function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory, weight, job, loadout, name, coords) local self = {} self.accounts = accounts self.coords = coords self.group = group self.identifier = identifier self.inventory = inventory self.job = job self.loadout = loadout self.name = name self.playerId = playerId self.source = playerId self.variables = {} self.weight = weight self.maxWeight = Config.MaxWeight ExecuteCommand(('add_principal identifier.license:%s group.%s'):format(self.identifier, self.group)) self.triggerEvent = function(eventName, ...) TriggerClientEvent(eventName, self.source, ...) end self.setCoords = function(coords) self.updateCoords(coords) self.triggerEvent('esx:teleport', coords) end self.updateCoords = function(coords) self.coords = {x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1), heading = ESX.Math.Round(coords.heading or 0.0, 1)} end self.getCoords = function(vector) if vector then return vector3(self.coords.x, self.coords.y, self.coords.z) else return self.coords end end self.kick = function(reason) DropPlayer(self.source, reason) end self.setMoney = function(money) money = ESX.Math.Round(money) self.setAccountMoney('money', money) end self.getMoney = function() return self.getAccount('money').money end self.addMoney = function(money) money = ESX.Math.Round(money) self.addAccountMoney('money', money) end self.removeMoney = function(money) money = ESX.Math.Round(money) self.removeAccountMoney('money', money) end self.getIdentifier = function() return self.identifier end self.setGroup = function(newGroup) ExecuteCommand(('remove_principal identifier.license:%s group.%s'):format(self.identifier, self.group)) self.group = newGroup ExecuteCommand(('add_principal identifier.license:%s group.%s'):format(self.identifier, self.group)) end self.getGroup = function() return self.group end self.set = function(k, v) self.variables[k] = v end self.get = function(k) return self.variables[k] end self.getAccounts = function(minimal) if minimal then local minimalAccounts = {} for k,v in ipairs(self.accounts) do minimalAccounts[v.name] = v.money end return minimalAccounts else return self.accounts end end self.getAccount = function(account) for k,v in ipairs(self.accounts) do if v.name == account then return v end end end self.getInventory = function(minimal) if minimal then local minimalInventory = {} for k,v in ipairs(self.inventory) do if v.count > 0 then minimalInventory[v.name] = v.count end end return minimalInventory else return self.inventory end end self.getJob = function() return self.job end self.getLoadout = function(minimal) if minimal then local minimalLoadout = {} for k,v in ipairs(self.loadout) do minimalLoadout[v.name] = {ammo = v.ammo} if v.tintIndex > 0 then minimalLoadout[v.name].tintIndex = v.tintIndex end if #v.components > 0 then local components = {} for k2,component in ipairs(v.components) do if component ~= 'clip_default' then table.insert(components, component) end end if #components > 0 then minimalLoadout[v.name].components = components end end end return minimalLoadout else return self.loadout end end self.getName = function() return self.name end self.setName = function(newName) self.name = newName end self.setAccountMoney = function(accountName, money) if money >= 0 then local account = self.getAccount(accountName) if account then local prevMoney = account.money local newMoney = ESX.Math.Round(money) account.money = newMoney self.triggerEvent('esx:setAccountMoney', account) end end end self.addAccountMoney = function(accountName, money) if money > 0 then local account = self.getAccount(accountName) if account then local newMoney = account.money + ESX.Math.Round(money) account.money = newMoney self.triggerEvent('esx:setAccountMoney', account) end end end self.removeAccountMoney = function(accountName, money) if money > 0 then local account = self.getAccount(accountName) if account then local newMoney = account.money - ESX.Math.Round(money) account.money = newMoney self.triggerEvent('esx:setAccountMoney', account) end end end self.getInventoryItem = function(name) for k,v in ipairs(self.inventory) do if v.name == name then return v end end return end self.addInventoryItem = function(name, count) local item = self.getInventoryItem(name) if item then count = ESX.Math.Round(count) item.count = item.count + count self.weight = self.weight + (item.weight * count) TriggerEvent('esx:onAddInventoryItem', self.source, item.name, item.count) self.triggerEvent('esx:addInventoryItem', item.name, item.count) end end self.removeInventoryItem = function(name, count) local item = self.getInventoryItem(name) if item then count = ESX.Math.Round(count) local newCount = item.count - count if newCount >= 0 then item.count = newCount self.weight = self.weight - (item.weight * count) TriggerEvent('esx:onRemoveInventoryItem', self.source, item.name, item.count) self.triggerEvent('esx:removeInventoryItem', item.name, item.count) end end end self.setInventoryItem = function(name, count) local item = self.getInventoryItem(name) if item and count >= 0 then count = ESX.Math.Round(count) if count > item.count then self.addInventoryItem(item.name, count - item.count) else self.removeInventoryItem(item.name, item.count - count) end end end self.getWeight = function() return self.weight end self.getMaxWeight = function() return self.maxWeight end self.canCarryItem = function(name, count) local currentWeight, itemWeight = self.weight, ESX.Items[name].weight local newWeight = currentWeight + (itemWeight * count) return newWeight <= self.maxWeight end self.canSwapItem = function(firstItem, firstItemCount, testItem, testItemCount) local firstItemObject = self.getInventoryItem(firstItem) local testItemObject = self.getInventoryItem(testItem) if firstItemObject.count >= firstItemCount then local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount)) local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount)) return weightWithTestItem <= self.maxWeight end return false end self.setMaxWeight = function(newWeight) self.maxWeight = newWeight self.triggerEvent('esx:setMaxWeight', self.maxWeight) end self.setJob = function(job, grade) grade = tostring(grade) local lastJob = json.decode(json.encode(self.job)) if ESX.DoesJobExist(job, grade) then local jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade] self.job.id = jobObject.id self.job.name = jobObject.name self.job.label = jobObject.label self.job.grade = tonumber(grade) self.job.grade_name = gradeObject.name self.job.grade_label = gradeObject.label self.job.grade_salary = gradeObject.salary if gradeObject.skin_male then self.job.skin_male = json.decode(gradeObject.skin_male) else self.job.skin_male = {} end if gradeObject.skin_female then self.job.skin_female = json.decode(gradeObject.skin_female) else self.job.skin_female = {} end TriggerEvent('esx:setJob', self.source, self.job, lastJob) self.triggerEvent('esx:setJob', self.job) else print(('[es_extended] [^3WARNING^7] Ignoring invalid .setJob() usage for "%s"'):format(self.identifier)) end end self.addWeapon = function(weaponName, ammo) if not self.hasWeapon(weaponName) then local weaponLabel = ESX.GetWeaponLabel(weaponName) table.insert(self.loadout, { name = weaponName, ammo = ammo, label = weaponLabel, components = {}, tintIndex = 0 }) self.triggerEvent('esx:addWeapon', weaponName, ammo) self.triggerEvent('esx:addInventoryItem', weaponLabel, false, true) end end self.addWeaponComponent = function(weaponName, weaponComponent) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then local component = ESX.GetWeaponComponent(weaponName, weaponComponent) if component then if not self.hasWeaponComponent(weaponName, weaponComponent) then table.insert(self.loadout[loadoutNum].components, weaponComponent) self.triggerEvent('esx:addWeaponComponent', weaponName, weaponComponent) self.triggerEvent('esx:addInventoryItem', component.label, false, true) end end end end self.addWeaponAmmo = function(weaponName, ammoCount) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then weapon.ammo = weapon.ammo + ammoCount self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo) end end self.updateWeaponAmmo = function(weaponName, ammoCount) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then if ammoCount < weapon.ammo then weapon.ammo = ammoCount end end end self.setWeaponTint = function(weaponName, weaponTintIndex) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then local weaponNum, weaponObject = ESX.GetWeapon(weaponName) if weaponObject.tints and weaponObject.tints[weaponTintIndex] then self.loadout[loadoutNum].tintIndex = weaponTintIndex self.triggerEvent('esx:setWeaponTint', weaponName, weaponTintIndex) self.triggerEvent('esx:addInventoryItem', weaponObject.tints[weaponTintIndex], false, true) end end end self.getWeaponTint = function(weaponName) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then return weapon.tintIndex end return 0 end self.removeWeapon = function(weaponName) local weaponLabel for k,v in ipairs(self.loadout) do if v.name == weaponName then weaponLabel = v.label for k2,v2 in ipairs(v.components) do self.removeWeaponComponent(weaponName, v2) end table.remove(self.loadout, k) break end end if weaponLabel then self.triggerEvent('esx:removeWeapon', weaponName) self.triggerEvent('esx:removeInventoryItem', weaponLabel, false, true) end end self.removeWeaponComponent = function(weaponName, weaponComponent) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then local component = ESX.GetWeaponComponent(weaponName, weaponComponent) if component then if self.hasWeaponComponent(weaponName, weaponComponent) then for k,v in ipairs(self.loadout[loadoutNum].components) do if v == weaponComponent then table.remove(self.loadout[loadoutNum].components, k) break end end self.triggerEvent('esx:removeWeaponComponent', weaponName, weaponComponent) self.triggerEvent('esx:removeInventoryItem', component.label, false, true) end end end end self.removeWeaponAmmo = function(weaponName, ammoCount) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then weapon.ammo = weapon.ammo - ammoCount self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo) end end self.hasWeaponComponent = function(weaponName, weaponComponent) local loadoutNum, weapon = self.getWeapon(weaponName) if weapon then for k,v in ipairs(weapon.components) do if v == weaponComponent then return true end end return false else return false end end self.hasWeapon = function(weaponName) for k,v in ipairs(self.loadout) do if v.name == weaponName then return true end end return false end self.getWeapon = function(weaponName) for k,v in ipairs(self.loadout) do if v.name == weaponName then return k, v end end return end self.showNotification = function(msg) self.triggerEvent('esx:showNotification', msg) end self.showHelpNotification = function(msg, thisFrame, beep, duration) self.triggerEvent('esx:showHelpNotification', msg, thisFrame, beep, duration) end return self end