mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-09-02 19:28:52 +00:00
Merge branch 'main' into main
This commit is contained in:
+10
-10
@@ -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
@@ -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
|
||||
--
|
||||
|
||||
@@ -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')
|
||||
|
||||
@@ -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"/> {{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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -4,8 +4,8 @@ game 'gta5'
|
||||
|
||||
description 'ES Extended'
|
||||
|
||||
version '1.5.0'
|
||||
lua54 'yes'
|
||||
version '1.7.0'
|
||||
|
||||
shared_scripts {
|
||||
'locale.lua',
|
||||
|
||||
@@ -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.',
|
||||
}
|
||||
|
||||
@@ -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.',
|
||||
}
|
||||
|
||||
@@ -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
@@ -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~$%s~s~ ~b~%s~s~',
|
||||
['threw_weapon'] = 'Kastade ~b~%s~s~',
|
||||
['threw_weapon_ammo'] = 'Kastade ~b~%s~s~ med ~o~%sx %s~s~',
|
||||
['threw_weapon_already'] = 'Du har redan det här vapnet',
|
||||
['threw_cannot_pickup'] = 'Förrådet är fullt, kan inte plocka upp!',
|
||||
['threw_pickup_prompt'] = 'Tryck ~y~E~s~ för att plocka upp',
|
||||
|
||||
-- Key mapping
|
||||
['keymap_showinventory'] = 'öppna inventory',
|
||||
['keymap_showinventory'] = 'Visa förrådet',
|
||||
|
||||
-- Salary related
|
||||
['received_salary'] = 'du har mottagit din lön på ~g~%s SEK~s~',
|
||||
['received_help'] = 'du har mottagit bidrag på ~g~%s SEK~s~',
|
||||
['received_salary'] = 'Du har fått lön: ~g~$%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'] = 'blåskinn',
|
||||
['tint_orange'] = 'orangeskinn',
|
||||
['tint_platinum'] = 'platinaskinn',
|
||||
}
|
||||
['tint_default'] = 'Standard färg',
|
||||
['tint_green'] = 'Grön färg',
|
||||
['tint_gold'] = 'Guld färg',
|
||||
['tint_pink'] = 'Rosa färg',
|
||||
['tint_army'] = 'Armé färg',
|
||||
['tint_lspd'] = 'Blå färg',
|
||||
['tint_orange'] = 'Orange färg',
|
||||
['tint_platinum'] = 'Platina färg',
|
||||
}
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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 = {}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Identity'
|
||||
|
||||
version '1.5.0'
|
||||
version '1.7.0'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -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%;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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(),
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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",
|
||||
}
|
||||
@@ -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.'
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -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>.
|
||||
@@ -0,0 +1,3 @@
|
||||
# ESX Loadingscreen
|
||||
|
||||
A loadingscreen
|
||||
@@ -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)
|
||||
@@ -0,0 +1,3 @@
|
||||
Config = {}
|
||||
|
||||
Config.Fade = true
|
||||
@@ -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; }
|
||||
}
|
||||
@@ -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'
|
||||
}
|
||||
@@ -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>
|
||||
@@ -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.
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Menu Default'
|
||||
|
||||
version '1.5.0'
|
||||
version '1.7.0'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Menu Dialog'
|
||||
|
||||
version '1.5.0'
|
||||
version '1.7.0'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Menu List'
|
||||
|
||||
version '1.5.0'
|
||||
version '1.7.0'
|
||||
|
||||
client_scripts {
|
||||
'@es_extended/imports.lua',
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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.
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||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,335 @@
|
||||
ESX = exports['es_extended']:getSharedObject()
|
||||
if ESX.GetConfig().Multichar then
|
||||
|
||||
Citizen.CreateThread(function()
|
||||
while not ESX.PlayerLoaded do
|
||||
Citizen.Wait(0)
|
||||
if NetworkIsPlayerActive(PlayerId()) then
|
||||
exports.spawnmanager:setAutoSpawn(false)
|
||||
DoScreenFadeOut(0)
|
||||
while not GetResourceState('esx_menu_default') == 'started' do
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
TriggerEvent("esx_multicharacter:SetupCharacters")
|
||||
break
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
local canRelog, cam, spawned = true, nil, nil
|
||||
local Characters = {}
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupCharacters')
|
||||
AddEventHandler('esx_multicharacter:SetupCharacters', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
spawned = false
|
||||
cam = CreateCam("DEFAULT_SCRIPTED_CAMERA", true)
|
||||
local playerPed = PlayerPedId()
|
||||
SetEntityCoords(playerPed, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z, true, false, false, false)
|
||||
SetEntityHeading(playerPed, Config.Spawn.w)
|
||||
local offset = GetOffsetFromEntityInWorldCoords(playerPed, 0, 1.7, 0.4)
|
||||
DoScreenFadeOut(0)
|
||||
SetCamActive(cam, true)
|
||||
RenderScriptCams(true, false, 1, true, true)
|
||||
SetCamCoord(cam, offset.x, offset.y, offset.z)
|
||||
PointCamAtCoord(cam, Config.Spawn.x, Config.Spawn.y, Config.Spawn.z + 1.3)
|
||||
ESX.UI.Menu.CloseAll()
|
||||
ESX.UI.HUD.SetDisplay(0.0)
|
||||
StartLoop()
|
||||
ShutdownLoadingScreen()
|
||||
ShutdownLoadingScreenNui()
|
||||
TriggerEvent('esx:loadingScreenOff')
|
||||
Citizen.Wait(200)
|
||||
TriggerServerEvent("esx_multicharacter:SetupCharacters")
|
||||
end)
|
||||
|
||||
StartLoop = function()
|
||||
hidePlayers = true
|
||||
MumbleSetVolumeOverride(PlayerId(), 0.0)
|
||||
Citizen.CreateThread(function()
|
||||
local keys = {18, 27, 172, 173, 174, 175, 176, 177, 187, 188, 191, 201, 108, 109}
|
||||
while hidePlayers do
|
||||
DisableAllControlActions(0)
|
||||
for i = 1, #keys do
|
||||
EnableControlAction(0, keys[i], true)
|
||||
end
|
||||
SetEntityVisible(PlayerPedId(), 0, 0)
|
||||
SetLocalPlayerVisibleLocally(1)
|
||||
SetPlayerInvincible(PlayerId(), 1)
|
||||
ThefeedHideThisFrame()
|
||||
HideHudComponentThisFrame(11)
|
||||
HideHudComponentThisFrame(12)
|
||||
HideHudComponentThisFrame(21)
|
||||
HideHudAndRadarThisFrame()
|
||||
Citizen.Wait(0)
|
||||
local vehicles = GetGamePool('CVehicle')
|
||||
for i = 1, #vehicles do
|
||||
SetEntityLocallyInvisible(vehicles[i])
|
||||
end
|
||||
end
|
||||
local playerId, playerPed = PlayerId(), PlayerPedId()
|
||||
MumbleSetVolumeOverride(playerId, -1.0)
|
||||
SetEntityVisible(playerPed, 1, 0)
|
||||
SetPlayerInvincible(playerId, 0)
|
||||
FreezeEntityPosition(playerPed, false)
|
||||
Citizen.Wait(10000)
|
||||
canRelog = true
|
||||
end)
|
||||
Citizen.CreateThread(function()
|
||||
local playerPool = {}
|
||||
while hidePlayers do
|
||||
local players = GetActivePlayers()
|
||||
for i = 1, #players do
|
||||
local player = players[i]
|
||||
if player ~= PlayerId() and not playerPool[player] then
|
||||
playerPool[player] = true
|
||||
NetworkConcealPlayer(player, true, true)
|
||||
end
|
||||
end
|
||||
Citizen.Wait(500)
|
||||
end
|
||||
for k in pairs(playerPool) do
|
||||
NetworkConcealPlayer(k, false, false)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
SetupCharacter = function(index)
|
||||
if spawned == false then
|
||||
exports.spawnmanager:spawnPlayer({
|
||||
x = Config.Spawn.x,
|
||||
y = Config.Spawn.y,
|
||||
z = Config.Spawn.z,
|
||||
heading = Config.Spawn.w,
|
||||
model = Characters[index].model or GetHashKey("mp_m_freemode_01"),
|
||||
skipFade = true
|
||||
}, function()
|
||||
canRelog = false
|
||||
if Characters[index] then
|
||||
local skin = Characters[index].skin or Config.Default
|
||||
if not Characters[index].model then
|
||||
if Characters[index].sex == _('female') then skin.sex = 1 else skin.sex = 0 end
|
||||
end
|
||||
TriggerEvent('skinchanger:loadSkin', skin)
|
||||
end
|
||||
DoScreenFadeIn(400)
|
||||
end)
|
||||
repeat Citizen.Wait(200) until not IsScreenFadedOut()
|
||||
|
||||
elseif Characters[index] and Characters[index].skin then
|
||||
if Characters[spawned] and Characters[spawned].model then
|
||||
RequestModel(Characters[index].model)
|
||||
while not HasModelLoaded(Characters[index].model) do
|
||||
RequestModel(Characters[index].model)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
SetPlayerModel(PlayerId(), Characters[index].model)
|
||||
SetModelAsNoLongerNeeded(Characters[index].model)
|
||||
end
|
||||
TriggerEvent('skinchanger:loadSkin', Characters[index].skin)
|
||||
end
|
||||
spawned = index
|
||||
local playerPed = PlayerPedId()
|
||||
FreezeEntityPosition(PlayerPedId(), true)
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
SetEntityAlpha(playerPed, 255)
|
||||
SendNUIMessage({
|
||||
action = "openui",
|
||||
character = Characters[spawned]
|
||||
})
|
||||
end
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupUI')
|
||||
AddEventHandler('esx_multicharacter:SetupUI', function(data, slots)
|
||||
DoScreenFadeOut(0)
|
||||
Characters = data
|
||||
slots = slots
|
||||
local elements = {}
|
||||
local Character = next(Characters)
|
||||
exports.spawnmanager:forceRespawn()
|
||||
|
||||
if Character == nil then
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
exports.spawnmanager:spawnPlayer({
|
||||
x = Config.Spawn.x,
|
||||
y = Config.Spawn.y,
|
||||
z = Config.Spawn.z,
|
||||
heading = Config.Spawn.w,
|
||||
model = GetHashKey("mp_m_freemode_01"),
|
||||
skipFade = true
|
||||
}, function()
|
||||
canRelog = false
|
||||
DoScreenFadeIn(400)
|
||||
Citizen.Wait(400)
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, false)
|
||||
SetEntityAlpha(playerPed, 0)
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', 1, true)
|
||||
TriggerEvent('esx_identity:showRegisterIdentity')
|
||||
end)
|
||||
else
|
||||
for k,v in pairs(Characters) do
|
||||
if not v.model and v.skin then
|
||||
if v.skin.model then v.model = v.skin.model elseif v.skin.sex == 1 then v.model = GetHashKey("mp_m_freemode_01") else v.model = GetHashKey("mp_m_freemode_01") end
|
||||
end
|
||||
if spawned == false then SetupCharacter(Character) end
|
||||
local label = v.firstname..' '..v.lastname
|
||||
if Characters[k].disabled then
|
||||
elements[#elements+1] = {label = label, value = v.id}
|
||||
else
|
||||
elements[#elements+1] = {label = label, value = v.id}
|
||||
end
|
||||
end
|
||||
if #elements < slots then
|
||||
elements[#elements+1] = {label = _('create_char'), value = (#elements+1), new = true}
|
||||
end
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'selectchar', {
|
||||
title = _('select_char'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
local elements = {}
|
||||
if not data.current.new then
|
||||
if not Characters[data.current.value].disabled then
|
||||
elements[1] = {label = _('char_play'), action = 'play', value = data.current.value}
|
||||
else
|
||||
elements[1] = {label = _('char_disabled'), value = data.current.value}
|
||||
end
|
||||
if Config.CanDelete then elements[2] = {label = _('char_delete'), action = 'delete', value = data.current.value} end
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'choosechar', {
|
||||
title = _('select_char'),
|
||||
align = 'top-left',
|
||||
elements = elements
|
||||
}, function(data, menu)
|
||||
if data.current.action == 'play' then
|
||||
ESX.UI.Menu.CloseAll()
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', data.current.value, false)
|
||||
elseif data.current.action == 'delete' then
|
||||
local elements2 = {}
|
||||
elements2[1] = {label = _('cancel')}
|
||||
elements2[2] = {label = _('confirm'), value = data.current.value}
|
||||
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'deletechar', {
|
||||
title = _('delete_label', Characters[data.current.value].firstname, Characters[data.current.value].lastname),
|
||||
align = 'center',
|
||||
elements = elements2
|
||||
}, function(data, menu)
|
||||
if data.current.value then
|
||||
TriggerServerEvent('esx_multicharacter:DeleteCharacter', data.current.value)
|
||||
spawned = false
|
||||
ESX.UI.Menu.CloseAll()
|
||||
else
|
||||
menu.close()
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.close()
|
||||
end)
|
||||
else
|
||||
ESX.UI.Menu.CloseAll()
|
||||
local GetSlot = function()
|
||||
for i = 1, slots do
|
||||
if not Characters[i] then
|
||||
return i
|
||||
end
|
||||
end
|
||||
end
|
||||
local slot = GetSlot()
|
||||
TriggerServerEvent('esx_multicharacter:CharacterChosen', slot, true)
|
||||
TriggerEvent('esx_identity:showRegisterIdentity')
|
||||
end
|
||||
end, function(data, menu)
|
||||
menu.refresh()
|
||||
end, function(data, menu)
|
||||
if data.current.new then
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, false)
|
||||
SetEntityAlpha(playerPed, 0)
|
||||
SendNUIMessage({
|
||||
action = "closeui"
|
||||
})
|
||||
else
|
||||
SetupCharacter(data.current.value)
|
||||
local playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
ResetEntityAlpha(playerPed)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded')
|
||||
AddEventHandler('esx:playerLoaded', function(playerData, isNew, skin)
|
||||
local spawn = playerData.coords or Config.Spawn
|
||||
if isNew or not skin or #skin == 1 then
|
||||
local finished = false
|
||||
local sex = skin.sex or 0
|
||||
if sex == 0 then model = GetHashKey("mp_m_freemode_01") else model = GetHashKey("mp_m_freemode_01") end
|
||||
RequestModel(model)
|
||||
while not HasModelLoaded(model) do
|
||||
RequestModel(model)
|
||||
Citizen.Wait(0)
|
||||
end
|
||||
SetPlayerModel(PlayerId(), model)
|
||||
SetModelAsNoLongerNeeded(model)
|
||||
skin = Config.Default
|
||||
skin.sex = sex
|
||||
TriggerEvent('skinchanger:loadSkin', skin, function()
|
||||
playerPed = PlayerPedId()
|
||||
SetPedAoBlobRendering(playerPed, true)
|
||||
ResetEntityAlpha(playerPed)
|
||||
TriggerEvent('esx_skin:openSaveableMenu', function()
|
||||
finished = true end, function() finished = true
|
||||
end)
|
||||
end)
|
||||
repeat Citizen.Wait(200) until finished
|
||||
end
|
||||
DoScreenFadeOut(100)
|
||||
|
||||
SetCamActive(cam, false)
|
||||
RenderScriptCams(false, false, 0, true, true)
|
||||
cam = nil
|
||||
local playerPed = PlayerPedId()
|
||||
FreezeEntityPosition(playerPed, true)
|
||||
SetEntityCoordsNoOffset(playerPed, spawn.x, spawn.y, spawn.z, false, false, false, true)
|
||||
SetEntityHeading(playerPed, spawn.heading)
|
||||
if not isNew then TriggerEvent('skinchanger:loadSkin', skin or Characters[spawned].skin) end
|
||||
Citizen.Wait(400)
|
||||
DoScreenFadeIn(400)
|
||||
repeat Citizen.Wait(200) until not IsScreenFadedOut()
|
||||
TriggerServerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('esx:onPlayerSpawn')
|
||||
TriggerEvent('playerSpawned')
|
||||
TriggerEvent('esx:restoreLoadout')
|
||||
Characters, hidePlayers = {}, false
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerLogout')
|
||||
AddEventHandler('esx:onPlayerLogout', function()
|
||||
DoScreenFadeOut(0)
|
||||
spawned = false
|
||||
TriggerEvent("esx_multicharacter:SetupCharacters")
|
||||
TriggerEvent('esx_skin:resetFirstSpawn')
|
||||
end)
|
||||
|
||||
if Config.Relog then
|
||||
RegisterCommand('relog', function(source, args, rawCommand)
|
||||
if canRelog == true then
|
||||
canRelog = false
|
||||
TriggerServerEvent('esx_multicharacter:relog')
|
||||
ESX.SetTimeout(10000, function()
|
||||
canRelog = true
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
@@ -0,0 +1,129 @@
|
||||
Config = {}
|
||||
Config.Locale = 'en'
|
||||
|
||||
-- Allows players to delete their characters
|
||||
Config.CanDelete = true
|
||||
|
||||
if IsDuplicityVersion() then
|
||||
-- This is the default number of slots for EVERY player
|
||||
-- If you want to manage extra slots for specific players you can do it by using '/setslots' and '/remslots' commands
|
||||
Config.Slots = 4
|
||||
--------------------
|
||||
|
||||
-- Text to prepend to each character (char#:identifier) - keep it short
|
||||
Config.Prefix = 'char'
|
||||
--------------------
|
||||
|
||||
-- Default identifier to store for characters - this should always match es_extended (recommended: license)
|
||||
Config.Identifier = 'license'
|
||||
|
||||
else
|
||||
-- Sets the location for the character selection scene
|
||||
-- To set the spawn location for new characters, modify the default value in the users SQL table
|
||||
Config.Spawn = vector4(-113.7, 565.3, 195.2, 0)
|
||||
--------------------
|
||||
|
||||
-- Do not use unless you are prepared to adjust your resources to correctly reset data
|
||||
-- Information: https://github.com/thelindat/esx_multicharacter#relogging
|
||||
Config.Relog = true
|
||||
--------------------
|
||||
|
||||
-- Default appearance for new characters
|
||||
Config.Default = {
|
||||
mom = 21,
|
||||
dad = 0,
|
||||
face_md_weight = 50,
|
||||
skin_md_weight = 50,
|
||||
nose_1 = 0,
|
||||
nose_2 = 0,
|
||||
nose_3 = 0,
|
||||
nose_4 = 0,
|
||||
nose_5 = 0,
|
||||
nose_6 = 0,
|
||||
cheeks_1 = 0,
|
||||
cheeks_2 = 0,
|
||||
cheeks_3 = 0,
|
||||
lip_thickness = 0,
|
||||
jaw_1 = 0,
|
||||
jaw_2 = 0,
|
||||
chin_1 = 0,
|
||||
chin_2 = 0,
|
||||
chin_13 = 0,
|
||||
chin_4 = 0,
|
||||
neck_thickness = 0,
|
||||
hair_1 = 0,
|
||||
hair_2 = 0,
|
||||
hair_color_1 = 0,
|
||||
hair_color_2 = 0,
|
||||
tshirt_1 = 0,
|
||||
tshirt_2 = 0,
|
||||
torso_1 = 0,
|
||||
torso_2 = 0,
|
||||
decals_1 = 0,
|
||||
decals_2 = 0,
|
||||
arms = 0,
|
||||
arms_2 = 0,
|
||||
pants_1 = 0,
|
||||
pants_2 = 0,
|
||||
shoes_1 = 0,
|
||||
shoes_2 = 0,
|
||||
mask_1 = 0,
|
||||
mask_2 = 0,
|
||||
bproof_1 = 0,
|
||||
bproof_2 = 0,
|
||||
chain_1 = 0,
|
||||
chain_2 = 0,
|
||||
helmet_1 = -1,
|
||||
helmet_2 = 0,
|
||||
glasses_1 = 0,
|
||||
glasses_2 = 0,
|
||||
watches_1 = -1,
|
||||
watches_2 = 0,
|
||||
bracelets_1 = -1,
|
||||
bracelets_2 = 0,
|
||||
bags_1 = 0,
|
||||
bags_2 = 0,
|
||||
eye_color = 0,
|
||||
eye_squint = 0,
|
||||
eyebrows_2 = 0,
|
||||
eyebrows_1 = 0,
|
||||
eyebrows_3 = 0,
|
||||
eyebrows_4 = 0,
|
||||
eyebrows_5 = 0,
|
||||
eyebrows_6 = 0,
|
||||
makeup_1 = 0,
|
||||
makeup_2 = 0,
|
||||
makeup_3 = 0,
|
||||
makeup_4 = 0,
|
||||
lipstick_1 = 0,
|
||||
lipstick_2 = 0,
|
||||
lipstick_3 = 0,
|
||||
lipstick_4 = 0,
|
||||
ears_1 = -1,
|
||||
ears_2 = 0,
|
||||
chest_1 = 0,
|
||||
chest_2 = 0,
|
||||
chest_3 = 0,
|
||||
bodyb_1 = -1,
|
||||
bodyb_2 = 0,
|
||||
bodyb_3 = -1,
|
||||
bodyb_4 = 0,
|
||||
age_1 = 0,
|
||||
age_2 = 0,
|
||||
blemishes_1 = 0,
|
||||
blemishes_2 = 0,
|
||||
blush_1 = 0,
|
||||
blush_2 = 0,
|
||||
blush_3 = 0,
|
||||
complexion_1 = 0,
|
||||
complexion_2 = 0,
|
||||
sun_1 = 0,
|
||||
sun_2 = 0,
|
||||
moles_1 = 0,
|
||||
moles_2 = 0,
|
||||
beard_1 = 0,
|
||||
beard_2 = 0,
|
||||
beard_3 = 0,
|
||||
beard_4 = 0
|
||||
}
|
||||
end
|
||||
@@ -0,0 +1,9 @@
|
||||
CREATE TABLE `multicharacter_slots` (
|
||||
`identifier` VARCHAR(60) NOT NULL,
|
||||
`slots` INT(11) NOT NULL,
|
||||
PRIMARY KEY (`identifier`) USING BTREE,
|
||||
INDEX `slots` (`slots`) USING BTREE
|
||||
) ENGINE=InnoDB;
|
||||
|
||||
ALTER TABLE `users` ADD COLUMN
|
||||
`disabled` TINYINT(1) NULL DEFAULT '0';
|
||||
@@ -0,0 +1,39 @@
|
||||
fx_version 'cerulean'
|
||||
game 'gta5'
|
||||
description 'Official Multicharacter System For ESX Legacy'
|
||||
version '1.7.0'
|
||||
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;
|
||||
}
|
||||
@@ -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";
|
||||
@@ -0,0 +1,24 @@
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
|
||||
<!-- Custom CSS -->
|
||||
<link rel="stylesheet" type="text/css" href="css/main.css" />
|
||||
<!-- Locales -->
|
||||
<script src="locales/en.js"></script>
|
||||
</head>
|
||||
<body style="display: none;">
|
||||
<div class="main-container">
|
||||
<div class='header'>ESX Legacy</div>
|
||||
<div class="character-box" data-charid="1">
|
||||
<h3 class="character-fullname"></h3>
|
||||
<div class="character-info"></div>
|
||||
</div>
|
||||
<div class='footer'>Multicharacter</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<script src="https://code.jquery.com/jquery-3.3.1.min.js" integrity="sha256-FgpCb/KJQlLNfOu91ta32o/NMZxltwRo8QtmkMRdAu8=" crossorigin="anonymous"></script>
|
||||
<script src="js/app.js" type="text/javascript"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['cs'] = {
|
||||
['male'] = "Muž",
|
||||
['female'] = "Žena",
|
||||
['delete_label'] = "Vymazat %s %s?",
|
||||
['select_char'] = "Zvolit Postavu",
|
||||
['create_char'] = "Vytvořit Novou Postavu",
|
||||
['char_play'] = "Hrát za postavu",
|
||||
['char_disabled'] = "Tato postava je zakázána!",
|
||||
['char_delete'] = "Vymazat postavu",
|
||||
['cancel'] = "Zrušit",
|
||||
['confirm'] = "Potvrdit",
|
||||
['command_setslots'] = "Nastavit slot pro hráče v multicharacteru",
|
||||
['command_remslots'] = "Odebrat slot pro hráče v multicharacteru",
|
||||
['command_enablechar'] = "Povolit zovlený slot hráči",
|
||||
['command_disablechar'] = "Zakázat zvolený slot pro hračé",
|
||||
['command_charslot'] = "Číslo slotu",
|
||||
['command_identifier'] = "Identifier hráče",
|
||||
['command_slots'] = "# ze slotu",
|
||||
['slotsadd'] = "Přidal slot %s hráči %s",
|
||||
['slotsedit'] = "Nastavil si slot %s hráči %s",
|
||||
['slotsrem'] = "Odebral si slot %s",
|
||||
['charenabled'] = "Povolol si postavu #%s z %s",
|
||||
['chardisabled'] = "Zakázal si postavu #%s z %s",
|
||||
['charnotfound'] = "Postava #%s z %s nebyla nalezena/neexistuje",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['de'] = {
|
||||
['male'] = "Männlich",
|
||||
['female'] = "Weiblich",
|
||||
['delete_label'] = "Lösche %s %s?",
|
||||
['select_char'] = "Charakter auswählen",
|
||||
['create_char'] = "Neuen Charakter erstellen",
|
||||
['char_play'] = "Diesen Charakter spielen",
|
||||
['char_delete'] = "Diesen Charakter löschen",
|
||||
['cancel'] = "Abbrechen",
|
||||
['confirm'] = "Bestätigen",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales["en"] = {
|
||||
["male"] = "Male",
|
||||
["female"] = "Female",
|
||||
["delete_label"] = "Delete %s %s?",
|
||||
["select_char"] = "Select Character",
|
||||
["create_char"] = "Create new character",
|
||||
["char_play"] = "Play this character",
|
||||
["char_disabled"] = "This character is disabled",
|
||||
["char_delete"] = "Delete this character",
|
||||
["cancel"] = "Cancel",
|
||||
["confirm"] = "Confirm",
|
||||
["command_setslots"] = "Set multicharacter slots number of a player",
|
||||
["command_remslots"] = "Remove multicharacter slots number of a player",
|
||||
["command_enablechar"] = "Enable a given character of a player",
|
||||
["command_disablechar"] = "Disable a given character of a player",
|
||||
["command_charslot"] = "Slot number of the character",
|
||||
["command_identifier"] = "Player identifier",
|
||||
["command_slots"] = "# of slots",
|
||||
["slotsadd"] = "You added %s slots to %s",
|
||||
["slotsedit"] = "You set %s slots to %s",
|
||||
["slotsrem"] = "You removed slots to %s",
|
||||
["charenabled"] = "You enabled character #%s of %s",
|
||||
["chardisabled"] = "You disabled character #%s of %s",
|
||||
["charnotfound"] = "Character #%s of %s doesn't exist",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales["hu"] = {
|
||||
["male"] = "Férfi",
|
||||
["female"] = "Nő",
|
||||
["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",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
Locales['it'] = {
|
||||
['male'] = "Maschio",
|
||||
['female'] = "Femmina",
|
||||
['delete_label'] = "Cancella %s %s?",
|
||||
['select_char'] = "Seleziona Personaggio",
|
||||
['create_char'] = "Crea un nuovo personaggio",
|
||||
['char_play'] = "Gioca questo personaggio",
|
||||
['char_disabled'] = "Questo personaggio è disabilitato",
|
||||
['char_delete'] = "Cancella questo personaggio",
|
||||
['cancel'] = "Annulla",
|
||||
['confirm'] = "Conferma",
|
||||
['command_setslots'] = "Imposta il numero di slot di personaggi di un giocatore",
|
||||
['command_remslots'] = "Rimuovi il numero di slot di personaggi di un giocatore",
|
||||
['command_enablechar'] = "Abilita un personaggio di un giocatore",
|
||||
['command_disablechar'] = "Disabilita un personaggio di un giocatore",
|
||||
['command_charslot'] = "Numero dello slot del personaggio",
|
||||
['command_identifier'] = "Identifier del giocatore",
|
||||
['command_slots'] = "# di slot",
|
||||
['slotsadd'] = "Hai aggiunto %s slot a %s",
|
||||
['slotsedit'] = "Hai impostato %s slot a %s",
|
||||
['slotsrem'] = "Hai rimosso gli slot a %s",
|
||||
['charenabled'] = "Hai abilitato il %s° personaggio di %s",
|
||||
['chardisabled'] = "Hai disabilitato il %s° personaggio di %s",
|
||||
['charnotfound'] = "Il personaggio %s di %s non esiste",
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
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",
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
Locales['tr'] = {
|
||||
['male'] = "Erkek",
|
||||
['female'] = "Kadın",
|
||||
['delete_label'] = "Sil %s %s?",
|
||||
['select_char'] = "Karakter Seç",
|
||||
['create_char'] = "Yeni Karakter Oluştur",
|
||||
['char_play'] = "Bu Karakterle Oyna",
|
||||
['char_delete'] = "Bu Karakteri Sil",
|
||||
['cancel'] = "İptal",
|
||||
['confirm'] = "Onayla",
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
|
||||
# Preview
|
||||
|
||||

|
||||
|
||||
## Installation
|
||||
|
||||
- Modify your ESX config with `Config.Multichar = true`
|
||||
- All owner and identifier columns should be set to `VARCHAR(60)` to ensure correct data entry
|
||||
- The resource will attempt to set columns automatically
|
||||
|
||||
### Relogging
|
||||
|
||||
- Do not enable this setting if you do not intend to properly set up relog support
|
||||
- Requires the latest update for ESX Status (prevents multiple status ticks from running)
|
||||
- Add the following events to resources that require support for relogging, or
|
||||
- Add them to [@es_extended/imports.lua](https://github.com/esx-framework/esx-legacy/blob/main/[esx]/es_extended/imports.lua) (and use the imports in your resources)
|
||||
|
||||
```lua
|
||||
RegisterNetEvent('esx:playerLoaded', function(xPlayer)
|
||||
ESX.PlayerData = xPlayer
|
||||
ESX.PlayerLoaded = true
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:onPlayerLogout', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
end)
|
||||
```
|
||||
|
||||
### Notes
|
||||
|
||||
- Characters are stored in the users table as `char#:license` - if you need to use a different identifier then you need to modify ESX itself
|
||||
- Character deletion does not require manual entries for the tables to remove
|
||||
- As characters are stored with unique identifiers, there is no excessive queries being executed
|
||||
|
||||
### Kashacters
|
||||
|
||||
- This project is forked from the [kashacters multicharacter resource](https://github.com/FiveEYZ/esx_kashacter)
|
||||
- Most of the code has been entirely rewritten
|
||||
- KASH has given permission for this resource to use his code and the addition of a license
|
||||
- The license obviously does not apply to previous versions and KASH has stated his resource is free to be used however
|
||||
|
||||
## Notice
|
||||
|
||||
Copyright © 2022 [Linden](https://github.com/thelindat/), ESX-Framework (fournier Brice & Jérémie N'gadi) and KASH
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses>.
|
||||
@@ -0,0 +1,79 @@
|
||||
ESX.RegisterCommand('setslots', 'admin', function(xPlayer, args, showError)
|
||||
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
|
||||
args.identifier
|
||||
})
|
||||
|
||||
if slots == nil then
|
||||
MySQL.update('INSERT INTO `multicharacter_slots` (`identifier`, `slots`) VALUES (?, ?)', {
|
||||
args.identifier,
|
||||
args.slots
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsadd', args.slots, args.identifier))
|
||||
else
|
||||
MySQL.update('UPDATE `multicharacter_slots` SET `slots` = ? WHERE `identifier` = ?', {
|
||||
args.slots,
|
||||
args.identifier
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsedit', args.slots, args.identifier))
|
||||
end
|
||||
end, true, {help = _U('command_setslots'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'slots', help = _U('command_slots'), type = 'number'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('remslots', 'admin', function(xPlayer, args, showError)
|
||||
local slots = MySQL.scalar('SELECT `slots` FROM `multicharacter_slots` WHERE identifier = ?', {
|
||||
args.identifier
|
||||
})
|
||||
|
||||
if slots ~= nil then
|
||||
MySQL.update('DELETE FROM `multicharacter_slots` WHERE `identifier` = ?', {
|
||||
args.identifier
|
||||
})
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('slotsrem', args.identifier))
|
||||
end
|
||||
end, true, {help = _U('command_remslots'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('enablechar', 'admin', function(xPlayer, args, showError)
|
||||
|
||||
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
|
||||
|
||||
MySQL.update('UPDATE `users` SET `disabled` = 0 WHERE identifier = ?', {
|
||||
selectedCharacter
|
||||
}, function(result)
|
||||
if result > 0 then
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charenabled', args.charslot, args.identifier))
|
||||
else
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
|
||||
end
|
||||
end)
|
||||
|
||||
end, true, {help = _U('command_enablechar'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
|
||||
}})
|
||||
|
||||
ESX.RegisterCommand('disablechar', 'admin', function(xPlayer, args, showError)
|
||||
|
||||
local selectedCharacter = 'char'..args.charslot..':'..args.identifier;
|
||||
|
||||
MySQL.update('UPDATE `users` SET `disabled` = 1 WHERE identifier = ?', {
|
||||
selectedCharacter
|
||||
}, function(result)
|
||||
if result > 0 then
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('chardisabled', args.charslot, args.identifier))
|
||||
else
|
||||
xPlayer.triggerEvent('esx:showNotification', _U('charnotfound', args.charslot, args.identifier))
|
||||
end
|
||||
end)
|
||||
|
||||
end, true, {help = _U('command_disablechar'), validate = true, arguments = {
|
||||
{name = 'identifier', help = _U('command_identifier'), type = 'string'},
|
||||
{name = 'charslot', help = _U('command_charslot'), type = 'number'}
|
||||
}})
|
||||
|
||||
RegisterCommand('forcelog', function(source, args, rawCommand)
|
||||
TriggerEvent('esx:playerLogout', source)
|
||||
end, true)
|
||||
@@ -0,0 +1,221 @@
|
||||
if not ESX then
|
||||
error('\n^1Unable to start Multicharacter - you must be using ESX Legacy^0')
|
||||
elseif ESX.GetConfig().Multichar == true then
|
||||
local DATABASE do
|
||||
local connectionString = GetConvar('mysql_connection_string', '');
|
||||
if connectionString == '' then
|
||||
error(connectionString..'\n^1Unable to start Multicharacter - unable to determine database from mysql_connection_string^0', 0)
|
||||
elseif connectionString:find('mysql://') then
|
||||
connectionString = connectionString:sub(9, -1)
|
||||
DATABASE = connectionString:sub(connectionString:find('/')+1, -1):gsub('[%?]+[%w%p]*$', '')
|
||||
else
|
||||
connectionString = {string.strsplit(';', connectionString)}
|
||||
for i = 1, #connectionString do
|
||||
local v = connectionString[i]
|
||||
if v:match('database') then
|
||||
DATABASE = v:sub(10, #v)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local DB_TABLES = {users = 'identifier'}
|
||||
local FETCH = nil
|
||||
local SLOTS = Config.Slots or 4
|
||||
local PREFIX = Config.Prefix or 'char'
|
||||
local PRIMARY_IDENTIFIER = ESX.GetConfig().Identifier or GetConvar('sv_lan', '') == 'true' and 'ip' or Config.Identifier
|
||||
|
||||
local function GetIdentifier(source)
|
||||
local identifier = PRIMARY_IDENTIFIER..':'
|
||||
for _, v in pairs(GetPlayerIdentifiers(source)) do
|
||||
if string.match(v, identifier) then
|
||||
identifier = string.gsub(v, identifier, '')
|
||||
return identifier
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if next(ESX.Players) then
|
||||
local players = table.clone(ESX.Players)
|
||||
table.wipe(ESX.Players)
|
||||
for _, v in pairs(players) do
|
||||
ESX.Players[GetIdentifier(v.source)] = true
|
||||
end
|
||||
else ESX.Players = {} end
|
||||
|
||||
local function SetupCharacters(source)
|
||||
while not FETCH do Citizen.Wait(100) end
|
||||
local identifier = GetIdentifier(source)
|
||||
ESX.Players[identifier] = true
|
||||
|
||||
local slots = MySQL.scalar.await('SELECT slots FROM multicharacter_slots WHERE identifier = ?', { identifier }) or SLOTS
|
||||
identifier = PREFIX..'%:'..identifier
|
||||
|
||||
local result = MySQL.query.await(FETCH, {identifier, slots})
|
||||
local characters
|
||||
|
||||
if result then
|
||||
local characterCount = #result
|
||||
characters = table.create(0, characterCount)
|
||||
|
||||
for i = 1, characterCount, 1 do
|
||||
local v = result[i]
|
||||
local job, grade = v.job or 'unemployed', tostring(v.job_grade)
|
||||
|
||||
if ESX.Jobs[job] and ESX.Jobs[job].grades[grade] then
|
||||
if job ~= 'unemployed' then grade = ESX.Jobs[job].grades[grade].label else grade = '' end
|
||||
job = ESX.Jobs[job].label
|
||||
end
|
||||
|
||||
local accounts = json.decode(v.accounts)
|
||||
local id = tonumber(string.sub(v.identifier, #PREFIX+1, string.find(v.identifier, ':')-1))
|
||||
|
||||
characters[id] = {
|
||||
id = id,
|
||||
bank = accounts.bank,
|
||||
money = accounts.money,
|
||||
job = job,
|
||||
job_grade = grade,
|
||||
firstname = v.firstname,
|
||||
lastname = v.lastname,
|
||||
dateofbirth = v.dateofbirth,
|
||||
skin = v.skin and json.decode(v.skin) or {},
|
||||
disabled = v.disabled,
|
||||
sex = v.sex == 'm' and _('male') or _('female')
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
TriggerClientEvent('esx_multicharacter:SetupUI', source, characters, slots)
|
||||
end
|
||||
|
||||
AddEventHandler('playerConnecting', function(playerName, setKickReason, deferrals)
|
||||
deferrals.defer()
|
||||
local identifier = GetIdentifier(source)
|
||||
|
||||
if identifier then
|
||||
if ESX.Players[identifier] then
|
||||
deferrals.done(('A player is already connected to the server with this identifier.\nYour identifier: %s:%s'):format(PRIMARY_IDENTIFIER, identifier))
|
||||
else
|
||||
deferrals.done()
|
||||
end
|
||||
else
|
||||
deferrals.done(('Unable to retrieve player identifier.\nIdentifier type: %s'):format(PRIMARY_IDENTIFIER))
|
||||
end
|
||||
end)
|
||||
|
||||
local function DeleteCharacter(source, charid)
|
||||
local identifier = ('%s%s:%s'):format(PREFIX, charid, GetIdentifier(source))
|
||||
local query = 'DELETE FROM %s WHERE %s = ?'
|
||||
local queries = {}
|
||||
local count = 0
|
||||
|
||||
for table, column in pairs(DB_TABLES) do
|
||||
count += 1
|
||||
queries[count] = {query = query:format(table, column), values = {identifier}}
|
||||
end
|
||||
|
||||
MySQL.transaction(queries, function(result)
|
||||
if result then
|
||||
print(('[^2INFO^7] Player [%s] %s has deleted a character (%s)'):format(GetPlayerName(source), source, identifier))
|
||||
Citizen.Wait(50)
|
||||
SetupCharacters(source)
|
||||
else
|
||||
error('\n^1Transaction failed while trying to delete '..identifier..'^0')
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
MySQL.ready(function()
|
||||
local length = 42 + #PREFIX
|
||||
local DB_COLUMNS = MySQL.query.await(('SELECT TABLE_NAME, COLUMN_NAME, CHARACTER_MAXIMUM_LENGTH FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_SCHEMA = "%s" AND DATA_TYPE = "varchar" AND COLUMN_NAME IN (?)'):format(DATABASE, length), {
|
||||
{'identifier', 'owner'}
|
||||
})
|
||||
|
||||
if DB_COLUMNS then
|
||||
local columns = {}
|
||||
local count = 0
|
||||
|
||||
for i = 1, #DB_COLUMNS do
|
||||
local v = DB_COLUMNS[i]
|
||||
|
||||
if v?.CHARACTER_MAXIMUM_LENGTH ~= length then
|
||||
count += 1
|
||||
columns[v.TABLE_NAME] = v.COLUMN_NAME
|
||||
end
|
||||
end
|
||||
|
||||
if next(columns) then
|
||||
local query = 'ALTER TABLE `%s` MODIFY COLUMN `%s` VARCHAR(%s)'
|
||||
local queries = table.create(count, 0)
|
||||
|
||||
for k, v in pairs(columns) do
|
||||
queries[#queries+1] = {query = query:format(k, v, length)}
|
||||
end
|
||||
|
||||
if MySQL.transaction.await(queries) then
|
||||
print(('[^2INFO^7] Updated ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
|
||||
else
|
||||
print(('[^2INFO^7] Unable to update ^5%s^7 columns to use VARCHAR(%s)'):format(count, length))
|
||||
end
|
||||
end
|
||||
|
||||
ESX.Jobs = {}
|
||||
|
||||
local function GetJobs()
|
||||
if ESX.GetJobs then
|
||||
return ESX.GetJobs()
|
||||
end
|
||||
return exports.es_extended:getSharedObject().Jobs
|
||||
end
|
||||
|
||||
repeat
|
||||
ESX.Jobs = GetJobs()
|
||||
Citizen.Wait(50)
|
||||
until next(ESX.Jobs)
|
||||
|
||||
FETCH = 'SELECT identifier, accounts, job, job_grade, firstname, lastname, dateofbirth, sex, skin, disabled FROM users WHERE identifier LIKE ? LIMIT ?'
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:SetupCharacters', function()
|
||||
SetupCharacters(source)
|
||||
end)
|
||||
|
||||
local awaitingRegistration = {}
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:CharacterChosen', function(charid, isNew)
|
||||
if type(charid) == 'number' and string.len(charid) <= 2 and type(isNew) == 'boolean' then
|
||||
if isNew then
|
||||
awaitingRegistration[source] = charid
|
||||
else
|
||||
TriggerEvent('esx:onPlayerJoined', source, PREFIX..charid)
|
||||
ESX.Players[GetIdentifier(source)] = true
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx_identity:completedRegistration', function(source, data)
|
||||
TriggerEvent('esx:onPlayerJoined', source, PREFIX..awaitingRegistration[source], data)
|
||||
awaitingRegistration[source] = nil
|
||||
ESX.Players[GetIdentifier(source)] = true
|
||||
end)
|
||||
|
||||
AddEventHandler('playerDropped', function(reason)
|
||||
awaitingRegistration[source] = nil
|
||||
ESX.Players[GetIdentifier(source)] = nil
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:DeleteCharacter', function(charid)
|
||||
if Config.CanDelete and type(charid) == 'number' and string.len(charid) <= 2 then
|
||||
DeleteCharacter(source, charid)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx_multicharacter:relog', function()
|
||||
TriggerEvent('esx:playerLogout', source)
|
||||
end)
|
||||
|
||||
else
|
||||
assert(nil, '^3WARNING: Multicharacter is disabled - please check your ESX configuration^0')
|
||||
end
|
||||
@@ -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)
|
||||
|
||||
@@ -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',
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
:root {
|
||||
--color: white;
|
||||
--bgColor: #212121;
|
||||
}
|
||||
|
||||
* {
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
body {
|
||||
color: var(--color);
|
||||
font-family: sans-serif;
|
||||
}
|
||||
@@ -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>
|
||||
@@ -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)
|
||||
}
|
||||
})
|
||||
})
|
||||
@@ -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")
|
||||
@@ -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)
|
||||
|
||||
@@ -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',
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
:root {
|
||||
--color: white;
|
||||
--bgColor: #212121;
|
||||
}
|
||||
|
||||
* {
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
body {
|
||||
color: var(--color);
|
||||
font-family: sans-serif;
|
||||
}
|
||||
@@ -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>
|
||||
@@ -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"
|
||||
}
|
||||
})
|
||||
})
|
||||
@@ -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()
|
||||
```
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Skin'
|
||||
|
||||
version '1.5.0'
|
||||
version '1.7.0'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
|
||||
@@ -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",
|
||||
}
|
||||
@@ -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',
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
@@ -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'
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
:root {
|
||||
--color: white;
|
||||
--bgColor: #212121;
|
||||
}
|
||||
|
||||
* {
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
body {
|
||||
color: var(--color);
|
||||
font-family: sans-serif;
|
||||
}
|
||||
@@ -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>
|
||||
@@ -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";
|
||||
}
|
||||
})
|
||||
})
|
||||
@@ -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",
|
||||
}
|
||||
@@ -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',
|
||||
}
|
||||
|
||||
@@ -1,76 +1,100 @@
|
||||
Locales['sv'] = {
|
||||
['sex'] = 'kön',
|
||||
['face'] = 'ansikte',
|
||||
['skin'] = 'hud',
|
||||
['wrinkles'] = 'rynkor',
|
||||
['wrinkle_thickness'] = 'rynk tjocklek',
|
||||
['beard_type'] = 'skäggtyp',
|
||||
['beard_size'] = 'skäggstorlek',
|
||||
['beard_color_1'] = 'skägg färg 1',
|
||||
['beard_color_2'] = 'skägg färg 2',
|
||||
['hair_1'] = 'hår 1',
|
||||
['hair_2'] = 'hår 2',
|
||||
['hair_color_1'] = 'hårfärg 1',
|
||||
['hair_color_2'] = 'hårfärg 2',
|
||||
['eye_color'] = 'eye color',
|
||||
['eyebrow_type'] = 'ögonbryn typ',
|
||||
['eyebrow_size'] = 'ögonbryn storlek',
|
||||
['eyebrow_color_1'] = 'ögonbryn färg 1',
|
||||
['eyebrow_color_2'] = 'ögonbryn färg 2',
|
||||
['makeup_type'] = 'smink typ',
|
||||
['makeup_thickness'] = 'smink tjocklek',
|
||||
['makeup_color_1'] = 'smink färg 1',
|
||||
['makeup_color_2'] = 'smink färg 2',
|
||||
['lipstick_type'] = 'läppstiftstyp',
|
||||
['lipstick_thickness'] = 'läppstjocklek',
|
||||
['lipstick_color_1'] = 'läppstift färg 1',
|
||||
['lipstick_color_2'] = 'läppstift färg 2',
|
||||
['ear_accessories'] = 'öron tillbehör',
|
||||
['ear_accessories_color'] = 'öron tillbehörs färg',
|
||||
['tshirt_1'] = 't-shirt 1',
|
||||
['tshirt_2'] = 't-shirt 2',
|
||||
['torso_1'] = 'kropp 1',
|
||||
['torso_2'] = 'kropp 2',
|
||||
['decals_1'] = 'dekaler 1',
|
||||
['decals_2'] = 'dekaler 2',
|
||||
['arms'] = 'armar',
|
||||
['arms_2'] = 'armar 2',
|
||||
['pants_1'] = 'byxor 1',
|
||||
['pants_2'] = 'byxor 2',
|
||||
['shoes_1'] = 'skor 1',
|
||||
['shoes_2'] = 'skor 2',
|
||||
['mask_1'] = 'mask 1',
|
||||
['mask_2'] = 'mask 2',
|
||||
['bproof_1'] = 'skottsäker väst 1',
|
||||
['bproof_2'] = 'skottsäker väst 2',
|
||||
['chain_1'] = 'kedja 1',
|
||||
['sex'] = 'Kön',
|
||||
['mom'] = 'Mammas ansikte',
|
||||
['dad'] = 'Pappas ansikte',
|
||||
['resemblance'] = 'Likhet',
|
||||
['skin_tone'] = 'Hudton',
|
||||
['nose_1'] = 'Näsvidd',
|
||||
['nose_2'] = 'Nästoppshöjd',
|
||||
['nose_3'] = 'Nästoppslängd',
|
||||
['nose_4'] = 'Näsbenshöjd',
|
||||
['nose_5'] = 'Nästoppssänkning',
|
||||
['nose_6'] = 'Näsbensvridning',
|
||||
['cheeks_1'] = 'Kindbens höjd',
|
||||
['cheeks_2'] = 'Kindbens bredd',
|
||||
['cheeks_3'] = 'Kinder bredd',
|
||||
['lip_fullness'] = 'Läppfullhet',
|
||||
['jaw_bone_width'] = 'Käkbensbredd',
|
||||
['jaw_bone_length'] = 'Käkbenslängd',
|
||||
['chin_height'] = 'Hakhöjd',
|
||||
['chin_length'] = 'Haklängd',
|
||||
['chin_width'] = 'Hakbredd',
|
||||
['chin_hole'] = 'Hakhålsstorlek',
|
||||
['neck_thickness'] = 'Halstjocklek',
|
||||
['wrinkles'] = 'Rynkor',
|
||||
['wrinkle_thickness'] = 'Rynktjocklek',
|
||||
['beard_type'] = 'Skägg typ',
|
||||
['beard_size'] = 'Skäggstorlek',
|
||||
['beard_color_1'] = 'Skäggfärg 1',
|
||||
['beard_color_2'] = 'Skäggfärg 2',
|
||||
['hair_1'] = 'Hår 1',
|
||||
['hair_2'] = 'Hår 2',
|
||||
['hair_color_1'] = 'Hårfärg 1',
|
||||
['hair_color_2'] = 'Hårfärg 1',
|
||||
['eye_color'] = 'Ögonfärg',
|
||||
['eye_squint'] = 'Ögonkisning',
|
||||
['eyebrow_type'] = 'Ögonbrynstyp',
|
||||
['eyebrow_size'] = 'Storlek på ögonbrynen',
|
||||
['eyebrow_color_1'] = 'Ögonbrynsfärg 1',
|
||||
['eyebrow_color_2'] = 'Ögonbrynsfärg 2',
|
||||
['eyebrow_depth'] = 'Ögonbryns djup',
|
||||
['eyebrow_height'] = 'Ögonbrynshöjd',
|
||||
['makeup_type'] = 'Typ av smink',
|
||||
['makeup_thickness'] = 'Sminktjocklek',
|
||||
['makeup_color_1'] = 'Sminkfärg 1',
|
||||
['makeup_color_2'] = 'Sminkfärg 2',
|
||||
['lipstick_type'] = 'Läppstiftstyp',
|
||||
['lipstick_thickness'] = 'Läppstift tjocklek',
|
||||
['lipstick_color_1'] = 'Läppstiftsfärg 1',
|
||||
['lipstick_color_2'] = 'Läppstiftsfärg 2',
|
||||
['ear_accessories'] = 'Örontillbehör',
|
||||
['ear_accessories_color'] = 'Örontillbehör färg',
|
||||
['tshirt_1'] = 'T-Shirt 1',
|
||||
['tshirt_2'] = 'T-Shirt 2',
|
||||
['torso_1'] = 'Kropp 1',
|
||||
['torso_2'] = 'Kropp 2',
|
||||
['decals_1'] = 'Dekaler 1',
|
||||
['decals_2'] = 'Dekaler 2',
|
||||
['arms'] = 'Armar',
|
||||
['arms_2'] = 'Armar 2',
|
||||
['pants_1'] = 'Byxor 1',
|
||||
['pants_2'] = 'Byxor 2',
|
||||
['shoes_1'] = 'Skor 1',
|
||||
['shoes_2'] = 'Skor 2',
|
||||
['mask_1'] = 'Mask 1',
|
||||
['mask_2'] = 'Mask 2',
|
||||
['bproof_1'] = 'Skottsäker väst 1',
|
||||
['bproof_2'] = 'Skottsäker väst 2',
|
||||
['chain_1'] = 'Kedja 1',
|
||||
['chain_2'] = 'kedja 2',
|
||||
['helmet_1'] = 'hjälm 1',
|
||||
['helmet_2'] = 'hjälm 2',
|
||||
['watches_1'] = 'watches 1',
|
||||
['watches_2'] = 'watches 2',
|
||||
['bracelets_1'] = 'bracelets 1',
|
||||
['bracelets_2'] = 'bracelets 2',
|
||||
['glasses_1'] = 'glasögon 1',
|
||||
['glasses_2'] = 'glasögon 2',
|
||||
['bag'] = 'väska',
|
||||
['bag_color'] = 'väska färg',
|
||||
['blemishes'] = 'blemishes',
|
||||
['blemishes_size']= 'blemishes thickness',
|
||||
['ageing'] = 'ageing',
|
||||
['ageing_1'] = 'ageing thickness',
|
||||
['blush'] = 'blush',
|
||||
['blush_1'] = 'blush thickness',
|
||||
['blush_color'] = 'blush color',
|
||||
['complexion'] = 'complexion',
|
||||
['complexion_1'] = 'complexion thickness',
|
||||
['sun'] = 'sun',
|
||||
['sun_1'] = 'sun thickness',
|
||||
['freckles'] = 'freckles',
|
||||
['freckles_1'] = 'freckles thickness',
|
||||
['chest_hair'] = 'chest hair',
|
||||
['chest_hair_1'] = 'chest hair thickness',
|
||||
['chest_color'] = 'chest hair color',
|
||||
['bodyb'] = 'body blemishes',
|
||||
['bodyb_size'] = 'body blemishes thickness',
|
||||
}
|
||||
['helmet_1'] = 'Hjälm 1',
|
||||
['helmet_2'] = 'Hjälm 2',
|
||||
['watches_1'] = 'Klockor 1',
|
||||
['watches_2'] = 'Klockor 2',
|
||||
['bracelets_1'] = 'Armband 1',
|
||||
['bracelets_2'] = 'Armband 2',
|
||||
['glasses_1'] = 'Glasögon 1',
|
||||
['glasses_2'] = 'Glasögon 2',
|
||||
['bag'] = 'Väska',
|
||||
['bag_color'] = 'Väsk färg',
|
||||
['blemishes'] = 'Fläckar',
|
||||
['blemishes_size'] = 'Fläckar tjocklek',
|
||||
['ageing'] = 'Åldrande',
|
||||
['ageing_1'] = 'Åldrande tjocklek',
|
||||
['blush'] = 'Rouge',
|
||||
['blush_1'] = 'Rouge tjocklek',
|
||||
['blush_color'] = 'Rouge färg',
|
||||
['complexion'] = 'Hy',
|
||||
['complexion_1'] = 'Hy tjocklek',
|
||||
['sun'] = 'Sol',
|
||||
['sun_1'] = 'Soltjocklek',
|
||||
['freckles'] = 'Fräknar',
|
||||
['freckles_1'] = 'Fräknar tjocklek',
|
||||
['chest_hair'] = 'Brösthår',
|
||||
['chest_hair_1'] = 'Brösthårets tjocklek',
|
||||
['chest_color'] = 'Hårfärg på bröstet',
|
||||
['bodyb'] = 'Kroppsfläckar',
|
||||
['bodyb_size'] = 'Kroppsfläckar tjocklek',
|
||||
['bodyb_extra'] = 'Fläckar kroppseffekt',
|
||||
['bodyb_extra_thickness'] = 'Fläckar kroppseffekt tjocklek',
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Accessories'
|
||||
|
||||
version '1.5.0'
|
||||
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~',
|
||||
}
|
||||
@@ -1,19 +1,19 @@
|
||||
Locales ['sv'] = {
|
||||
['valid_purchase'] = 'bekräfta köp?',
|
||||
['yes'] = 'ja (<span style="color: green;">%s SEK</span>)',
|
||||
['no'] = 'nej',
|
||||
['helmet'] = 'hjälm / hat',
|
||||
['glasses'] = 'glasögon',
|
||||
['mask'] = 'ansiktsmask',
|
||||
['ears'] = 'örontillbehör',
|
||||
['valid_purchase'] = 'Bekräfta köp?',
|
||||
['yes'] = 'Ja (<span style="color: green;">%s SEK</span>)',
|
||||
['no'] = 'Nej',
|
||||
['helmet'] = 'Hjälm / hatt',
|
||||
['glasses'] = 'Glasögon',
|
||||
['mask'] = 'Mask',
|
||||
['ears'] = 'Öron tillbehör',
|
||||
['shop'] = '%s affär',
|
||||
['set_unset'] = 'ta på / av',
|
||||
['not_enough_money'] = 'du har inte råd!',
|
||||
['press_access'] = 'tryck ~INPUT_CONTEXT~ för att öppna menyn.',
|
||||
['accessories_blip'] = 'extrautröstning',
|
||||
['no_ears'] = 'du har inga öron tillbehör',
|
||||
['no_glasses'] = 'du har inga glasögon',
|
||||
['no_helmet'] = 'du har ingen hjälm',
|
||||
['no_mask'] = 'du har inte någon mask',
|
||||
['you_paid'] = 'du har betalat ~g~%s SEK~s~',
|
||||
}
|
||||
['set_unset'] = 'Ta på / av',
|
||||
['not_enough_money'] = 'Du har inte tillräckligt med pengar',
|
||||
['press_access'] = 'Tryck ~INPUT_CONTEXT~ för att komma åt menyn',
|
||||
['accessories_blip'] = 'Tillbehör',
|
||||
['no_ears'] = 'Du har inga örontillbehör',
|
||||
['no_glasses'] = 'Du har inga glasögon',
|
||||
['no_helmet'] = 'Du har ingen hjälm',
|
||||
['no_mask'] = 'Du har ingen mask',
|
||||
['you_paid'] = 'Du betalade ~g~%s SEK~s~',
|
||||
}
|
||||
@@ -4,7 +4,7 @@ game 'gta5'
|
||||
|
||||
description 'ESX Addon Account'
|
||||
|
||||
version '1.5.0'
|
||||
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
Reference in New Issue
Block a user