ESX = nil isInShopMenu = false local spawnedVehicles = {} Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end while not ESX.GetPlayerData().job do Citizen.Wait(10) end ESX.PlayerData = ESX.GetPlayerData() end) function OpenBoatShop(shop) isInShopMenu = true local playerPed = PlayerPedId() local elements = {} for k,v in ipairs(Config.Vehicles) do table.insert(elements, { label = ('%s - $%s'):format(v.label, ESX.Math.GroupDigits(v.price)), name = v.label, model = v.model, price = v.price, props = v.props or nil }) end ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'boat_shop', { title = _U('boat_shop'), align = 'top-left', elements = elements }, function (data, menu) ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'boat_shop_confirm', { title = _U('boat_shop_confirm', data.current.name, ESX.Math.GroupDigits(data.current.price)), align = 'top-left', elements = { {label = _U('confirm_no'), value = 'no'}, {label = _U('confirm_yes'), value = 'yes'} }}, function (data2, menu2) if data2.current.value == 'yes' then local plate = exports['esx_vehicleshop']:GeneratePlate() local vehicle = GetVehiclePedIsIn(playerPed, false) local props = ESX.Game.GetVehicleProperties(vehicle) props.plate = plate ESX.TriggerServerCallback('esx_boat:buyBoat', function(bought) if bought then ESX.ShowNotification(_U('boat_shop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price))) DeleteSpawnedVehicles() isInShopMenu = false ESX.UI.Menu.CloseAll() CurrentAction = 'boat_shop' CurrentActionMsg = _U('boat_shop_open') FreezeEntityPosition(playerPed, false) SetEntityVisible(playerPed, true) SetEntityCoords(playerPed, shop.Outside.x, shop.Outside.y, shop.Outside.z) else ESX.ShowNotification(_U('boat_shop_nomoney')) menu2.close() end end, props) else menu2.close() end end, function (data2, menu2) menu2.close() end) end, function (data, menu) menu.close() isInShopMenu = false DeleteSpawnedVehicles() CurrentAction = 'boat_shop' CurrentActionMsg = _U('boat_shop_open') FreezeEntityPosition(playerPed, false) SetEntityVisible(playerPed, true) SetEntityCoords(playerPed, shop.Outside.x, shop.Outside.y, shop.Outside.z) end, function (data, menu) DeleteSpawnedVehicles() ESX.Game.SpawnLocalVehicle(data.current.model, shop.Inside, shop.Inside.w, function (vehicle) table.insert(spawnedVehicles, vehicle) TaskWarpPedIntoVehicle(playerPed, vehicle, -1) FreezeEntityPosition(vehicle, true) if data.current.props then ESX.Game.SetVehicleProperties(vehicle, data.current.props) end end) end) -- spawn first vehicle DeleteSpawnedVehicles() ESX.Game.SpawnLocalVehicle(Config.Vehicles[1].model, shop.Inside, shop.Inside.w, function (vehicle) table.insert(spawnedVehicles, vehicle) TaskWarpPedIntoVehicle(playerPed, vehicle, -1) FreezeEntityPosition(vehicle, true) if Config.Vehicles[1].props then ESX.Game.SetVehicleProperties(vehicle, Config.Vehicles[1].props) end end) end function OpenBoatGarage(garage) ESX.TriggerServerCallback('esx_boat:getGarage', function (ownedBoats) if #ownedBoats == 0 then ESX.ShowNotification(_U('garage_noboats')) else -- get all available boats local elements = {} for i=1, #ownedBoats, 1 do ownedBoats[i] = json.decode(ownedBoats[i]) table.insert(elements, { label = getVehicleLabelFromHash(ownedBoats[i].model), vehicleProps = ownedBoats[i] }) end ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'boat_garage', { title = _U('garage'), align = 'top-left', elements = elements }, function (data, menu) -- make sure the spawn point isn't blocked local playerPed = PlayerPedId() local vehicleProps = data.current.vehicleProps if ESX.Game.IsSpawnPointClear(garage.SpawnPoint, 4.0) then TriggerServerEvent('esx_boat:takeOutVehicle', vehicleProps.plate) ESX.ShowNotification(_U('garage_taken')) ESX.Game.SpawnVehicle(vehicleProps.model, garage.SpawnPoint, garage.SpawnPoint.w, function(vehicle) TaskWarpPedIntoVehicle(playerPed, vehicle, -1) ESX.Game.SetVehicleProperties(vehicle, vehicleProps) end) menu.close() else ESX.ShowNotification(_U('garage_blocked')) end end, function (data, menu) menu.close() CurrentAction = 'garage_out' CurrentActionMsg = _U('garage_open') end) end end) end function OpenLicenceMenu(shop) ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'boat_license', { title = _U('license_menu'), align = 'top-left', elements = { {label = _U('license_buy_no'), value = 'no'}, {label = _U('license_buy_yes', ESX.Math.GroupDigits(Config.LicensePrice)), value = 'yes'} }}, function (data, menu) if data.current.value == 'yes' then ESX.TriggerServerCallback('esx_boat:buyBoatLicense', function (boughtLicense) if boughtLicense then ESX.ShowNotification(_U('license_bought', ESX.Math.GroupDigits(Config.LicensePrice))) menu.close() OpenBoatShop(shop) -- parse current shop else ESX.ShowNotification(_U('license_nomoney')) end end) else CurrentAction = 'boat_shop' CurrentActionMsg = _U('boat_shop_open') menu.close() end end, function (data, menu) CurrentAction = 'boat_shop' CurrentActionMsg = _U('boat_shop_open') menu.close() end) end function StoreBoatInGarage(vehicle, teleportCoords) local vehicleProps = ESX.Game.GetVehicleProperties(vehicle) ESX.TriggerServerCallback('esx_boat:storeVehicle', function (rowsChanged) if rowsChanged > 0 then ESX.Game.DeleteVehicle(vehicle) ESX.ShowNotification(_U('garage_stored')) local playerPed = PlayerPedId() ESX.Game.Teleport(playerPed, teleportCoords, function() SetEntityHeading(playerPed, teleportCoords.w) end) else ESX.ShowNotification(_U('garage_notowner')) end end, vehicleProps.plate) end -- Key controls Citizen.CreateThread(function() while true do Citizen.Wait(0) if isInShopMenu then DisableControlAction(0, 75, true) -- Disable exit vehicle DisableControlAction(27, 75, true) -- Disable exit vehicle else Citizen.Wait(500) end end end) function DeleteSpawnedVehicles() while #spawnedVehicles > 0 do local vehicle = spawnedVehicles[1] ESX.Game.DeleteVehicle(vehicle) table.remove(spawnedVehicles, 1) end end function getVehicleLabelFromHash(hash) local model = string.lower(GetDisplayNameFromVehicleModel(hash)) for i=1, #Config.Vehicles, 1 do if Config.Vehicles[i].model == model then return Config.Vehicles[i].label end end return 'Unknown model [' .. model .. ']' end