mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-08-29 01:08:54 +00:00
Merge branch 'dev' into csoki-core-refactor
This commit is contained in:
+1
-1
@@ -389,7 +389,7 @@ CREATE TABLE `users` (
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`job` varchar(20) DEFAULT 'unemployed',
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`job_grade` int(11) DEFAULT 0,
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`loadout` longtext DEFAULT NULL,
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`position` varchar(255) DEFAULT '{"x":-269.4,"y":-955.3,"z":31.2,"heading":205.8}',
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`position` longtext NULL DEFAULT NULL,
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`firstname` varchar(16) DEFAULT NULL,
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`lastname` varchar(16) DEFAULT NULL,
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`dateofbirth` varchar(10) DEFAULT NULL,
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@@ -6,8 +6,6 @@ Core.CurrentRequestId = 0
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Core.ServerCallbacks = {}
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Core.Input = {}
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ESX.UI = {}
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ESX.UI.HUD = {}
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ESX.UI.HUD.RegisteredElements = {}
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ESX.UI.Menu = {}
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ESX.UI.Menu.RegisteredTypes = {}
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ESX.UI.Menu.Opened = {}
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@@ -197,70 +195,6 @@ function ESX.TriggerServerCallback(name, cb, ...)
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Core.CurrentRequestId = Core.CurrentRequestId < 65535 and Core.CurrentRequestId + 1 or 0
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end
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function ESX.UI.HUD.SetDisplay(opacity)
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SendNUIMessage({
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action = 'setHUDDisplay',
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opacity = opacity
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})
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end
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function ESX.UI.HUD.RegisterElement(name, index, priority, html, data)
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local found = false
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for i = 1, #ESX.UI.HUD.RegisteredElements, 1 do
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if ESX.UI.HUD.RegisteredElements[i] == name then
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found = true
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break
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end
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end
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if found then
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return
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end
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ESX.UI.HUD.RegisteredElements[#ESX.UI.HUD.RegisteredElements + 1] = name
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SendNUIMessage({
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action = 'insertHUDElement',
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name = name,
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index = index,
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priority = priority,
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html = html,
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data = data
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})
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ESX.UI.HUD.UpdateElement(name, data)
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end
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function ESX.UI.HUD.RemoveElement(name)
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for i = 1, #ESX.UI.HUD.RegisteredElements, 1 do
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if ESX.UI.HUD.RegisteredElements[i] == name then
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table.remove(ESX.UI.HUD.RegisteredElements, i)
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break
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end
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end
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SendNUIMessage({
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action = 'deleteHUDElement',
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name = name
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})
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end
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function ESX.UI.HUD.Reset()
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SendNUIMessage({
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action = 'resetHUDElements'
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})
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ESX.UI.HUD.RegisteredElements = {}
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end
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function ESX.UI.HUD.UpdateElement(name, data)
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SendNUIMessage({
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action = 'updateHUDElement',
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name = name,
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data = data
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})
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end
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function ESX.UI.Menu.RegisterType(type, open, close)
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ESX.UI.Menu.RegisteredTypes[type] = {
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open = open,
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+118
-172
@@ -14,7 +14,7 @@ CreateThread(function()
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end)
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RegisterNetEvent("esx:requestModel", function(model)
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ESX.Streaming.RequestModel(model)
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ESX.Streaming.RequestModel(model)
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end)
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RegisterNetEvent('esx:playerLoaded')
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@@ -57,82 +57,68 @@ AddEventHandler('esx:playerLoaded', function(xPlayer, isNew, skin)
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NetworkSetFriendlyFireOption(true)
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end
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CreateThread(function()
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local SetPlayerHealthRechargeMultiplier = SetPlayerHealthRechargeMultiplier
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local BlockWeaponWheelThisFrame = BlockWeaponWheelThisFrame
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local DisableControlAction = DisableControlAction
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local IsPedArmed = IsPedArmed
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local SetPlayerLockonRangeOverride = SetPlayerLockonRangeOverride
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local DisablePlayerVehicleRewards = DisablePlayerVehicleRewards
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local RemoveAllPickupsOfType = RemoveAllPickupsOfType
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local HideHudComponentThisFrame = HideHudComponentThisFrame
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local PlayerId = PlayerId()
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local DisabledComps = {}
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for i=1, #(Config.RemoveHudCommonents) do
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if Config.RemoveHudCommonents[i] then
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DisabledComps[#DisabledComps + 1] = i
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end
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local playerId = PlayerId()
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-- RemoveHudCommonents
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for i = 1, #(Config.RemoveHudCommonents) do
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if Config.RemoveHudCommonents[i] then
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SetHudComponentPosition(i, 999999.0, 999999.0)
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end
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end
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while true do
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local Sleep = true
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-- DisableNPCDrops
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if Config.DisableNPCDrops then
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local weaponPickups = { `PICKUP_WEAPON_CARBINERIFLE`, `PICKUP_WEAPON_PISTOL`, `PICKUP_WEAPON_PUMPSHOTGUN` }
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for i = 1, #weaponPickups do
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ToggleUsePickupsForPlayer(playerId, weaponPickups[i], false)
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end
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end
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if Config.DisableHealthRegeneration then
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Sleep = false
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SetPlayerHealthRechargeMultiplier(PlayerId, 0.0)
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end
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-- DisableVehicleRewards
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if Config.DisableVehicleRewards then
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local inVehicle = false
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if Config.DisableWeaponWheel then
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Sleep = false
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BlockWeaponWheelThisFrame()
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DisableControlAction(0, 37,true)
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end
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if Config.DisableAimAssist then
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Sleep = false
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if IsPedArmed(ESX.PlayerData.ped, 4) then
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SetPlayerLockonRangeOverride(PlayerId, 2.0)
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local function DisableVehicleRewardsThread()
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CreateThread(function()
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while inVehicle do
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DisablePlayerVehicleRewards(playerId)
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Wait(0)
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end
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end
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end)
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end
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if Config.DisableVehicleRewards then
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Sleep = false
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DisablePlayerVehicleRewards(PlayerId)
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end
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if Config.DisableNPCDrops then
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Sleep = false
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RemoveAllPickupsOfType(0xDF711959)
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RemoveAllPickupsOfType(0xF9AFB48F)
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RemoveAllPickupsOfType(0xA9355DCD)
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AddEventHandler('esx:enteredVehicle', function(vehicle, plate, seat, displayName, netId)
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if GetVehicleClass(vehicle) == 18 then
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DisableVehicleRewardsThread()
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end
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end)
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if #DisabledComps > 0 then
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Sleep = false
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for i=1, #(DisabledComps) do
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HideHudComponentThisFrame(DisabledComps[i])
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AddEventHandler('esx:exitedVehicle', function(vehicle, plate, seat, displayName, netId)
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inVehicle = false
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end)
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end
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if Config.DisableHealthRegeneration or Config.DisableWeaponWheel or Config.DisableAimAssist then
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CreateThread(function()
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while true do
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if Config.DisableHealthRegeneration then
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SetPlayerHealthRechargeMultiplier(playerId, 0.0)
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end
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if Config.DisableWeaponWheel then
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BlockWeaponWheelThisFrame()
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DisableControlAction(0, 37, true)
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end
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if Config.DisableAimAssist then
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if IsPedArmed(ESX.PlayerData.ped, 4) then
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SetPlayerLockonRangeOverride(playerId, 2.0)
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end
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end
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Wait(0)
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end
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Wait(Sleep and 1500 or 0)
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end
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end)
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if Config.EnableHud then
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for i=1, #(ESX.PlayerData.accounts) do
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local accountTpl = '<div><img src="img/accounts/' .. ESX.PlayerData.accounts[i].name .. '.png"/> {{money}}</div>'
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ESX.UI.HUD.RegisterElement('account_' .. ESX.PlayerData.accounts[i].name, i, 0, accountTpl, {money = ESX.Math.GroupDigits(ESX.PlayerData.accounts[i].money)})
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end
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local jobTpl = '<div>{{job_label}}{{grade_label}}</div>'
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local gradeLabel = ESX.PlayerData.job.grade_label ~= ESX.PlayerData.job.label and ESX.PlayerData.job.grade_label or ''
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if gradeLabel ~= '' then gradeLabel = ' - '..gradeLabel end
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ESX.UI.HUD.RegisterElement('job', #ESX.PlayerData.accounts, 0, jobTpl, {
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job_label = ESX.PlayerData.job.label,
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grade_label = gradeLabel
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})
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end)
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end
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SetDefaultVehicleNumberPlateTextPattern(-1, Config.CustomAIPlates)
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@@ -142,15 +128,14 @@ end)
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RegisterNetEvent('esx:onPlayerLogout')
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AddEventHandler('esx:onPlayerLogout', function()
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ESX.PlayerLoaded = false
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if Config.EnableHud then ESX.UI.HUD.Reset() end
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end)
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RegisterNetEvent('esx:setMaxWeight')
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AddEventHandler('esx:setMaxWeight', function(newMaxWeight) ESX.SetPlayerData("maxWeight", newMaxWeight) end)
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local function onPlayerSpawn()
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ESX.SetPlayerData('ped', PlayerPedId())
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ESX.SetPlayerData('dead', false)
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ESX.SetPlayerData('ped', PlayerPedId())
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ESX.SetPlayerData('dead', false)
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end
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AddEventHandler('playerSpawned', onPlayerSpawn)
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@@ -175,7 +160,7 @@ AddEventHandler('esx:restoreLoadout', function()
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local ammoTypes = {}
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RemoveAllPedWeapons(ESX.PlayerData.ped, true)
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for k,v in ipairs(ESX.PlayerData.loadout) do
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for k, v in ipairs(ESX.PlayerData.loadout) do
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local weaponName = v.name
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local weaponHash = joaat(weaponName)
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@@ -184,7 +169,7 @@ AddEventHandler('esx:restoreLoadout', function()
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local ammoType = GetPedAmmoTypeFromWeapon(ESX.PlayerData.ped, weaponHash)
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for k2,v2 in ipairs(v.components) do
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for k2, v2 in ipairs(v.components) do
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local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
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GiveWeaponComponentToPed(ESX.PlayerData.ped, weaponHash, componentHash)
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end
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@@ -199,27 +184,27 @@ end)
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AddStateBagChangeHandler('VehicleProperties', nil, function(bagName, key, value)
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if value then
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Wait(0)
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local NetId = value.NetId
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local Vehicle = NetworkGetEntityFromNetworkId(NetId)
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local Tries = 0
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while Vehicle == 0 do
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Vehicle = NetworkGetEntityFromNetworkId(NetId)
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Wait(100)
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Tries = Tries + 1
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if Tries > 300 then
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break
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end
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end
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if NetworkGetEntityOwner(Vehicle) == PlayerId() then
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ESX.Game.SetVehicleProperties(Vehicle, value)
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Wait(0)
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local NetId = value.NetId
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local Vehicle = NetworkGetEntityFromNetworkId(NetId)
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local Tries = 0
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while Vehicle == 0 do
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Vehicle = NetworkGetEntityFromNetworkId(NetId)
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Wait(100)
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Tries = Tries + 1
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if Tries > 300 then
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break
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end
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end
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if NetworkGetEntityOwner(Vehicle) == PlayerId() then
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ESX.Game.SetVehicleProperties(Vehicle, value)
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end
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end
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end)
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RegisterNetEvent('esx:setAccountMoney')
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AddEventHandler('esx:setAccountMoney', function(account)
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for i=1, #(ESX.PlayerData.accounts) do
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for i = 1, #(ESX.PlayerData.accounts) do
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if ESX.PlayerData.accounts[i].name == account.name then
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ESX.PlayerData.accounts[i] = account
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break
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@@ -227,18 +212,12 @@ AddEventHandler('esx:setAccountMoney', function(account)
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end
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ESX.SetPlayerData('accounts', ESX.PlayerData.accounts)
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if Config.EnableHud then
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ESX.UI.HUD.UpdateElement('account_' .. account.name, {
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money = ESX.Math.GroupDigits(account.money)
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})
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end
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end)
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if not Config.OxInventory then
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RegisterNetEvent('esx:addInventoryItem')
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AddEventHandler('esx:addInventoryItem', function(item, count, showNotification)
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for k,v in ipairs(ESX.PlayerData.inventory) do
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for k, v in ipairs(ESX.PlayerData.inventory) do
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if v.name == item then
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ESX.UI.ShowInventoryItemNotification(true, v.label, count - v.count)
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ESX.PlayerData.inventory[k].count = count
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@@ -255,7 +234,7 @@ if not Config.OxInventory then
|
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RegisterNetEvent('esx:removeInventoryItem')
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AddEventHandler('esx:removeInventoryItem', function(item, count, showNotification)
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for k,v in ipairs(ESX.PlayerData.inventory) do
|
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for k, v in ipairs(ESX.PlayerData.inventory) do
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if v.name == item then
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ESX.UI.ShowInventoryItemNotification(false, v.label, v.count - count)
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ESX.PlayerData.inventory[k].count = count
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@@ -288,7 +267,7 @@ if not Config.OxInventory then
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RegisterNetEvent('esx:setWeaponTint')
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AddEventHandler('esx:setWeaponTint', function(weapon, weaponTintIndex)
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SetPedWeaponTintIndex(ESX.PlayerData.ped, joaat(weapon), weaponTintIndex)
|
||||
|
||||
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:removeWeapon')
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@@ -307,14 +286,6 @@ end
|
||||
|
||||
RegisterNetEvent('esx:setJob')
|
||||
AddEventHandler('esx:setJob', function(Job)
|
||||
if Config.EnableHud then
|
||||
local gradeLabel = Job.grade_label ~= Job.label and Job.grade_label or ''
|
||||
if gradeLabel ~= '' then gradeLabel = ' - '..gradeLabel end
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ESX.UI.HUD.UpdateElement('job', {
|
||||
job_label = Job.label,
|
||||
grade_label = gradeLabel
|
||||
})
|
||||
end
|
||||
ESX.SetPlayerData('job', Job)
|
||||
end)
|
||||
|
||||
@@ -341,7 +312,7 @@ if not Config.OxInventory then
|
||||
local pickupObject = CreateWeaponObject(weaponHash, 50, coords.x, coords.y, coords.z, true, 1.0, 0)
|
||||
SetWeaponObjectTintIndex(pickupObject, tintIndex)
|
||||
|
||||
for k,v in ipairs(components) do
|
||||
for k, v in ipairs(components) do
|
||||
local component = ESX.GetWeaponComponent(name, v)
|
||||
GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
|
||||
end
|
||||
@@ -355,14 +326,15 @@ 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 - vector3(0,0, 1.0), 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
|
||||
|
||||
RegisterNetEvent('esx:registerSuggestions')
|
||||
AddEventHandler('esx:registerSuggestions', function(registeredCommands)
|
||||
for name,command in pairs(registeredCommands) do
|
||||
for name, command in pairs(registeredCommands) do
|
||||
if command.suggestion then
|
||||
TriggerEvent('chat:addSuggestion', ('/%s'):format(name), command.suggestion.help, command.suggestion.arguments)
|
||||
end
|
||||
@@ -379,60 +351,34 @@ if not Config.OxInventory then
|
||||
end)
|
||||
end
|
||||
|
||||
-- Pause menu disables HUD display
|
||||
if Config.EnableHud then
|
||||
CreateThread(function()
|
||||
local isPaused = false
|
||||
|
||||
while true do
|
||||
local time = 500
|
||||
Wait(time)
|
||||
|
||||
if IsPauseMenuActive() and not isPaused then
|
||||
time = 100
|
||||
isPaused = true
|
||||
ESX.UI.HUD.SetDisplay(0.0)
|
||||
elseif not IsPauseMenuActive() and isPaused then
|
||||
time = 100
|
||||
isPaused = false
|
||||
ESX.UI.HUD.SetDisplay(1.0)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:loadingScreenOff', function()
|
||||
ESX.UI.HUD.SetDisplay(1.0)
|
||||
end)
|
||||
end
|
||||
|
||||
function StartServerSyncLoops()
|
||||
if not Config.OxInventory then
|
||||
-- keep track of ammo
|
||||
-- keep track of ammo
|
||||
|
||||
CreateThread(function()
|
||||
local currentWeapon = {Ammo = 0}
|
||||
while ESX.PlayerLoaded do
|
||||
local sleep = 1500
|
||||
if GetSelectedPedWeapon(ESX.PlayerData.ped) ~= -1569615261 then
|
||||
sleep = 1000
|
||||
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
|
||||
CreateThread(function()
|
||||
local currentWeapon = { Ammo = 0 }
|
||||
while ESX.PlayerLoaded do
|
||||
local sleep = 1500
|
||||
if GetSelectedPedWeapon(ESX.PlayerData.ped) ~= -1569615261 then
|
||||
sleep = 1000
|
||||
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
|
||||
Wait(sleep)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
Wait(sleep)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -459,7 +405,7 @@ if not Config.OxInventory then
|
||||
local playerCoords = GetEntityCoords(ESX.PlayerData.ped)
|
||||
local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer(playerCoords)
|
||||
|
||||
for pickupId,pickup in pairs(pickups) do
|
||||
for pickupId, pickup in pairs(pickups) do
|
||||
local distance = #(playerCoords - pickup.coords)
|
||||
|
||||
if distance < 5 then
|
||||
@@ -657,30 +603,30 @@ end)
|
||||
|
||||
RegisterNetEvent("esx:killPlayer")
|
||||
AddEventHandler("esx:killPlayer", function()
|
||||
SetEntityHealth(ESX.PlayerData.ped, 0)
|
||||
SetEntityHealth(ESX.PlayerData.ped, 0)
|
||||
end)
|
||||
|
||||
RegisterNetEvent("esx:freezePlayer")
|
||||
AddEventHandler("esx:freezePlayer", function(input)
|
||||
local player = PlayerId()
|
||||
if input == 'freeze' then
|
||||
SetEntityCollision(ESX.PlayerData.ped, false)
|
||||
FreezeEntityPosition(ESX.PlayerData.ped, true)
|
||||
SetPlayerInvincible(player, true)
|
||||
elseif input == 'unfreeze' then
|
||||
SetEntityCollision(ESX.PlayerData.ped, true)
|
||||
local player = PlayerId()
|
||||
if input == 'freeze' then
|
||||
SetEntityCollision(ESX.PlayerData.ped, false)
|
||||
FreezeEntityPosition(ESX.PlayerData.ped, true)
|
||||
SetPlayerInvincible(player, true)
|
||||
elseif input == 'unfreeze' then
|
||||
SetEntityCollision(ESX.PlayerData.ped, true)
|
||||
FreezeEntityPosition(ESX.PlayerData.ped, false)
|
||||
SetPlayerInvincible(player, false)
|
||||
end
|
||||
SetPlayerInvincible(player, false)
|
||||
end
|
||||
end)
|
||||
|
||||
RegisterNetEvent("esx:GetVehicleType", function(Model, Request)
|
||||
if not IsModelInCdimage(Model) then
|
||||
return TriggerServerEvent("esx:ReturnVehicleType", false, Request)
|
||||
end
|
||||
return TriggerServerEvent("esx:ReturnVehicleType", false, Request)
|
||||
end
|
||||
|
||||
if Model == `submersible` or Model == `submersible2` then
|
||||
return TriggerServerEvent("esx:ReturnVehicleType", "submarine", Request)
|
||||
return TriggerServerEvent("esx:ReturnVehicleType", "submarine", Request)
|
||||
end
|
||||
|
||||
local VehicleType = GetVehicleClassFromName(Model)
|
||||
@@ -708,8 +654,8 @@ local DoNotUse = {
|
||||
'default_spawnpoint',
|
||||
}
|
||||
|
||||
for i=1, #DoNotUse do
|
||||
for i = 1, #DoNotUse do
|
||||
if GetResourceState(DoNotUse[i]) == 'started' or GetResourceState(DoNotUse[i]) == 'starting' then
|
||||
print("[^1ERROR^7] YOU ARE USING A RESOURCE THAT WILL BREAK ^1ESX^7, PLEASE REMOVE ^5"..DoNotUse[i].."^7")
|
||||
print("[^1ERROR^7] YOU ARE USING A RESOURCE THAT WILL BREAK ^1ESX^7, PLEASE REMOVE ^5" .. DoNotUse[i] .. "^7")
|
||||
end
|
||||
end
|
||||
|
||||
@@ -0,0 +1,114 @@
|
||||
local isInVehicle, isEnteringVehicle, isJumping, inPauseMenu = false, false, false, false
|
||||
local playerPed = PlayerPedId()
|
||||
local current = {}
|
||||
|
||||
local function GetPedVehicleSeat(ped, vehicle)
|
||||
for i = -1, 16 do
|
||||
if (GetPedInVehicleSeat(vehicle, i) == ped) then return i end
|
||||
end
|
||||
return -1
|
||||
end
|
||||
|
||||
local function GetData(vehicle)
|
||||
if not DoesEntityExist(vehicle) then
|
||||
return
|
||||
end
|
||||
local model = GetEntityModel(vehicle)
|
||||
local displayName = GetDisplayNameFromVehicleModel(model)
|
||||
local netId = VehToNet(vehicle)
|
||||
return displayName, netId
|
||||
end
|
||||
|
||||
CreateThread(function()
|
||||
while true do
|
||||
|
||||
if playerPed ~= PlayerPedId() then
|
||||
playerPed = PlayerPedId()
|
||||
TriggerEvent('esx:playerPedChanged', playerPed)
|
||||
TriggerServerEvent('esx:playerPedChanged', PedToNet(playerPed))
|
||||
end
|
||||
|
||||
if IsPedJumping(playerPed) and not isJumping then
|
||||
isJumping = true
|
||||
TriggerEvent('esx:playerJumping')
|
||||
TriggerServerEvent('esx:playerJumping')
|
||||
elseif not IsPedJumping(playerPed) and isJumping then
|
||||
isJumping = false
|
||||
end
|
||||
|
||||
if IsPauseMenuActive() and not inPauseMenu then
|
||||
inPauseMenu = true
|
||||
TriggerEvent('esx:pauseMenuActive', inPauseMenu)
|
||||
elseif not IsPauseMenuActive() and inPauseMenu then
|
||||
inPauseMenu = false
|
||||
TriggerEvent('esx:pauseMenuActive', inPauseMenu)
|
||||
end
|
||||
|
||||
|
||||
if not isInVehicle and not IsPlayerDead(PlayerId()) then
|
||||
if DoesEntityExist(GetVehiclePedIsTryingToEnter(playerPed)) and not isEnteringVehicle then
|
||||
-- trying to enter a vehicle!
|
||||
local vehicle = GetVehiclePedIsTryingToEnter(playerPed)
|
||||
local plate = GetVehicleNumberPlateText(vehicle)
|
||||
local seat = GetSeatPedIsTryingToEnter(playerPed)
|
||||
local displayName, netId = GetData(vehicle)
|
||||
isEnteringVehicle = true
|
||||
TriggerEvent('esx:enteringVehicle', vehicle, plate, seat, netId)
|
||||
TriggerServerEvent('esx:enteringVehicle', plate, seat, netId)
|
||||
elseif not DoesEntityExist(GetVehiclePedIsTryingToEnter(playerPed)) and
|
||||
not IsPedInAnyVehicle(playerPed, true) and isEnteringVehicle then
|
||||
-- vehicle entering aborted
|
||||
TriggerEvent('esx:enteringVehicleAborted')
|
||||
TriggerServerEvent('esx:enteringVehicleAborted')
|
||||
isEnteringVehicle = false
|
||||
elseif IsPedInAnyVehicle(playerPed, false) then
|
||||
-- suddenly appeared in a vehicle, possible teleport
|
||||
isEnteringVehicle = false
|
||||
isInVehicle = true
|
||||
current.vehicle = GetVehiclePedIsUsing(playerPed)
|
||||
current.seat = GetPedVehicleSeat(playerPed, current.vehicle)
|
||||
current.plate = GetVehicleNumberPlateText(current.vehicle)
|
||||
current.displayName, current.netId = GetData(current.vehicle)
|
||||
TriggerEvent('esx:enteredVehicle', current.vehicle, current.plate, current.seat, current.displayName, current.netId)
|
||||
TriggerServerEvent('esx:enteredVehicle', current.plate, current.seat, current.displayName, current.netId)
|
||||
end
|
||||
elseif isInVehicle then
|
||||
if not IsPedInAnyVehicle(playerPed, false) or IsPlayerDead(PlayerId()) then
|
||||
-- bye, vehicle
|
||||
TriggerEvent('esx:exitedVehicle', current.vehicle, current.plate, current.seat, current.displayName, current.netId)
|
||||
TriggerServerEvent('esx:exitedVehicle', current.plate, current.seat, current.displayName, current.netId)
|
||||
isInVehicle = false
|
||||
current = {}
|
||||
end
|
||||
end
|
||||
Wait(200)
|
||||
end
|
||||
end)
|
||||
|
||||
if Config.EnableDebug then
|
||||
|
||||
AddEventHandler('esx:playerPedChanged', function(netId)
|
||||
print('esx:playerPedChanged', netId)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:playerJumping', function()
|
||||
print('esx:playerJumping')
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:enteringVehicle', function(vehicle, plate, seat, netId)
|
||||
print('esx:enteringVehicle', 'vehicle', vehicle, 'plate', plate, 'seat', seat, 'netId', netId)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:enteringVehicleAborted', function()
|
||||
print('esx:enteringVehicleAborted')
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:enteredVehicle', function(vehicle, plate, seat, displayName, netId)
|
||||
print('esx:enteredVehicle', 'vehicle', vehicle, 'plate', plate, 'seat', seat, 'displayName', displayName, 'netId', netId)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:exitedVehicle', function(vehicle, plate, seat, displayName, netId)
|
||||
print('esx:exitedVehicle', 'vehicle', vehicle, 'plate', plate, 'seat', seat, 'displayName', displayName, 'netId', netId)
|
||||
end)
|
||||
|
||||
end
|
||||
@@ -5,7 +5,8 @@ local function checkPhone()
|
||||
return
|
||||
end
|
||||
|
||||
npwd:setPhoneDisabled((ESX.SearchInventory('phone').count or 0) <= 0)
|
||||
local phoneItem <const> = ESX.SearchInventory('phone')
|
||||
npwd:setPhoneDisabled((phoneItem and phoneItem.count or 0) <= 0)
|
||||
end
|
||||
RegisterNetEvent('esx:playerLoaded', checkPhone)
|
||||
|
||||
|
||||
@@ -39,8 +39,8 @@ function ESX.GetWeaponFromHash(weaponHash)
|
||||
return weaponsByHash[weaponHash]
|
||||
end
|
||||
|
||||
function ESX.GetWeaponList()
|
||||
return Config.Weapons
|
||||
function ESX.GetWeaponList(byHash)
|
||||
return byHash and weaponsByHash or Config.Weapons
|
||||
end
|
||||
|
||||
function ESX.GetWeaponLabel(weaponName)
|
||||
|
||||
@@ -18,8 +18,9 @@ Config.Accounts = {
|
||||
|
||||
Config.StartingAccountMoney = {bank = 50000}
|
||||
|
||||
Config.DefaultSpawn = {x = -269.4, y = -955.3, z = 31.2, heading = 205.8}
|
||||
|
||||
Config.EnableSocietyPayouts = false -- pay from the society account that the player is employed at? Requirement: esx_society
|
||||
Config.EnableHud = false -- enable the default hud? Display current job and accounts (black, bank & cash)
|
||||
Config.MaxWeight = 24 -- the max inventory weight without backpack
|
||||
Config.PaycheckInterval = 7 * 60000 -- how often to recieve pay checks in milliseconds
|
||||
Config.EnableDebug = false -- Use Debug options?
|
||||
|
||||
@@ -15,7 +15,7 @@ CREATE TABLE `users` (
|
||||
`job` VARCHAR(20) NULL DEFAULT 'unemployed',
|
||||
`job_grade` INT NULL DEFAULT 0,
|
||||
`loadout` LONGTEXT NULL DEFAULT NULL,
|
||||
`position` VARCHAR(255) NULL DEFAULT '{"x":-269.4,"y":-955.3,"z":31.2,"heading":205.8}',
|
||||
`position` longtext NULL DEFAULT NULL,
|
||||
|
||||
PRIMARY KEY (`identifier`)
|
||||
) ENGINE=InnoDB;
|
||||
|
||||
@@ -5,7 +5,7 @@ game 'gta5'
|
||||
description 'ES Extended'
|
||||
|
||||
lua54 'yes'
|
||||
version '1.9.0'
|
||||
version '1.9.1'
|
||||
|
||||
shared_scripts {
|
||||
'locale.lua',
|
||||
@@ -62,10 +62,6 @@ files {
|
||||
|
||||
'html/fonts/pdown.ttf',
|
||||
'html/fonts/bankgothic.ttf',
|
||||
|
||||
'html/img/accounts/bank.png',
|
||||
'html/img/accounts/black_money.png',
|
||||
'html/img/accounts/money.png'
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
@@ -1,88 +1,75 @@
|
||||
@font-face {
|
||||
font-family: 'Pricedown';
|
||||
src: url('../fonts/pdown.ttf')
|
||||
font-family: 'Pricedown';
|
||||
src: url('../fonts/pdown.ttf');
|
||||
}
|
||||
|
||||
@font-face {
|
||||
font-family: 'bankgothic';
|
||||
src: url('../fonts/bankgothic.ttf')
|
||||
font-family: 'bankgothic';
|
||||
src: url('../fonts/bankgothic.ttf');
|
||||
}
|
||||
|
||||
html {
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#hud {
|
||||
opacity: 0.0;
|
||||
position: absolute;
|
||||
font-family: 'Pricedown';
|
||||
font-size: 35px;
|
||||
color: white;
|
||||
padding: 4px;
|
||||
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
|
||||
text-align: right;
|
||||
top: 80;
|
||||
right: 40;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#inventory_notifications {
|
||||
font-family: bankgothic;
|
||||
position: absolute;
|
||||
right: 40;
|
||||
bottom: 40;
|
||||
font-size: 2em;
|
||||
font-weight: bold;
|
||||
color: #FFF;
|
||||
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
|
||||
font-family: bankgothic;
|
||||
position: absolute;
|
||||
right: 40;
|
||||
bottom: 40;
|
||||
font-size: 2em;
|
||||
font-weight: bold;
|
||||
color: #fff;
|
||||
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
|
||||
}
|
||||
|
||||
.menu {
|
||||
font-family: 'Open Sans', sans-serif;
|
||||
min-width: 400px;
|
||||
min-height: 250px;
|
||||
color: #fff;
|
||||
position: absolute;
|
||||
left: 40;
|
||||
top: 0;
|
||||
font-family: 'Open Sans', sans-serif;
|
||||
min-width: 400px;
|
||||
min-height: 250px;
|
||||
color: #fff;
|
||||
position: absolute;
|
||||
left: 40;
|
||||
top: 0;
|
||||
}
|
||||
|
||||
.menu .head {
|
||||
font-family: 'Open Sans', sans-serif;
|
||||
font-size: 28px;
|
||||
padding: 10px;
|
||||
background: #1A1A1A;
|
||||
border-bottom: 3px solid #BC1635;
|
||||
border-radius: 10px 10px 0 0;
|
||||
-webkit-border-radius: 10px 10px 0 0;
|
||||
-moz-border-radius: 10px 10px 0 0;
|
||||
-o-border-radius: 10px 10px 0 0;
|
||||
box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
-webkit-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
-moz-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
-o-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
box-shadow: 1px 1px 10px 4px rgba(0, 0, 0, 0.4);
|
||||
font-family: 'Open Sans', sans-serif;
|
||||
font-size: 28px;
|
||||
padding: 10px;
|
||||
background: #1a1a1a;
|
||||
border-bottom: 3px solid #bc1635;
|
||||
border-radius: 10px 10px 0 0;
|
||||
-webkit-border-radius: 10px 10px 0 0;
|
||||
-moz-border-radius: 10px 10px 0 0;
|
||||
-o-border-radius: 10px 10px 0 0;
|
||||
box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
-webkit-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
-moz-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
-o-box-shadow: inset 0px 1px 0 rgba(255, 255, 255, 0.28);
|
||||
box-shadow: 1px 1px 10px 4px rgba(0, 0, 0, 0.4);
|
||||
}
|
||||
|
||||
.menu .head span {
|
||||
font-family: 'Pricedown';
|
||||
font-size: 28px;
|
||||
padding-left: 15px;
|
||||
padding-top: 6px;
|
||||
font-family: 'Pricedown';
|
||||
font-size: 28px;
|
||||
padding-left: 15px;
|
||||
padding-top: 6px;
|
||||
}
|
||||
|
||||
.menu .menu-items .menu-item {
|
||||
font-family: 'Open Sans', sans-serif;
|
||||
font-size: 14px;
|
||||
height: 40px;
|
||||
display: block;
|
||||
background-color: #f1f1f1;
|
||||
box-shadow: inset 1px 0px 0px 1px #b8b8b8;
|
||||
height: 32px;
|
||||
line-height: 32px;
|
||||
color: #3A3A3A;
|
||||
text-align: center;
|
||||
font-family: 'Open Sans', sans-serif;
|
||||
font-size: 14px;
|
||||
height: 40px;
|
||||
display: block;
|
||||
background-color: #f1f1f1;
|
||||
box-shadow: inset 1px 0px 0px 1px #b8b8b8;
|
||||
height: 32px;
|
||||
line-height: 32px;
|
||||
color: #3a3a3a;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.menu .menu-items .menu-item.selected {
|
||||
background-color: #ccc;
|
||||
background-color: #ccc;
|
||||
}
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 1015 B |
Binary file not shown.
|
Before Width: | Height: | Size: 1.0 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 662 B |
@@ -1,59 +1,5 @@
|
||||
(() => {
|
||||
|
||||
ESX = {};
|
||||
ESX.HUDElements = [];
|
||||
|
||||
ESX.setHUDDisplay = function (opacity) {
|
||||
$('#hud').css('opacity', opacity);
|
||||
};
|
||||
|
||||
ESX.insertHUDElement = function (name, index, priority, html, data) {
|
||||
ESX.HUDElements.push({
|
||||
name: name,
|
||||
index: index,
|
||||
priority: priority,
|
||||
html: html,
|
||||
data: data
|
||||
});
|
||||
|
||||
ESX.HUDElements.sort((a, b) => {
|
||||
return a.index - b.index || b.priority - a.priority;
|
||||
});
|
||||
};
|
||||
|
||||
ESX.updateHUDElement = function (name, data) {
|
||||
for (let i = 0; i < ESX.HUDElements.length; i++) {
|
||||
if (ESX.HUDElements[i].name == name) {
|
||||
ESX.HUDElements[i].data = data;
|
||||
}
|
||||
}
|
||||
|
||||
ESX.refreshHUD();
|
||||
};
|
||||
|
||||
ESX.deleteHUDElement = function (name) {
|
||||
for (let i = 0; i < ESX.HUDElements.length; i++) {
|
||||
if (ESX.HUDElements[i].name == name) {
|
||||
ESX.HUDElements.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
ESX.refreshHUD();
|
||||
};
|
||||
|
||||
ESX.resetHUDElements = function () {
|
||||
ESX.HUDElements = [];
|
||||
ESX.refreshHUD();
|
||||
};
|
||||
|
||||
ESX.refreshHUD = function () {
|
||||
$('#hud').html('');
|
||||
|
||||
for (let i = 0; i < ESX.HUDElements.length; i++) {
|
||||
let html = Mustache.render(ESX.HUDElements[i].html, ESX.HUDElements[i].data);
|
||||
$('#hud').append(html);
|
||||
}
|
||||
};
|
||||
|
||||
ESX.inventoryNotification = function (add, label, count) {
|
||||
let notif = '';
|
||||
@@ -79,35 +25,8 @@
|
||||
};
|
||||
|
||||
window.onData = (data) => {
|
||||
switch (data.action) {
|
||||
case 'setHUDDisplay': {
|
||||
ESX.setHUDDisplay(data.opacity);
|
||||
break;
|
||||
}
|
||||
|
||||
case 'insertHUDElement': {
|
||||
ESX.insertHUDElement(data.name, data.index, data.priority, data.html, data.data);
|
||||
break;
|
||||
}
|
||||
|
||||
case 'updateHUDElement': {
|
||||
ESX.updateHUDElement(data.name, data.data);
|
||||
break;
|
||||
}
|
||||
|
||||
case 'deleteHUDElement': {
|
||||
ESX.deleteHUDElement(data.name);
|
||||
break;
|
||||
}
|
||||
|
||||
case 'resetHUDElements': {
|
||||
ESX.resetHUDElements();
|
||||
break;
|
||||
}
|
||||
|
||||
case 'inventoryNotification': {
|
||||
ESX.inventoryNotification(data.add, data.item, data.count);
|
||||
}
|
||||
if (data.action === 'inventoryNotification') {
|
||||
ESX.inventoryNotification(data.add, data.item, data.count);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -116,5 +35,4 @@
|
||||
onData(event.data);
|
||||
});
|
||||
};
|
||||
|
||||
})();
|
||||
|
||||
@@ -1,14 +1,12 @@
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="css/app.css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="hud"></div>
|
||||
<div id="inventory_notifications"></div>
|
||||
<head>
|
||||
<link rel="stylesheet" href="css/app.css" />
|
||||
</head>
|
||||
<body>
|
||||
<div id="inventory_notifications"></div>
|
||||
|
||||
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
|
||||
<script src="js/mustache.min.js"></script>
|
||||
<script src="js/app.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
<script src="nui://game/ui/jquery.js" type="text/javascript"></script>
|
||||
<script src="js/mustache.min.js"></script>
|
||||
<script src="js/app.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -0,0 +1,366 @@
|
||||
Locales['da'] = {
|
||||
-- Inventory
|
||||
['inventory'] = 'Inventar ( Vægt %s / %s )',
|
||||
['use'] = 'Brug',
|
||||
['give'] = 'Giv',
|
||||
['remove'] = 'Smid',
|
||||
['return'] = 'Tilbage',
|
||||
['give_to'] = 'Giv til',
|
||||
['amount'] = 'Beløb',
|
||||
['giveammo'] = 'Giv ammunition',
|
||||
['amountammo'] = 'Ammunition beløb',
|
||||
['noammo'] = 'Ikke nok!',
|
||||
['gave_item'] = 'Giver %sx %s til %s',
|
||||
['received_item'] = 'Modtog %sx %s fra %s',
|
||||
['gave_weapon'] = 'Giver %s til %s',
|
||||
['gave_weapon_ammo'] = 'Giver ~o~%sx %s for %s til %s',
|
||||
['gave_weapon_withammo'] = 'Giver %s med ~o~%sx %s til %s',
|
||||
['gave_weapon_hasalready'] = '%s har allerede en %s',
|
||||
['gave_weapon_noweapon'] = '%s har ikke det våben',
|
||||
['received_weapon'] = 'Modtog %s fra %s',
|
||||
['received_weapon_ammo'] = 'Modtog ~o~%sx %s for din %s fra %s',
|
||||
['received_weapon_withammo'] = 'Modtog %s med ~o~%sx %s fra %s',
|
||||
['received_weapon_hasalready'] = '%s har forsøgt at give dig en %s, men du allerede dette våben',
|
||||
['received_weapon_noweapon'] = '%s har forsøgt at give dig ammunition for en %s, men du har ikke dette våben',
|
||||
['gave_account_money'] = 'Giver %s kr. (%s) til %s',
|
||||
['received_account_money'] = 'Modtog %s kr. (%s) fra %s',
|
||||
['amount_invalid'] = 'Ugyldig mængde',
|
||||
['players_nearby'] = 'Ingen spillere i nærheden',
|
||||
['ex_inv_lim'] = 'Kan ikke udføre handling, overskrider maks. vægt på %s',
|
||||
['imp_invalid_quantity'] = 'Handlingen kan ikke udføres, mængden er ugyldig',
|
||||
['imp_invalid_amount'] = 'Handlingen kan ikke udføres, beløbet er ugyldigt',
|
||||
['threw_standard'] = 'Smider %sx %s',
|
||||
['threw_account'] = 'Smider %s kr. %s',
|
||||
['threw_weapon'] = 'Smider %s',
|
||||
['threw_weapon_ammo'] = 'Smider %s med ~o~%sx %s',
|
||||
['threw_weapon_already'] = 'Du har allerede dette våben',
|
||||
['threw_cannot_pickup'] = 'Inventory er fyldt, Kan ikke tages!',
|
||||
['threw_pickup_prompt'] = 'Tryk på E for at tage genstand',
|
||||
|
||||
-- Key mapping
|
||||
['keymap_showinventory'] = 'Vis Inventory',
|
||||
|
||||
-- Salary related
|
||||
['received_salary'] = 'Du er blevet betalt: %s kr.',
|
||||
['received_help'] = 'Du har fået udbetalt din velfærdscheck: %s kr.',
|
||||
['company_nomoney'] = 'den virksomhed, du er ansat i, er for fattig til at udbetale din løn',
|
||||
['received_paycheck'] = 'modtaget lønseddel',
|
||||
['bank'] = 'Maze Bank',
|
||||
['account_bank'] = 'Bank',
|
||||
['account_black_money'] = 'Beskidte penge',
|
||||
['account_money'] = 'Penge',
|
||||
|
||||
['act_imp'] = 'Kan ikke udføre handling',
|
||||
['in_vehicle'] = 'Kan ikke udføre handling, spilleren er i et køretøj',
|
||||
|
||||
-- Commands
|
||||
['command_bring'] = 'Tag en spiller til dig',
|
||||
['command_car'] = 'Spawn et køretøj',
|
||||
['command_car_car'] = 'Køretøjsmodel eller hash',
|
||||
['command_cardel'] = 'Fjern køretøjer i nærheden',
|
||||
['command_cardel_radius'] = 'Fjerner alle køretøjer inden for den specificerede radius',
|
||||
['command_clear'] = 'Ryd chatten',
|
||||
['command_clearall'] = 'Ryd chatten for alle spillere',
|
||||
['command_clearinventory'] = 'Fjern alle elementer fra spillernes inventar',
|
||||
['command_clearloadout'] = 'Fjern alle våben fra Players Loadout',
|
||||
['command_freeze'] = 'Frys en spiller',
|
||||
['command_unfreeze'] = 'Frigør en spiller',
|
||||
['command_giveaccountmoney'] = 'Giv penge til en bestemt konto',
|
||||
['command_giveaccountmoney_account'] = 'Konto at tilføje til',
|
||||
['command_giveaccountmoney_amount'] = 'Beløb at tilføje',
|
||||
['command_giveaccountmoney_invalid'] = 'Kontonavn ugyldigt',
|
||||
['command_giveitem'] = 'Giv spilleren en genstand',
|
||||
['command_giveitem_item'] = 'Genstands navn',
|
||||
['command_giveitem_count'] = 'Antal',
|
||||
['command_giveweapon'] = 'Giv spilleren et våben',
|
||||
['command_giveweapon_weapon'] = 'Navn på våben',
|
||||
['command_giveweapon_ammo'] = 'Ammunitions mængde',
|
||||
['command_giveweapon_hasalready'] = 'Spilleren har allerede dette våben',
|
||||
['command_giveweaponcomponent'] = 'Giv en våbenkomponent til spilleren',
|
||||
['command_giveweaponcomponent_component'] = 'Komponent navn',
|
||||
['command_giveweaponcomponent_invalid'] = 'Ugyldig våben-komponent',
|
||||
['command_giveweaponcomponent_hasalready'] = 'Spilleren har allerede denne våben-komponent',
|
||||
['command_giveweaponcomponent_missingweapon'] = 'Spilleren har ikke dette våben',
|
||||
['command_goto'] = 'Teleporter dig selv til en spiller',
|
||||
['command_kill'] = 'Dræb en spiller',
|
||||
['command_save'] = 'Force save en spillers data',
|
||||
['command_saveall'] = 'Force save alle spillers data',
|
||||
['command_setaccountmoney'] = 'Indstil pengene på en bestemt konto',
|
||||
['command_setaccountmoney_amount'] = 'Beløb',
|
||||
['command_setcoords'] = 'Teleporter til specificerede koordinater',
|
||||
['command_setcoords_x'] = 'X værdi',
|
||||
['command_setcoords_y'] = 'Y værdi',
|
||||
['command_setcoords_z'] = 'Z værdi',
|
||||
['command_setjob'] = 'Sæt en spillers job',
|
||||
['command_setjob_job'] = 'Navn',
|
||||
['command_setjob_grade'] = 'Job karakter',
|
||||
['command_setjob_invalid'] = 'jobbet, karakteren eller begge dele er ugyldige',
|
||||
['command_setgroup'] = 'Indstil en spillers tilladelsesgruppe',
|
||||
['command_setgroup_group'] = 'Navn på gruppe',
|
||||
['commanderror_argumentmismatch'] = 'Antal ugyldige argumenter (bestået %s, ønsket %s)',
|
||||
['commanderror_argumentmismatch_number'] = 'Ugyldigt argument #%s datatype (bestået streng, ønsket nummer)',
|
||||
['commanderror_invaliditem'] = 'Ugyldig genstand',
|
||||
['commanderror_invalidweapon'] = 'Ugyldigt våben',
|
||||
['commanderror_console'] = 'Kommandoen kan ikke udføres fra konsollen',
|
||||
['commanderror_invalidcommand'] = 'Ugyldig kommando - /%s',
|
||||
['commanderror_invalidplayerid'] = 'Den angivne spiller er ikke online',
|
||||
['commandgeneric_playerid'] = 'Spillerens server-id',
|
||||
['command_giveammo_noweapon_found'] = '%s har ikke det våben',
|
||||
['command_giveammo_weapon'] = 'Våben navn',
|
||||
['command_giveammo_ammo'] = 'Ammunitions mængde',
|
||||
['tpm_nowaypoint'] = 'Ingen waypoint indstillet.',
|
||||
['tpm_success'] = 'Teleporteret med succes',
|
||||
|
||||
['noclip_message'] = 'Noclip er blevet %s',
|
||||
['enabled'] = '~g~aktiveret~s~',
|
||||
['disabled'] = '~r~deaktiveret~s~',
|
||||
|
||||
-- Locale settings
|
||||
['locale_digit_grouping_symbol'] = ',',
|
||||
['locale_currency'] = 'DKK%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',
|
||||
|
||||
-- Criminal Enterprises DLC
|
||||
['weapon_metaldetector'] = 'Metal Detector',
|
||||
['weapon_precisionrifle'] = 'Precision Rifle',
|
||||
['weapon_tactilerifle'] = 'Service Carbine',
|
||||
|
||||
-- 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',
|
||||
}
|
||||
|
||||
@@ -64,6 +64,7 @@ MySQL.ready(function()
|
||||
ESX.RefreshJobs()
|
||||
|
||||
print(('[^2INFO^7] ESX ^5Legacy %s^0 initialized!'):format(GetResourceMetadata(GetCurrentResourceName(), "version", 0)))
|
||||
|
||||
StartDBSync()
|
||||
StartPayCheck()
|
||||
end)
|
||||
|
||||
@@ -242,12 +242,7 @@ function loadESXPlayer(identifier, playerId, isNew)
|
||||
end
|
||||
|
||||
-- Position
|
||||
if result.position and result.position ~= '' then
|
||||
userData.coords = json.decode(result.position)
|
||||
else
|
||||
print('[^3WARNING^7] Column ^5"position"^0 in ^5"users"^0 table is missing required default value. Using backup coords, fix your database.')
|
||||
userData.coords = {x = -269.4, y = -955.3, z = 31.2, heading = 205.8}
|
||||
end
|
||||
userData.coords = json.decode(result.position) or Config.DefaultSpawn
|
||||
|
||||
-- Skin
|
||||
if result.skin and result.skin ~= '' then
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
RegisterServerEvent('esx:playerPedChanged')
|
||||
RegisterServerEvent('esx:playerJumping')
|
||||
RegisterServerEvent('esx:enteringVehicle')
|
||||
RegisterServerEvent('esx:enteringVehicleAborted')
|
||||
RegisterServerEvent('esx:enteredVehicle')
|
||||
RegisterServerEvent('esx:exitedVehicle')
|
||||
|
||||
if Config.EnableDebug then
|
||||
|
||||
AddEventHandler('esx:playerPedChanged', function(netId)
|
||||
print('esx:playerPedChanged', source, netId)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:playerJumping', function()
|
||||
print('esx:playerJumping', source)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:enteringVehicle', function(plate, seat, netId)
|
||||
print('esx:enteringVehicle', 'source', source, 'plate', plate, 'seat', seat, 'netId', netId)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:enteringVehicleAborted', function()
|
||||
print('esx:enteringVehicleAborted', source)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:enteredVehicle', function(plate, seat, displayName, netId)
|
||||
print('esx:enteredVehicle', 'source', source, 'plate', plate, 'seat', seat, 'displayName', displayName, 'netId', netId)
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:exitedVehicle', function(plate, seat, displayName, netId)
|
||||
print('esx:exitedVehicle', 'source', source, 'plate', plate, 'seat', seat, 'displayName', displayName, 'netId', netId)
|
||||
end)
|
||||
|
||||
end
|
||||
@@ -1,674 +0,0 @@
|
||||
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_example
|
||||
Copyright (C) 2015-2023 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_example Copyright (C) 2015-2023 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>.
|
||||
@@ -1,51 +0,0 @@
|
||||
### ESX Imports
|
||||
##### Similar to importing the ESX locale functions or MySQL-Async, there is now an import for ESX
|
||||
- Define `shared_script '@es_extended/imports.lua'` above all other scripts in your fxmanifest
|
||||
- This will define the ESX object for both the client and server
|
||||
##### The following event handler will also be created on the client
|
||||
```lua
|
||||
AddEventHandler('esx:setPlayerData', function(key, val)
|
||||
if GetInvokingResource() == 'es_extended' then
|
||||
ESX.PlayerData[key] = val
|
||||
if OnPlayerData ~= nil then OnPlayerData(key, val) end
|
||||
end
|
||||
end)
|
||||
```
|
||||
- You will now receive updated ESX.PlayerData values whenever they change
|
||||
- This does not include inventory or loadout data and it should still be retrieved with `ESX.GetPlayerData()`
|
||||
- You can add your own functions to the import if you believe they will be useful in your resources
|
||||
- You can trigger certain events or functions based on the key and value received (example in client.lua)
|
||||
- The idea of this function is ensuring up-to-date values for `job, accounts, ped, and dead`
|
||||
- You can set any data this way if you want to share it between resources
|
||||
- Using `ESX.SetPlayerData('cuffed', true)` will create and set a new value that you can now reference anywhere
|
||||
- If you are using OneSync you could set certain values to set a state bag (useful for other players to reference)
|
||||
|
||||
|
||||
### Replacement for ESX.GetPlayers()
|
||||
##### Old resources would utilise the ESX.GetPlayers() function in a loop with ESX.GetPlayerFromId() to retrieve xPlayer data
|
||||
- This can be referred to as an xPlayer loop, and has been the cause for server hitches in resources such as esx_society and esx_status
|
||||
- It is commonly used in robbery scripts to get the active number of cops, or for determining the number of EMS in other places
|
||||
##### This method is outdated and should be replaced if you are using ESX Legacy
|
||||
```lua
|
||||
local xPlayers = ESX.GetPlayers()
|
||||
for i=1, #xPlayers, 1 do
|
||||
local xPlayer = ESX.GetPlayerFromId(xPlayers[i])
|
||||
if xPlayer.job.name == 'police' then
|
||||
TriggerClientEvent('esx:showNotification', xPlayers[i], 'You are a cop!')
|
||||
end
|
||||
end
|
||||
```
|
||||
##### This new method retrieves all xPlayer data at once, reducing the number of function references being called
|
||||
```lua
|
||||
local xPlayers = ESX.GetExtendedPlayers() -- Returns all xPlayers
|
||||
for _, xPlayer in pairs(xPlayers) do
|
||||
if xPlayer.job.name == 'police' then
|
||||
TriggerClientEvent('esx:showNotification', xPlayer.source, 'You are a cop!')
|
||||
end
|
||||
end
|
||||
|
||||
local xPlayers = ESX.GetExtendedPlayers('job', 'police') -- Returns xPlayers with the police job
|
||||
for _, xPlayer in pairs(xPlayers) do
|
||||
TriggerClientEvent('esx:showNotification', xPlayer.source, 'You are a cop!')
|
||||
end
|
||||
```
|
||||
@@ -1,72 +0,0 @@
|
||||
RegisterNetEvent('esx:playerLoaded') -- Store the players data
|
||||
AddEventHandler('esx:playerLoaded', function(xPlayer, isNew)
|
||||
print(('Player Loaded. New | %s'):format(isNew))
|
||||
ESX.PlayerData = xPlayer
|
||||
ESX.PlayerLoaded = true
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:playerLogout') -- When a player logs out (multicharacter), reset their data
|
||||
AddEventHandler('esx:playerLogout', function()
|
||||
ESX.PlayerLoaded = false
|
||||
ESX.PlayerData = {}
|
||||
end)
|
||||
|
||||
-- These two functions can perform the same task
|
||||
RegisterNetEvent('esx:setJob')
|
||||
AddEventHandler('esx:setJob', function(job)
|
||||
print('PlayerData.job was set to '..job)
|
||||
if ESX.PlayerData.job.name ~= job.name then
|
||||
print('You are now in a different job')
|
||||
end
|
||||
ESX.PlayerData.job = job
|
||||
end)
|
||||
|
||||
function OnPlayerData(key, val, last)
|
||||
if type(val) == 'table' then val = json.encode(val) end
|
||||
print(('PlayerData.%s was set to %s'):format(key, val))
|
||||
if key == 'job' then
|
||||
if last.name ~= val.name then
|
||||
print('You are now in a different job')
|
||||
end
|
||||
elseif key == 'dead' then -- However, this function can be used for other PlayerData
|
||||
if val == true then
|
||||
print('You die too easily')
|
||||
SetTimeout(2000, function()
|
||||
if ESX.PlayerData.dead then
|
||||
print('Why are you still dead?')
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
-----------------------------------------------
|
||||
|
||||
RegisterCommand('closestobject', function()
|
||||
local result = ESX.Game.GetClosestObject(GetEntityCoords(PlayerPedId()))
|
||||
print(result)
|
||||
end)
|
||||
|
||||
RegisterCommand('closestped', function()
|
||||
local result = ESX.Game.GetClosestPed(GetEntityCoords(PlayerPedId()))
|
||||
print(result)
|
||||
end)
|
||||
|
||||
RegisterCommand('closestplayer', function()
|
||||
local result = ESX.Game.GetClosestPlayer(GetEntityCoords(PlayerPedId()))
|
||||
print(result)
|
||||
end)
|
||||
|
||||
RegisterCommand('closestvehicle', function()
|
||||
local result = ESX.Game.GetClosestVehicle(GetEntityCoords(PlayerPedId()))
|
||||
print(result)
|
||||
end)
|
||||
|
||||
RegisterCommand('areaplayer', function()
|
||||
local result = ESX.Game.GetPlayersInArea(GetEntityCoords(PlayerPedId()), 20)
|
||||
print(json.encode(result))
|
||||
end)
|
||||
|
||||
RegisterCommand('areavehicle', function()
|
||||
local result = ESX.Game.GetVehiclesInArea(GetEntityCoords(PlayerPedId()), 20)
|
||||
print(json.encode(result))
|
||||
end)
|
||||
@@ -1,15 +0,0 @@
|
||||
fx_version 'adamant'
|
||||
|
||||
game 'gta5'
|
||||
|
||||
description 'ESX Boilerplate'
|
||||
|
||||
shared_script '@es_extended/imports.lua'
|
||||
|
||||
server_scripts {
|
||||
'server/main.lua'
|
||||
}
|
||||
|
||||
client_scripts {
|
||||
'client/main.lua'
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
CreateThread(function()
|
||||
Wait(3000)
|
||||
print('^1Do not run this resource in a live environment, it is solely intended for showcasing ESX functions^0')
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:playerLoaded') -- When a player loads in, we can store some basic information about them locally
|
||||
AddEventHandler('esx:playerLoaded', function(playerId, xPlayer)
|
||||
print("Player | ".. playerId .. "spawned in")
|
||||
ESX.Players[playerId] = xPlayer.job.name
|
||||
end)
|
||||
|
||||
RegisterNetEvent('esx:setJob') -- The stored data does not sync with the framework unless we tell it to
|
||||
AddEventHandler('esx:setJob', function(playerId, job)
|
||||
print("Player | ".. playerId .. " | Changed Job. Job |".. job.label)
|
||||
ESX.Players[playerId] = job.name
|
||||
end)
|
||||
|
||||
AddEventHandler('esx:playerDropped', function(playerId, reason) -- Remove any cached data once the player no longer exists
|
||||
print("Player | ".. playerId .. "Dropped. Reason | ".. reason)
|
||||
ESX.Players[playerId] = nil
|
||||
end)
|
||||
|
||||
AddEventHandler('onResourceStart', function(resourceName) -- The resource just restarted so we actually have a fresh copy of ESX.Players from the framework
|
||||
if (GetCurrentResourceName() == resourceName) then -- Useful if we need to run functions or send events after a restart
|
||||
local players = {}
|
||||
for _, xPlayer in pairs(ESX.Players) do
|
||||
players[xPlayer.source] = xPlayer.job.name
|
||||
print( ('%s %s is online with player id %s'):format(xPlayer.job.grade_label, xPlayer.name, xPlayer.source) )
|
||||
end
|
||||
ESX.Players = players -- Replace the data as it is a waste of memory
|
||||
end
|
||||
end)
|
||||
|
||||
ESX.RegisterCommand('get', 'user', function(xPlayer, args)
|
||||
print("Player |".. xPlayer.source.. "| Fetching all users.")
|
||||
local xPlayers = ESX.GetExtendedPlayers(args.key, args.val) -- New hitchless xPlayer loop, with the ability to only return players with specific data
|
||||
for _, xTarget in pairs(xPlayers) do -- Job and any non-table variable will work, ie. name, group, identifier, source
|
||||
print("ID - ".. xTarget.source.." | Name - "..xTarget.getName().." | Job - ".. xTarget.job.label)
|
||||
end
|
||||
end, true, {help = 'Display all online players with specific player data', validate = false, arguments = {
|
||||
{name = 'key', help = 'Variable to check (ie. job)', type = 'string'},
|
||||
{name = 'val', help = 'Value required (ie. police)', type = 'any'}
|
||||
}})
|
||||
@@ -0,0 +1,39 @@
|
||||
Locales['da'] = {
|
||||
['show_active_character'] = 'Vis aktiv karakter',
|
||||
['active_character'] = 'Aktiv karakter: %s',
|
||||
['error_active_character'] = 'Der opstod en fejl under indhentning af dine data.',
|
||||
['delete_character'] = 'Slet din nuværende karakter.',
|
||||
['deleted_character'] = 'Karakter slettet',
|
||||
['error_delete_character'] = 'Der opstod et problem med at slette din karakter.',
|
||||
['thank_you_for_registering'] = 'Registreringen lykkedes. God fornøjelse!',
|
||||
['debug_xPlayer_get_first_name'] = 'Returnerer dit fornavn',
|
||||
['debug_xPlayer_get_last_name'] = 'Returnerer dit efternavn',
|
||||
['debug_xPlayer_get_full_name'] = 'Returnerer dit fulde navn',
|
||||
['debug_xPlayer_get_sex'] = 'Returnerer dit køn',
|
||||
['debug_xPlayer_get_dob'] = 'Returnerer din fødselsdato',
|
||||
['debug_xPlayer_get_height'] = 'Giver din højde tilbage',
|
||||
['error_debug_xPlayer_get_first_name'] = 'Der opstod et problem med at få dit fornavn.',
|
||||
['error_debug_xPlayer_get_last_name'] = 'Der opstod et problem med at få dit efternavn.',
|
||||
['error_debug_xPlayer_get_full_name'] = 'Der opstod et problem under indhentning af dit fulde navn.',
|
||||
['error_debug_xPlayer_get_sex'] = 'Der var et problem med at få dit sex.',
|
||||
['error_debug_xPlayer_get_dob'] = 'Der var et problem med at få din fødselsdato.',
|
||||
['error_debug_xPlayer_get_height'] = 'Der var et problem med at få din højde.',
|
||||
['return_debug_xPlayer_get_first_name'] = 'Fornavn: %s',
|
||||
['return_debug_xPlayer_get_last_name'] = 'Efternavn: %s',
|
||||
['return_debug_xPlayer_get_full_name'] = 'Fulde Navn: %s',
|
||||
['return_debug_xPlayer_get_sex'] = 'Køn: %s',
|
||||
['return_debug_xPlayer_get_dob'] = 'Fødselsdato: %s',
|
||||
['return_debug_xPlayer_get_height'] = 'Højde: %s Tommer',
|
||||
['data_incorrect'] = 'Ugyldige data. Prøv venligst igen.',
|
||||
['invalid_format'] = 'Ugyldigt dataformat. Prøv venligst igen.',
|
||||
['no_identifier'] = '[ESX Identitet]\nDer var et problem under indlæsning af din karakter!\nFejlkode: identifikator mangler\n\nDette skyldes, at din identifikator mangler. Venligst vend tilbage senere eller rapporter dette problem til serverejeren.',
|
||||
['missing_identity'] = '[ESX Identitet]\nDer var et problem med at indlæse din karakter!\nFejlkode: identitet mangler\n\nDet ser ud til, at din identitet mangler, prøv at oprette forbindelse igen.',
|
||||
['deleted_identity'] = 'Tegn slettet. Tilmeld dig igen for at oprette en ny karakter.',
|
||||
['already_registered'] = 'Du har allerede tilmeldt dig.',
|
||||
['invalid_firstname_format'] = 'Ugyldigt format (fornavn): Prøv venligst igen.',
|
||||
['invalid_lastname_format'] = 'Ugyldigt format (efternavn): Prøv igen.',
|
||||
['invalid_dob_format'] = 'Ugyldigt format (DOB): Prøv venligst igen.',
|
||||
['invalid_sex_format'] = 'Ugyldigt format (køn): Prøv venligst igen.',
|
||||
['invalid_height_format'] = 'Ugyldigt format (højde): Prøv venligst igen.'
|
||||
}
|
||||
|
||||
@@ -35,7 +35,6 @@ if ESX.GetConfig().Multichar then
|
||||
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.HUD.SetDisplay(0.0)
|
||||
StartLoop()
|
||||
ShutdownLoadingScreen()
|
||||
ShutdownLoadingScreenNui()
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
Locales["da"] = {
|
||||
["male"] = "Mand",
|
||||
["female"] = "Kvinde",
|
||||
["select_char"] = "Vælg karakter",
|
||||
["select_char_description"] = "Vælg en karakter at spille som.",
|
||||
["create_char"] = "Ny Karakter",
|
||||
["char_play"] = "Spil",
|
||||
["char_play_description"] = "Fortsæt ind i byen.",
|
||||
["char_disabled"] = "Deaktiveret",
|
||||
["char_disabled_description"] = "Denne karakter er ubrugelig.",
|
||||
["char_delete"] = "Slet",
|
||||
["char_delete_description"] = "Fjern denne karakter permanent.",
|
||||
["char_delete_confirmation"] = "Slet bekræftelse",
|
||||
["char_delete_confirmation_description"] = "Er du sikker på at fjerne det valgte karakter?",
|
||||
["char_delete_yes_description"] = "Ja, jeg er sikker på at fjerne det valgte karakter",
|
||||
["char_delete_no_description"] = "Nej, vend tilbage til karakter-indstillinger",
|
||||
["character"] = "Karakter: %s",
|
||||
["return"] = "Tilbage",
|
||||
["return_description"] = "Vend tilbage til valg af karaktere.",
|
||||
["command_setslots"] = "Indstil flerkarakters slotsnummer for en spiller",
|
||||
["command_remslots"] = "Fjern flerkarakters slotsnummer for en spiller",
|
||||
["command_enablechar"] = "Aktiver en valgt karakter af en spiller",
|
||||
["command_disablechar"] = "Deaktiver en valgt karakter af en spiller",
|
||||
["command_charslot"] = "Karakterens plads nummer",
|
||||
["command_identifier"] = "Spiller-id",
|
||||
["command_slots"] = "# af slots",
|
||||
["slotsadd"] = "Du føjede %s slots til %s",
|
||||
["slotsedit"] = "Du indstillerde %s slots til %s",
|
||||
["slotsrem"] = "Du fjernede slots til %s",
|
||||
["charenabled"] = "Du aktiverede karakter #%s af %s",
|
||||
["chardisabled"] = "Du deaktiverede tegn #%s af %s",
|
||||
["charnotfound"] = "Karakter #%s af %s eksisterer ikke",
|
||||
}
|
||||
@@ -94,8 +94,12 @@ elseif ESX.GetConfig().Multichar == true then
|
||||
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))
|
||||
if not ESX.GetConfig().EnableDebug 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()
|
||||
end
|
||||
|
||||
@@ -1,50 +1,50 @@
|
||||
local CurrentProgress = nil
|
||||
local function Progressbar(message,length,Options)
|
||||
local Canceled = false
|
||||
if not CurrentProgress then
|
||||
CurrentProgress = Options or {}
|
||||
if CurrentProgress.animation then
|
||||
if CurrentProgress.animation.type == "anim" then
|
||||
ESX.Streaming.RequestAnimDict(CurrentProgress.animation.dict, function()
|
||||
TaskPlayAnim(ESX.PlayerData.ped, CurrentProgress.animation.dict, CurrentProgress.animation.lib, 1.0, 1.0, length, 1, 1.0, false,false,false)
|
||||
RemoveAnimDict(CurrentProgress.animation.dict)
|
||||
end)
|
||||
elseif CurrentProgress.animation.type == "Scenario" then
|
||||
TaskStartScenarioInPlace(ESX.PlayerData.ped, CurrentProgress.animation.Scenario, 0, true)
|
||||
end
|
||||
if CurrentProgress then
|
||||
return false
|
||||
end
|
||||
CurrentProgress = Options or {}
|
||||
if CurrentProgress.animation then
|
||||
if CurrentProgress.animation.type == "anim" then
|
||||
ESX.Streaming.RequestAnimDict(CurrentProgress.animation.dict, function()
|
||||
TaskPlayAnim(ESX.PlayerData.ped, CurrentProgress.animation.dict, CurrentProgress.animation.lib, 1.0, 1.0, length, 1, 1.0, false,false,false)
|
||||
RemoveAnimDict(CurrentProgress.animation.dict)
|
||||
end)
|
||||
elseif CurrentProgress.animation.type == "Scenario" then
|
||||
TaskStartScenarioInPlace(ESX.PlayerData.ped, CurrentProgress.animation.Scenario, 0, true)
|
||||
end
|
||||
if CurrentProgress.FreezePlayer then FreezeEntityPosition(PlayerPedId(),CurrentProgress.FreezePlayer) end
|
||||
SendNuiMessage(json.encode({
|
||||
type = "Progressbar",
|
||||
length = length or 3000,
|
||||
message = message or "ESX-Framework"
|
||||
}))
|
||||
CurrentProgress.length = length or 3000
|
||||
while CurrentProgress ~= nil do
|
||||
if CurrentProgress.length > 0 then
|
||||
CurrentProgress.length -= 1000
|
||||
else
|
||||
ClearPedTasks(ESX.PlayerData.ped)
|
||||
if CurrentProgress.FreezePlayer then FreezeEntityPosition(PlayerPedId(), false) end
|
||||
if CurrentProgress.onFinish then CurrentProgress.onFinish() end
|
||||
CurrentProgress = nil
|
||||
end
|
||||
Wait(1000)
|
||||
end
|
||||
if CurrentProgress.FreezePlayer then FreezeEntityPosition(PlayerPedId(), CurrentProgress.FreezePlayer) end
|
||||
SendNUIMessage({
|
||||
type = "Progressbar",
|
||||
length = length or 3000,
|
||||
message = message or "ESX-Framework"
|
||||
})
|
||||
CurrentProgress.length = length or 3000
|
||||
while CurrentProgress ~= nil do
|
||||
if CurrentProgress.length > 0 then
|
||||
CurrentProgress.length -= 1000
|
||||
else
|
||||
ClearPedTasks(ESX.PlayerData.ped)
|
||||
if CurrentProgress.FreezePlayer then FreezeEntityPosition(PlayerPedId(), false) end
|
||||
if CurrentProgress.onFinish then CurrentProgress.onFinish() end
|
||||
CurrentProgress = nil
|
||||
end
|
||||
Wait(1000)
|
||||
end
|
||||
end
|
||||
|
||||
ESX.RegisterInput("cancelprog", "[ProgressBar] Cancel Progressbar", "keyboard", "BACK", function()
|
||||
if not CurrentProgress then return end
|
||||
if not CurrentProgress.onCancel then return end
|
||||
SendNuiMessage(json.encode({
|
||||
SendNUIMessage({
|
||||
type = "Close"
|
||||
}))
|
||||
ClearPedTasks(ESX.PlayerData.ped)
|
||||
if CurrentProgress.FreezePlayer then FreezeEntityPosition(PlayerPedId(), false) end
|
||||
CurrentProgress.canceled = true
|
||||
CurrentProgress.length = 0
|
||||
CurrentProgress.onCancel()
|
||||
CurrentProgress = nil
|
||||
})
|
||||
ClearPedTasks(ESX.PlayerData.ped)
|
||||
if CurrentProgress.FreezePlayer then FreezeEntityPosition(PlayerPedId(), false) end
|
||||
CurrentProgress.canceled = true
|
||||
CurrentProgress.length = 0
|
||||
CurrentProgress.onCancel()
|
||||
CurrentProgress = nil
|
||||
end)
|
||||
exports('Progressbar', Progressbar)
|
||||
exports('Progressbar', Progressbar)
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
<!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">
|
||||
@@ -13,8 +11,10 @@
|
||||
<p class="text" id="infoMessage"></p>
|
||||
</div>
|
||||
<div id="progline" class="progline">
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
<script src="js/script.js"></script>
|
||||
</html>
|
||||
|
||||
<style>
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
const w = window
|
||||
const doc = document
|
||||
|
||||
const codes = {
|
||||
"~r~": "red",
|
||||
"~b~": "#378cbf",
|
||||
@@ -13,57 +10,60 @@ const codes = {
|
||||
"~o~": "orange"
|
||||
}
|
||||
|
||||
$(function () {
|
||||
w.addEventListener('message', function(e) {
|
||||
if (e.data.type === "Progressbar") {
|
||||
var message = e.data.message
|
||||
const replaceColors = (str, obj) => {
|
||||
let strToReplace = str;
|
||||
|
||||
for (let id in obj) {
|
||||
strToReplace = strToReplace.replace(new RegExp(id, "g"), obj[id]);
|
||||
}
|
||||
|
||||
return strToReplace
|
||||
}
|
||||
for (color in codes) {
|
||||
if (message.includes(color)) {
|
||||
let objArr = {};
|
||||
objArr[color] = `<span style="color: ${codes[color]}">`;
|
||||
objArr["~s~"] = "</span>";
|
||||
|
||||
let newStr = replaceColors(message, objArr);
|
||||
|
||||
message = newStr
|
||||
}
|
||||
}
|
||||
$(".text").html(`<p class="text">${message}</p>`)
|
||||
doc.getElementById("notifyInfo").style.display = "block";
|
||||
const start = new Date();
|
||||
const maxTime = e.data.length;
|
||||
const timeoutValue = Math.floor(maxTime/100);
|
||||
animUpdate();
|
||||
const elems = {
|
||||
infoMessage: document.getElementById('infoMessage'),
|
||||
notifyInfo: document.getElementById("notifyInfo"),
|
||||
progline: document.getElementById('progline')
|
||||
}
|
||||
|
||||
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);
|
||||
this.timeoutID = setTimeout(animUpdate, timeoutValue);
|
||||
} else {
|
||||
doc.getElementById('notifyInfo').style.display = "none";
|
||||
}
|
||||
}
|
||||
} else {
|
||||
doc.getElementById("notifyInfo").style.display = "none"
|
||||
clearTimeout(this.timeoutID);
|
||||
timeoutValue = 0;
|
||||
const replaceColors = (str, obj) => {
|
||||
let strToReplace = str;
|
||||
|
||||
for (let id in obj) {
|
||||
strToReplace = strToReplace.replace(new RegExp(id, "g"), obj[id]);
|
||||
}
|
||||
|
||||
return strToReplace
|
||||
}
|
||||
|
||||
window.addEventListener('message', function({data}) {
|
||||
if (data.type === "Progressbar") {
|
||||
let { message } = data
|
||||
|
||||
for (color in codes) {
|
||||
if (message.includes(color)) {
|
||||
let objArr = {};
|
||||
objArr[color] = `<span style="color: ${codes[color]}">`;
|
||||
objArr["~s~"] = "</span>";
|
||||
|
||||
let newStr = replaceColors(message, objArr);
|
||||
|
||||
message = newStr
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
elems.infoMessage.innerHTML = message
|
||||
elems.notifyInfo.style.display = "block";
|
||||
|
||||
const start = new Date();
|
||||
const maxTime = data.length;
|
||||
const timeoutValue = Math.floor(maxTime / 100);
|
||||
animUpdate();
|
||||
|
||||
function animUpdate() {
|
||||
const now = new Date();
|
||||
const timeoutDiff = now.getTime() - start.getTime();
|
||||
const prc = Math.round((timeoutDiff/maxTime)*100);
|
||||
if (prc <= 100) {
|
||||
elems.progline.style.width = prc + "%"
|
||||
this.timeoutID = setTimeout(animUpdate, timeoutValue);
|
||||
} else {
|
||||
elems.notifyInfo.style.display = "none";
|
||||
}
|
||||
}
|
||||
} else {
|
||||
elems.notifyInfo.style.display = 'none'
|
||||
clearTimeout(this.timeoutID);
|
||||
timeoutValue = 0;
|
||||
}
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user