function CreateExtendedPlayer(player, accounts, inventory, job, loadout, name, lastPosition) local self = {} self.player = player self.accounts = accounts self.inventory = inventory self.job = job self.loadout = loadout self.name = name self.lastPosition = lastPosition self.source = self.player.get('source') self.identifier = self.player.get('identifier') self.setMoney = function(money) money = ESX.Math.Round(money) if money >= 0 then self.player.setMoney(money) else print(('es_extended: %s attempted exploiting! (reason: player tried setting -1 cash balance)'):format(self.identifier)) end end self.getMoney = function() return self.player.get('money') end self.setBankBalance = function(money) money = ESX.Math.Round(money) if money >= 0 then self.player.setBankBalance(money) else print(('es_extended: %s attempted exploiting! (reason: player tried setting -1 bank balance)'):format(self.identifier)) end end self.getBank = function() return self.player.get('bank') end self.getCoords = function() return self.player.get('coords') end self.setCoords = function(x, y, z) self.player.coords = {x = x, y = y, z = z} end self.kick = function(r) self.player.kick(r) end self.addMoney = function(money) money = ESX.Math.Round(money) if money >= 0 then self.player.addMoney(money) else print(('es_extended: %s attempted exploiting! (reason: player tried adding -1 cash balance)'):format(self.identifier)) end end self.removeMoney = function(money) money = ESX.Math.Round(money) if money >= 0 then self.player.removeMoney(money) else print(('es_extended: %s attempted exploiting! (reason: player tried removing -1 cash balance)'):format(self.identifier)) end end self.addBank = function(money) money = ESX.Math.Round(money) if money >= 0 then self.player.addBank(money) else print(('es_extended: %s attempted exploiting! (reason: player tried adding -1 bank balance)'):format(self.identifier)) end end self.removeBank = function(money) money = ESX.Math.Round(money) if money >= 0 then self.player.removeBank(money) else print(('es_extended: %s attempted exploiting! (reason: player tried removing -1 bank balance)'):format(self.identifier)) end end self.displayMoney = function(money) self.player.displayMoney(money) end self.displayBank = function(money) self.player.displayBank(money) end self.setSessionVar = function(key, value) self.player.setSessionVar(key, value) end self.getSessionVar = function(k) return self.player.getSessionVar(k) end self.getPermissions = function() return self.player.getPermissions() end self.setPermissions = function(p) self.player.setPermissions(p) end self.getIdentifier = function() return self.player.getIdentifier() end self.getGroup = function() return self.player.getGroup() end self.set = function(k, v) self.player.set(k, v) end self.get = function(k) return self.player.get(k) end self.getPlayer = function() return self.player end self.getAccounts = function() local accounts = {} for i=1, #Config.Accounts, 1 do if Config.Accounts[i] == 'bank' then table.insert(accounts, { name = 'bank', money = self.get('bank'), label = Config.AccountLabels['bank'] }) else for j=1, #self.accounts, 1 do if self.accounts[j].name == Config.Accounts[i] then table.insert(accounts, self.accounts[j]) end end end end return accounts end self.getAccount = function(a) if a == 'bank' then return { name = 'bank', money = self.get('bank'), label = Config.AccountLabels['bank'] } end for i=1, #self.accounts, 1 do if self.accounts[i].name == a then return self.accounts[i] end end end self.getInventory = function() return self.inventory end self.getJob = function() return self.job end self.getLoadout = function() return self.loadout end self.getName = function() return self.name end self.setName = function(newName) self.name = newName end self.getLastPosition = function() if self.lastPosition then self.lastPosition.x = ESX.Math.Round(self.lastPosition.x, 1) self.lastPosition.y = ESX.Math.Round(self.lastPosition.y, 1) self.lastPosition.z = ESX.Math.Round(self.lastPosition.z, 1) end return self.lastPosition end self.getMissingAccounts = function(cb) MySQL.Async.fetchAll('SELECT * FROM `user_accounts` WHERE `identifier` = @identifier', { ['@identifier'] = self.getIdentifier() }, function(result) local missingAccounts = {} for i=1, #Config.Accounts, 1 do if Config.Accounts[i] ~= 'bank' then local found = false for j=1, #result, 1 do if Config.Accounts[i] == result[j].name then found = true break end end if not found then table.insert(missingAccounts, Config.Accounts[i]) end end end cb(missingAccounts) end) end self.createAccounts = function(missingAccounts, cb) for i=1, #missingAccounts, 1 do MySQL.Async.execute('INSERT INTO `user_accounts` (identifier, name) VALUES (@identifier, @name)', { ['@identifier'] = self.getIdentifier(), ['@name'] = missingAccounts[i] }, function(rowsChanged) if cb ~= nil then cb() end end) end end self.setAccountMoney = function(acc, money) if money < 0 then print(('es_extended: %s attempted exploiting! (reason: player tried setting -1 account balance)'):format(self.identifier)) return end local account = self.getAccount(acc) local prevMoney = account.money local newMoney = ESX.Math.Round(money) account.money = newMoney if acc == 'bank' then self.set('bank', newMoney) end TriggerClientEvent('esx:setAccountMoney', self.source, account) end self.addAccountMoney = function(acc, money) if money < 0 then print(('es_extended: %s attempted exploiting! (reason: player tried adding -1 account balance)'):format(self.identifier)) return end local account = self.getAccount(acc) local newMoney = account.money + ESX.Math.Round(money) account.money = newMoney if acc == 'bank' then self.set('bank', newMoney) end TriggerClientEvent('esx:setAccountMoney', self.source, account) end self.removeAccountMoney = function(a, m) if m < 0 then print(('es_extended: %s attempted exploiting! (reason: player tried removing -1 account balance)'):format(self.identifier)) return end local account = self.getAccount(a) local newMoney = account.money - m account.money = newMoney if a == 'bank' then self.set('bank', newMoney) end TriggerClientEvent('esx:setAccountMoney', self.source, account) end self.getInventoryItem = function(name) for i=1, #self.inventory, 1 do if self.inventory[i].name == name then return self.inventory[i] end end end self.addInventoryItem = function(name, count) local item = self.getInventoryItem(name) local newCount = item.count + count item.count = newCount TriggerEvent("esx:onAddInventoryItem", self.source, item, count) TriggerClientEvent("esx:addInventoryItem", self.source, item, count) end self.removeInventoryItem = function(name, count) local item = self.getInventoryItem(name) local newCount = item.count - count item.count = newCount TriggerEvent("esx:onRemoveInventoryItem", self.source, item, count) TriggerClientEvent("esx:removeInventoryItem", self.source, item, count) end self.setInventoryItem = function(name, count) local item = self.getInventoryItem(name) local oldCount = item.count item.count = count if oldCount > item.count then TriggerEvent("esx:onRemoveInventoryItem", self.source, item, oldCount - item.count) TriggerClientEvent("esx:removeInventoryItem", self.source, item, oldCount - item.count) else TriggerEvent("esx:onAddInventoryItem", self.source, item, item.count - oldCount) TriggerClientEvent("esx:addInventoryItem", self.source, item, item.count - oldCount) end end self.setJob = function(name, grade) local lastJob = json.decode(json.encode(self.job)) MySQL.Async.fetchAll('SELECT * FROM `jobs` WHERE `name` = @name', { ['@name'] = name }, function(result) self.job['id'] = result[1].id self.job['name'] = result[1].name self.job['label'] = result[1].label MySQL.Async.fetchAll('SELECT * FROM `job_grades` WHERE `job_name` = @job_name AND `grade` = @grade', { ['@job_name'] = name, ['@grade'] = grade }, function(result) self.job['grade'] = grade self.job['grade_name'] = result[1].name self.job['grade_label'] = result[1].label self.job['grade_salary'] = result[1].salary self.job['skin_male'] = nil self.job['skin_female'] = nil if result[1].skin_male ~= nil then self.job['skin_male'] = json.decode(result[1].skin_male) end if result[1].skin_female ~= nil then self.job['skin_female'] = json.decode(result[1].skin_female) end TriggerEvent("esx:setJob", self.source, self.job, lastJob) TriggerClientEvent("esx:setJob", self.source, self.job) end) end) end self.addWeapon = function(weaponName, ammo) local weaponLabel = ESX.GetWeaponLabel(weaponName) if not self.hasWeapon(weaponName) then table.insert(self.loadout, { name = weaponName, ammo = ammo, label = weaponLabel, components = {} }) end TriggerClientEvent('esx:addWeapon', self.source, weaponName, ammo) TriggerClientEvent('esx:addInventoryItem', self.source, {label = weaponLabel}, 1) end self.addWeaponComponent = function(weaponName, weaponComponent) local loadoutNum, weapon = self.getWeapon(weaponName) if self.hasWeaponComponent(weaponName, weaponComponent) then return end table.insert(self.loadout[loadoutNum].components, weaponComponent) TriggerClientEvent('esx:addWeaponComponent', self.source, weaponName, weaponComponent) end self.removeWeapon = function(weaponName, ammo) local weaponLabel for i=1, #self.loadout, 1 do if self.loadout[i].name == weaponName then weaponLabel = self.loadout[i].label for j=1, #self.loadout[i].components, 1 do TriggerClientEvent('esx:removeWeaponComponent', self.source, weaponName, self.loadout[i].components[j]) end table.remove(self.loadout, i) break end end if weaponLabel then TriggerClientEvent('esx:removeWeapon', self.source, weaponName, ammo) TriggerClientEvent('esx:removeInventoryItem', self.source, {label = weaponLabel}, 1) end end self.removeWeaponComponent = function(weaponName, weaponComponent) local loadoutNum, weapon = self.getWeapon(weaponName) if not weapon then return end for i=1, #self.loadout[loadoutNum].components, 1 do if self.loadout[loadoutNum].components.name == weaponComponent then table.remove(self.loadout[loadoutNum].components, i) break end end TriggerClientEvent('esx:removeWeaponComponent', self.source, weaponName, weaponComponent) end self.hasWeaponComponent = function(weaponName, weaponComponent) local loadoutNum, weapon = self.getWeapon(weaponName) if not weapon then return false end for i=1, #weapon.components, 1 do if weapon.components[i] == weaponComponent then return true end end return false end self.hasWeapon = function(weaponName) for i=1, #self.loadout, 1 do if self.loadout[i].name == weaponName then return true end end return false end self.getWeapon = function(weaponName) for i=1, #self.loadout, 1 do if self.loadout[i].name == weaponName then return i, self.loadout[i] end end return nil end return self end