "Karkötö 1",
["bracelets_2"] = "Karkötö 2",
["glasses_1"] = "Szemüveg 1",
["glasses_2"] = "Szemüveg 2",
["bag"] = "Táska",
["bag_color"] = "Táska szine",
["blemishes"] = "Foltok",
["blemishes_size"] = "Foltok erőssége",
["ageing"] = "Öregedés",
["ageing_1"] = "Öregedés erőssége",
["blush"] = "Bőrpír",
["blush_1"] = "Bőrpír erőssége",
["blush_color"] = "Bőrpír színe",
["complexion"] = "Arcszín",
["complexion_1"] = "Arcszín erőssége",
["sun"] = "Nap",
["sun_1"] = "Nap erőssége",
["freckles"] = "Szeplők",
["freckles_1"] = "Szeplők erőssége",
["chest_hair"] = "Mellszőr",
["chest_hair_1"] = "Mellszőr erőssége",
["chest_color"] = "Mellszőr színe",
["bodyb"] = "Bőrhibák",
["bodyb_size"] = "Bőrhibák erőssége",
["bodyb_extra"] = "Foltos testhatás",
["bodyb_extra_thickness"] = "Foltos testhatás vastagsága",
}
+56 -30
View File
@@ -1,5 +1,26 @@
Locales['pl'] = {
['sex'] = 'płec',
['sex'] = 'płeć',
['mom'] = 'twarz matki',
['dad'] = 'twarz ojca',
['resemblance'] = 'podobieństwo',
['skin_tone'] = 'kolor skóry',
['nose_1'] = 'szerokość nosa',
['nose_2'] = 'nose peak height',
['nose_3'] = 'wysokość szczytu nosa',
['nose_4'] = 'wysokość kości nosa',
['nose_5'] = 'obniżenie szczytu nosa',
['nose_6'] = 'skręcenie kości nosa',
['cheeks_1'] = 'wysokość kości policzkowych',
['cheeks_2'] = 'szerokość kości policzkowych',
['cheeks_3'] = 'szerokość policzków',
['lip_fullness'] = 'pełne usta',
['jaw_bone_width'] = 'szerokość kości szczęki',
['jaw_bone_length'] = 'długość kości szczęki',
['chin_height'] = 'wysokość podbródka',
['chin_length'] = 'długość podbródka',
['chin_width'] = 'szerokość podbródka',
['chin_hole'] = 'rozmiar dziury w podbródku',
['neck_thickness'] = 'grubość szyi',
['face'] = 'twarz',
['skin'] = 'skóra',
['wrinkles'] = 'zmarszczki',
@@ -10,13 +31,16 @@ Locales['pl'] = {
['beard_color_2'] = 'kolor brody 2',
['hair_1'] = 'włosy 1',
['hair_2'] = 'włosy 2',
['hair_color_1'] = 'wolor włosów 1',
['hair_color_2'] = 'wolor włosów 2',
['eye_color'] = 'eye color',
['hair_color_1'] = 'kolor włosów 1',
['hair_color_2'] = 'kolor włosów 2',
['eye_color'] = 'kolor oczu',
['eye_squint'] = 'zmrużenie oczu',
['eyebrow_type'] = 'styl brwi',
['eyebrow_size'] = 'wielkość brwi',
['eyebrow_color_1'] = 'wolor brwi 1',
['eyebrow_color_2'] = 'wolor brwi 2',
['eyebrow_color_1'] = 'kolor brwi 1',
['eyebrow_color_2'] = 'kolor brwi 2',
['eyebrow_depth'] = 'głębokość brwi',
['eyebrow_height'] = 'wysokość brwi',
['makeup_type'] = 'styl makijażu',
['makeup_thickness'] = 'grubość makijażu',
['makeup_color_1'] = 'kolor makijażu 1',
@@ -25,8 +49,8 @@ Locales['pl'] = {
['lipstick_thickness'] = 'grubość szminki',
['lipstick_color_1'] = 'kolor szminki 1',
['lipstick_color_2'] = 'kolor szminki 2',
['ear_accessories'] = 'akcesoria do usz',
['ear_accessories_color'] = 'kolor akcesorii do usz',
['ear_accessories'] = 'akcesoria do uszu',
['ear_accessories_color'] = 'kolor akcesorii do uszu',
['tshirt_1'] = 'koszulka 1',
['tshirt_2'] = 'koszulka 2',
['torso_1'] = 'tułów 1',
@@ -47,30 +71,32 @@ Locales['pl'] = {
['chain_2'] = 'łańcuch 2',
['helmet_1'] = 'hełm 1',
['helmet_2'] = 'hełm 2',
['watches_1'] = 'watches 1',
['watches_2'] = 'watches 2',
['bracelets_1'] = 'bracelets 1',
['bracelets_2'] = 'bracelets 2',
['watches_1'] = 'zegarek 1',
['watches_2'] = 'zegarek 2',
['bracelets_1'] = 'bransoletka 1',
['bracelets_2'] = 'bransoletka 2',
['glasses_1'] = 'okulary 1',
['glasses_2'] = 'okulary 2',
['bag'] = 'torba',
['bag_color'] = 'kolor torby',
['blemishes'] = 'blemishes',
['blemishes_size']= 'blemishes thickness',
['ageing'] = 'ageing',
['ageing_1'] = 'ageing thickness',
['blush'] = 'blush',
['blush_1'] = 'blush thickness',
['blush_color'] = 'blush color',
['complexion'] = 'complexion',
['complexion_1'] = 'complexion thickness',
['sun'] = 'sun',
['sun_1'] = 'sun thickness',
['freckles'] = 'freckles',
['freckles_1'] = 'freckles thickness',
['chest_hair'] = 'chest hair',
['chest_hair_1'] = 'chest hair thickness',
['chest_color'] = 'chest hair color',
['bodyb'] = 'body blemishes',
['bodyb_size'] = 'body blemishes thickness',
['blemishes'] = 'skazy',
['blemishes_size']= 'wielkość skaz',
['ageing'] = 'starzenie',
['ageing_1'] = 'wielkość starzenia',
['blush'] = 'rumieńce',
['blush_1'] = 'grubość rumieni',
['blush_color'] = 'kolor rumieni',
['complexion'] = 'cera',
['complexion_1'] = 'rodzaj cery',
['sun'] = 'opalenie',
['sun_1'] = 'wielkość opalenia',
['freckles'] = 'piegi',
['freckles_1'] = 'rodzaj piegów',
['chest_hair'] = 'włosy na klacie',
['chest_hair_1'] = 'ilość włosów na klacie',
['chest_color'] = 'kolor włosów na klacie',
['bodyb'] = 'skazy ciała',
['bodyb_size'] = 'rodzaj skaz ciała',
['bodyb_extra'] = 'efekt skaz ciała',
['bodyb_extra_thickness'] = 'wielkość skaz ciała',
}
+98 -74
View File
@@ -1,76 +1,100 @@
Locales['sv'] = {
['sex'] = 'kön',
['face'] = 'ansikte',
['skin'] = 'hud',
['wrinkles'] = 'rynkor',
['wrinkle_thickness'] = 'rynk tjocklek',
['beard_type'] = 'skäggtyp',
['beard_size'] = 'skäggstorlek',
['beard_color_1'] = 'skägg färg 1',
['beard_color_2'] = 'skägg färg 2',
['hair_1'] = 'hår 1',
['hair_2'] = 'hår 2',
['hair_color_1'] = 'hårfärg 1',
['hair_color_2'] = 'hårfärg 2',
['eye_color'] = 'eye color',
['eyebrow_type'] = 'ögonbryn typ',
['eyebrow_size'] = 'ögonbryn storlek',
['eyebrow_color_1'] = 'ögonbryn färg 1',
['eyebrow_color_2'] = 'ögonbryn färg 2',
['makeup_type'] = 'smink typ',
['makeup_thickness'] = 'smink tjocklek',
['makeup_color_1'] = 'smink färg 1',
['makeup_color_2'] = 'smink färg 2',
['lipstick_type'] = 'läppstiftstyp',
['lipstick_thickness'] = 'läppstjocklek',
['lipstick_color_1'] = 'läppstift färg 1',
['lipstick_color_2'] = 'läppstift färg 2',
['ear_accessories'] = 'öron tillbehör',
['ear_accessories_color'] = 'öron tillbehörs färg',
['tshirt_1'] = 't-shirt 1',
['tshirt_2'] = 't-shirt 2',
['torso_1'] = 'kropp 1',
['torso_2'] = 'kropp 2',
['decals_1'] = 'dekaler 1',
['decals_2'] = 'dekaler 2',
['arms'] = 'armar',
['arms_2'] = 'armar 2',
['pants_1'] = 'byxor 1',
['pants_2'] = 'byxor 2',
['shoes_1'] = 'skor 1',
['shoes_2'] = 'skor 2',
['mask_1'] = 'mask 1',
['mask_2'] = 'mask 2',
['bproof_1'] = 'skottsäker väst 1',
['bproof_2'] = 'skottsäker väst 2',
['chain_1'] = 'kedja 1',
['sex'] = 'Kön',
['mom'] = 'Mammas ansikte',
['dad'] = 'Pappas ansikte',
['resemblance'] = 'Likhet',
['skin_tone'] = 'Hudton',
['nose_1'] = 'Näsvidd',
['nose_2'] = 'Nästoppshöjd',
['nose_3'] = 'Nästoppslängd',
['nose_4'] = 'Näsbenshöjd',
['nose_5'] = 'Nästoppssänkning',
['nose_6'] = 'Näsbensvridning',
['cheeks_1'] = 'Kindbens höjd',
['cheeks_2'] = 'Kindbens bredd',
['cheeks_3'] = 'Kinder bredd',
['lip_fullness'] = 'Läppfullhet',
['jaw_bone_width'] = 'Käkbensbredd',
['jaw_bone_length'] = 'Käkbenslängd',
['chin_height'] = 'Hakhöjd',
['chin_length'] = 'Haklängd',
['chin_width'] = 'Hakbredd',
['chin_hole'] = 'Hakhålsstorlek',
['neck_thickness'] = 'Halstjocklek',
['wrinkles'] = 'Rynkor',
['wrinkle_thickness'] = 'Rynktjocklek',
['beard_type'] = 'Skägg typ',
['beard_size'] = 'Skäggstorlek',
['beard_color_1'] = 'Skäggfärg 1',
['beard_color_2'] = 'Skäggfärg 2',
['hair_1'] = 'Hår 1',
['hair_2'] = 'Hår 2',
['hair_color_1'] = 'Hårfärg 1',
['hair_color_2'] = 'Hårfärg 1',
['eye_color'] = 'Ögonfärg',
['eye_squint'] = 'Ögonkisning',
['eyebrow_type'] = 'Ögonbrynstyp',
['eyebrow_size'] = 'Storlek på ögonbrynen',
['eyebrow_color_1'] = 'Ögonbrynsfärg 1',
['eyebrow_color_2'] = 'Ögonbrynsfärg 2',
['eyebrow_depth'] = 'Ögonbryns djup',
['eyebrow_height'] = 'Ögonbrynshöjd',
['makeup_type'] = 'Typ av smink',
['makeup_thickness'] = 'Sminktjocklek',
['makeup_color_1'] = 'Sminkfärg 1',
['makeup_color_2'] = 'Sminkfärg 2',
['lipstick_type'] = 'Läppstiftstyp',
['lipstick_thickness'] = 'Läppstift tjocklek',
['lipstick_color_1'] = 'Läppstiftsfärg 1',
['lipstick_color_2'] = 'Läppstiftsfärg 2',
['ear_accessories'] = 'Örontillbehör',
['ear_accessories_color'] = 'Örontillbehör färg',
['tshirt_1'] = 'T-Shirt 1',
['tshirt_2'] = 'T-Shirt 2',
['torso_1'] = 'Kropp 1',
['torso_2'] = 'Kropp 2',
['decals_1'] = 'Dekaler 1',
['decals_2'] = 'Dekaler 2',
['arms'] = 'Armar',
['arms_2'] = 'Armar 2',
['pants_1'] = 'Byxor 1',
['pants_2'] = 'Byxor 2',
['shoes_1'] = 'Skor 1',
['shoes_2'] = 'Skor 2',
['mask_1'] = 'Mask 1',
['mask_2'] = 'Mask 2',
['bproof_1'] = 'Skottsäker väst 1',
['bproof_2'] = 'Skottsäker väst 2',
['chain_1'] = 'Kedja 1',
['chain_2'] = 'kedja 2',
['helmet_1'] = 'hjälm 1',
['helmet_2'] = 'hjälm 2',
['watches_1'] = 'watches 1',
['watches_2'] = 'watches 2',
['bracelets_1'] = 'bracelets 1',
['bracelets_2'] = 'bracelets 2',
['glasses_1'] = 'glasögon 1',
['glasses_2'] = 'glasögon 2',
['bag'] = 'väska',
['bag_color'] = 'väska färg',
['blemishes'] = 'blemishes',
['blemishes_size']= 'blemishes thickness',
['ageing'] = 'ageing',
['ageing_1'] = 'ageing thickness',
['blush'] = 'blush',
['blush_1'] = 'blush thickness',
['blush_color'] = 'blush color',
['complexion'] = 'complexion',
['complexion_1'] = 'complexion thickness',
['sun'] = 'sun',
['sun_1'] = 'sun thickness',
['freckles'] = 'freckles',
['freckles_1'] = 'freckles thickness',
['chest_hair'] = 'chest hair',
['chest_hair_1'] = 'chest hair thickness',
['chest_color'] = 'chest hair color',
['bodyb'] = 'body blemishes',
['bodyb_size'] = 'body blemishes thickness',
}
['helmet_1'] = 'Hjälm 1',
['helmet_2'] = 'Hjälm 2',
['watches_1'] = 'Klockor 1',
['watches_2'] = 'Klockor 2',
['bracelets_1'] = 'Armband 1',
['bracelets_2'] = 'Armband 2',
['glasses_1'] = 'Glasögon 1',
['glasses_2'] = 'Glasögon 2',
['bag'] = 'Väska',
['bag_color'] = 'Väsk färg',
['blemishes'] = 'Fläckar',
['blemishes_size'] = 'Fläckar tjocklek',
['ageing'] = 'Åldrande',
['ageing_1'] = 'Åldrande tjocklek',
['blush'] = 'Rouge',
['blush_1'] = 'Rouge tjocklek',
['blush_color'] = 'Rouge färg',
['complexion'] = 'Hy',
['complexion_1'] = 'Hy tjocklek',
['sun'] = 'Sol',
['sun_1'] = 'Soltjocklek',
['freckles'] = 'Fräknar',
['freckles_1'] = 'Fräknar tjocklek',
['chest_hair'] = 'Brösthår',
['chest_hair_1'] = 'Brösthårets tjocklek',
['chest_color'] = 'Hårfärg på bröstet',
['bodyb'] = 'Kroppsfläckar',
['bodyb_size'] = 'Kroppsfläckar tjocklek',
['bodyb_extra'] = 'Fläckar kroppseffekt',
['bodyb_extra_thickness'] = 'Fläckar kroppseffekt tjocklek',
}
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Accessories'
version '1.5.0'
version '1.7.0'
shared_script '@es_extended/imports.lua'
@@ -0,0 +1,19 @@
Locales ['nl'] = {
['valid_purchase'] = 'kopen?',
['yes'] = 'ja (<span style="color: green;">$%s</span>)',
['no'] = 'nee',
['helmet'] = 'Helm / Hoed',
['glasses'] = 'Brillen',
['mask'] = 'Masker',
['ears'] = 'Oor accessories',
['shop'] = '%s Winkel',
['set_unset'] = 'Doe aan / doe uit',
['not_enough_money'] = 'Je hebt niet genoeg geld',
['press_access'] = 'Druk op ~INPUT_CONTEXT~ om het menu te openen',
['accessories_blip'] = 'Accessories',
['no_ears'] = 'Je hebt geen oor accessories',
['no_glasses'] = 'je hebt geen brillen',
['no_helmet'] = 'je hebt geen helm',
['no_mask'] = 'je hebt geen masker',
['you_paid'] = 'je betaalde ~g~$%s~s~',
}
+17 -17
View File
@@ -1,19 +1,19 @@
Locales ['sv'] = {
['valid_purchase'] = 'bekräfta köp?',
['yes'] = 'ja (<span style="color: green;">%s SEK</span>)',
['no'] = 'nej',
['helmet'] = 'hjälm / hat',
['glasses'] = 'glasögon',
['mask'] = 'ansiktsmask',
['ears'] = 'örontillbehör',
['valid_purchase'] = 'Bekräfta köp?',
['yes'] = 'Ja (<span style="color: green;">%s SEK</span>)',
['no'] = 'Nej',
['helmet'] = 'Hjälm / hatt',
['glasses'] = 'Glasögon',
['mask'] = 'Mask',
['ears'] = 'Öron tillbehör',
['shop'] = '%s affär',
['set_unset'] = 'ta på / av',
['not_enough_money'] = 'du har inte råd!',
['press_access'] = 'tryck ~INPUT_CONTEXT~ för att öppna menyn.',
['accessories_blip'] = 'extrautröstning',
['no_ears'] = 'du har inga öron tillbehör',
['no_glasses'] = 'du har inga glasögon',
['no_helmet'] = 'du har ingen hjälm',
['no_mask'] = 'du har inte någon mask',
['you_paid'] = 'du har betalat ~g~%s SEK~s~',
}
['set_unset'] = 'Ta på / av',
['not_enough_money'] = 'Du har inte tillräckligt med pengar',
['press_access'] = 'Tryck ~INPUT_CONTEXT~ för att komma åt menyn',
['accessories_blip'] = 'Tillbehör',
['no_ears'] = 'Du har inga örontillbehör',
['no_glasses'] = 'Du har inga glasögon',
['no_helmet'] = 'Du har ingen hjälm',
['no_mask'] = 'Du har ingen mask',
['you_paid'] = 'Du betalade ~g~%s SEK~s~',
}
+1 -1
View File
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Addon Account'
version '1.5.0'
version '1.7.0'
server_scripts {
'@es_extended/imports.lua',
@@ -4,7 +4,7 @@ game 'gta5'
description 'ESX Addon Inventory'
version '1.5.0'
version '1.7.0'
server_scripts {
'@es_extended/imports.lua',
@@ -3,6 +3,13 @@ local HasAlreadyEnteredMarker, LastHospital, LastPart, LastPartNum
local isBusy, deadPlayers, deadPlayerBlips, isOnDuty = false, {}, {}, false
isInShopMenu = false
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(xPlayer)
ESX.PlayerData = xPlayer
ESX.PlayerLoaded = true
end)
function OpenAmbulanceActionsMenu()
local elements = {{label = _U('cloakroom'), value = 'cloakroom'}}

Some files were not shown because too many files have changed in this diff Show More