Merge branch 'dev' into csoki-core-refactor

This commit is contained in:
Csoki
2023-02-07 16:43:19 +01:00
committed by GitHub
31 changed files with 875 additions and 1364 deletions
+1 -1
View File
@@ -389,7 +389,7 @@ CREATE TABLE `users` (
`job` varchar(20) DEFAULT 'unemployed',
`job_grade` int(11) DEFAULT 0,
`loadout` longtext DEFAULT NULL,
`position` varchar(255) DEFAULT '{"x":-269.4,"y":-955.3,"z":31.2,"heading":205.8}',
`position` longtext NULL DEFAULT NULL,
`firstname` varchar(16) DEFAULT NULL,
`lastname` varchar(16) DEFAULT NULL,
`dateofbirth` varchar(10) DEFAULT NULL,
-66
View File
@@ -6,8 +6,6 @@ Core.CurrentRequestId = 0
Core.ServerCallbacks = {}
Core.Input = {}
ESX.UI = {}
ESX.UI.HUD = {}
ESX.UI.HUD.RegisteredElements = {}
ESX.UI.Menu = {}
ESX.UI.Menu.RegisteredTypes = {}
ESX.UI.Menu.Opened = {}
@@ -197,70 +195,6 @@ function ESX.TriggerServerCallback(name, cb, ...)
Core.CurrentRequestId = Core.CurrentRequestId < 65535 and Core.CurrentRequestId + 1 or 0
end
function ESX.UI.HUD.SetDisplay(opacity)
SendNUIMessage({
action = 'setHUDDisplay',
opacity = opacity
})
end
function ESX.UI.HUD.RegisterElement(name, index, priority, html, data)
local found = false
for i = 1, #ESX.UI.HUD.RegisteredElements, 1 do
if ESX.UI.HUD.RegisteredElements[i] == name then
found = true
break
end
end
if found then
return
end
ESX.UI.HUD.RegisteredElements[#ESX.UI.HUD.RegisteredElements + 1] = name
SendNUIMessage({
action = 'insertHUDElement',
name = name,
index = index,
priority = priority,
html = html,
data = data
})
ESX.UI.HUD.UpdateElement(name, data)
end
function ESX.UI.HUD.RemoveElement(name)
for i = 1, #ESX.UI.HUD.RegisteredElements, 1 do
if ESX.UI.HUD.RegisteredElements[i] == name then
table.remove(ESX.UI.HUD.RegisteredElements, i)
break
end
end
SendNUIMessage({
action = 'deleteHUDElement',
name = name
})
end
function ESX.UI.HUD.Reset()
SendNUIMessage({
action = 'resetHUDElements'
})
ESX.UI.HUD.RegisteredElements = {}
end
function ESX.UI.HUD.UpdateElement(name, data)
SendNUIMessage({
action = 'updateHUDElement',
name = name,
data = data
})
end
function ESX.UI.Menu.RegisterType(type, open, close)
ESX.UI.Menu.RegisteredTypes[type] = {
open = open,
+118 -172
View File
@@ -14,7 +14,7 @@ CreateThread(function()
end)
RegisterNetEvent("esx:requestModel", function(model)
ESX.Streaming.RequestModel(model)
ESX.Streaming.RequestModel(model)
end)
RegisterNetEvent('esx:playerLoaded')
@@ -57,82 +57,68 @@ AddEventHandler('esx:playerLoaded', function(xPlayer, isNew, skin)
NetworkSetFriendlyFireOption(true)
end
CreateThread(function()
local SetPlayerHealthRechargeMultiplier = SetPlayerHealthRechargeMultiplier
local BlockWeaponWheelThisFrame = BlockWeaponWheelThisFrame
local DisableControlAction = DisableControlAction
local IsPedArmed = IsPedArmed
local SetPlayerLockonRangeOverride = SetPlayerLockonRangeOverride
local DisablePlayerVehicleRewards = DisablePlayerVehicleRewards
local RemoveAllPickupsOfType = RemoveAllPickupsOfType
local HideHudComponentThisFrame = HideHudComponentThisFrame
local PlayerId = PlayerId()
local DisabledComps = {}
for i=1, #(Config.RemoveHudCommonents) do
if Config.RemoveHudCommonents[i] then
DisabledComps[#DisabledComps + 1] = i
end
local playerId = PlayerId()
-- RemoveHudCommonents
for i = 1, #(Config.RemoveHudCommonents) do
if Config.RemoveHudCommonents[i] then
SetHudComponentPosition(i, 999999.0, 999999.0)
end
end
while true do
local Sleep = true
-- DisableNPCDrops
if Config.DisableNPCDrops then
local weaponPickups = { `PICKUP_WEAPON_CARBINERIFLE`, `PICKUP_WEAPON_PISTOL`, `PICKUP_WEAPON_PUMPSHOTGUN` }
for i = 1, #weaponPickups do
ToggleUsePickupsForPlayer(playerId, weaponPickups[i], false)
end
end
if Config.DisableHealthRegeneration then
Sleep = false
SetPlayerHealthRechargeMultiplier(PlayerId, 0.0)
end
-- DisableVehicleRewards
if Config.DisableVehicleRewards then
local inVehicle = false
if Config.DisableWeaponWheel then
Sleep = false
BlockWeaponWheelThisFrame()
DisableControlAction(0, 37,true)
end
if Config.DisableAimAssist then
Sleep = false
if IsPedArmed(ESX.PlayerData.ped, 4) then
SetPlayerLockonRangeOverride(PlayerId, 2.0)
local function DisableVehicleRewardsThread()
CreateThread(function()
while inVehicle do
DisablePlayerVehicleRewards(playerId)
Wait(0)
end
end
end)
end
if Config.DisableVehicleRewards then
Sleep = false
DisablePlayerVehicleRewards(PlayerId)
end
if Config.DisableNPCDrops then
Sleep = false
RemoveAllPickupsOfType(0xDF711959)
RemoveAllPickupsOfType(0xF9AFB48F)
RemoveAllPickupsOfType(0xA9355DCD)
AddEventHandler('esx:enteredVehicle', function(vehicle, plate, seat, displayName, netId)
if GetVehicleClass(vehicle) == 18 then
DisableVehicleRewardsThread()
end
end)
if #DisabledComps > 0 then
Sleep = false
for i=1, #(DisabledComps) do
HideHudComponentThisFrame(DisabledComps[i])
AddEventHandler('esx:exitedVehicle', function(vehicle, plate, seat, displayName, netId)
inVehicle = false
end)
end
if Config.DisableHealthRegeneration or Config.DisableWeaponWheel or Config.DisableAimAssist then
CreateThread(function()
while true do
if Config.DisableHealthRegeneration then
SetPlayerHealthRechargeMultiplier(playerId, 0.0)
end
if Config.DisableWeaponWheel then
BlockWeaponWheelThisFrame()
DisableControlAction(0, 37, true)
end
if Config.DisableAimAssist then
if IsPedArmed(ESX.PlayerData.ped, 4) then
SetPlayerLockonRangeOverride(playerId, 2.0)
end
end
Wait(0)
end
Wait(Sleep and 1500 or 0)
end
end)
if Config.EnableHud then
for i=1, #(ESX.PlayerData.accounts) do
local accountTpl = '<div><img src="img/accounts/' .. ESX.PlayerData.accounts[i].name .. '.png"/>&nbsp;{{money}}</div>'
ESX.UI.HUD.RegisterElement('account_' .. ESX.PlayerData.accounts[i].name, i, 0, accountTpl, {money = ESX.Math.GroupDigits(ESX.PlayerData.accounts[i].money)})
end
local jobTpl = '<div>{{job_label}}{{grade_label}}</div>'
local gradeLabel = ESX.PlayerData.job.grade_label ~= ESX.PlayerData.job.label and ESX.PlayerData.job.grade_label or ''
if gradeLabel ~= '' then gradeLabel = ' - '..gradeLabel end
ESX.UI.HUD.RegisterElement('job', #ESX.PlayerData.accounts, 0, jobTpl, {
job_label = ESX.PlayerData.job.label,
grade_label = gradeLabel
})
end)
end
SetDefaultVehicleNumberPlateTextPattern(-1, Config.CustomAIPlates)
@@ -142,15 +128,14 @@ end)
RegisterNetEvent('esx:onPlayerLogout')
AddEventHandler('esx:onPlayerLogout', function()
ESX.PlayerLoaded = false
if Config.EnableHud then ESX.UI.HUD.Reset() end
end)
RegisterNetEvent('esx:setMaxWeight')
AddEventHandler('esx:setMaxWeight', function(newMaxWeight) ESX.SetPlayerData("maxWeight", newMaxWeight) end)
local function onPlayerSpawn()
ESX.SetPlayerData('ped', PlayerPedId())
ESX.SetPlayerData('dead', false)
ESX.SetPlayerData('ped', PlayerPedId())
ESX.SetPlayerData('dead', false)
end
AddEventHandler('playerSpawned', onPlayerSpawn)
@@ -175,7 +160,7 @@ AddEventHandler('esx:restoreLoadout', function()
local ammoTypes = {}
RemoveAllPedWeapons(ESX.PlayerData.ped, true)
for k,v in ipairs(ESX.PlayerData.loadout) do
for k, v in ipairs(ESX.PlayerData.loadout) do
local weaponName = v.name
local weaponHash = joaat(weaponName)
@@ -184,7 +169,7 @@ AddEventHandler('esx:restoreLoadout', function()
local ammoType = GetPedAmmoTypeFromWeapon(ESX.PlayerData.ped, weaponHash)
for k2,v2 in ipairs(v.components) do
for k2, v2 in ipairs(v.components) do
local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
GiveWeaponComponentToPed(ESX.PlayerData.ped, weaponHash, componentHash)
end
@@ -199,27 +184,27 @@ end)
AddStateBagChangeHandler('VehicleProperties', nil, function(bagName, key, value)
if value then
Wait(0)
local NetId = value.NetId
local Vehicle = NetworkGetEntityFromNetworkId(NetId)
local Tries = 0
while Vehicle == 0 do
Vehicle = NetworkGetEntityFromNetworkId(NetId)
Wait(100)
Tries = Tries + 1
if Tries > 300 then
break
end
end
if NetworkGetEntityOwner(Vehicle) == PlayerId() then
ESX.Game.SetVehicleProperties(Vehicle, value)
Wait(0)
local NetId = value.NetId
local Vehicle = NetworkGetEntityFromNetworkId(NetId)
local Tries = 0
while Vehicle == 0 do
Vehicle = NetworkGetEntityFromNetworkId(NetId)
Wait(100)
Tries = Tries + 1
if Tries > 300 then
break
end
end
if NetworkGetEntityOwner(Vehicle) == PlayerId() then
ESX.Game.SetVehicleProperties(Vehicle, value)
end
end
end)
RegisterNetEvent('esx:setAccountMoney')
AddEventHandler('esx:setAccountMoney', function(account)
for i=1, #(ESX.PlayerData.accounts) do
for i = 1, #(ESX.PlayerData.accounts) do
if ESX.PlayerData.accounts[i].name == account.name then
ESX.PlayerData.accounts[i] = account
break
@@ -227,18 +212,12 @@ AddEventHandler('esx:setAccountMoney', function(account)
end
ESX.SetPlayerData('accounts', ESX.PlayerData.accounts)
if Config.EnableHud then
ESX.UI.HUD.UpdateElement('account_' .. account.name, {
money = ESX.Math.GroupDigits(account.money)
})
end
end)
if not Config.OxInventory then
RegisterNetEvent('esx:addInventoryItem')
AddEventHandler('esx:addInventoryItem', function(item, count, showNotification)
for k,v in ipairs(ESX.PlayerData.inventory) do
for k, v in ipairs(ESX.PlayerData.inventory) do
if v.name == item then
ESX.UI.ShowInventoryItemNotification(true, v.label, count - v.count)
ESX.PlayerData.inventory[k].count = count
@@ -255,7 +234,7 @@ if not Config.OxInventory then
RegisterNetEvent('esx:removeInventoryItem')
AddEventHandler('esx:removeInventoryItem', function(item, count, showNotification)
for k,v in ipairs(ESX.PlayerData.inventory) do
for k, v in ipairs(ESX.PlayerData.inventory) do
if v.name == item then
ESX.UI.ShowInventoryItemNotification(false, v.label, v.count - count)
ESX.PlayerData.inventory[k].count = count
@@ -288,7 +267,7 @@ if not Config.OxInventory then
RegisterNetEvent('esx:setWeaponTint')
AddEventHandler('esx:setWeaponTint', function(weapon, weaponTintIndex)
SetPedWeaponTintIndex(ESX.PlayerData.ped, joaat(weapon), weaponTintIndex)
end)
RegisterNetEvent('esx:removeWeapon')
@@ -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
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
+2 -1
View File
@@ -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)
+2 -2
View File
@@ -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)
+2 -1
View File
@@ -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?
+1 -1
View File
@@ -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;
+1 -5
View File
@@ -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 {
+49 -62
View File
@@ -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;
}
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+2 -84
View File
@@ -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);
});
};
})();
+10 -12
View File
@@ -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>
+366
View File
@@ -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',
}
+1
View File
@@ -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)
+1 -6
View File
@@ -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
-674
View File
@@ -1,674 +0,0 @@
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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>.
-51
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@@ -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
```
-72
View File
@@ -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)
-15
View File
@@ -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'
}
-43
View File
@@ -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'}
}})
+39
View File
@@ -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()
+33
View File
@@ -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",
}
+6 -2
View File
@@ -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
+38 -38
View File
@@ -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)
+2 -2
View File
@@ -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>
+53 -53
View File
@@ -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;
}
})