mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-08-29 17:28:53 +00:00
540 lines
14 KiB
Lua
540 lines
14 KiB
Lua
local isLoadoutLoaded, isPaused, isDead, isFirstSpawn, pickups = false, false, false, true, {}
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RegisterNetEvent('esx:playerLoaded')
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AddEventHandler('esx:playerLoaded', function(xPlayer)
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ESX.PlayerLoaded = true
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ESX.PlayerData = xPlayer
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if Config.EnableHud then
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for k,v in ipairs(xPlayer.accounts) do
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local accountTpl = '<div><img src="img/accounts/' .. v.name .. '.png"/> {{money}}</div>'
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ESX.UI.HUD.RegisterElement('account_' .. v.name, k - 1, 0, accountTpl, {
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money = 0
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})
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ESX.UI.HUD.UpdateElement('account_' .. v.name, {
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money = ESX.Math.GroupDigits(v.money)
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})
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end
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local jobTpl = '<div>{{job_label}} - {{grade_label}}</div>'
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if xPlayer.job.grade_label == '' then
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jobTpl = '<div>{{job_label}}</div>'
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end
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ESX.UI.HUD.RegisterElement('job', #xPlayer.accounts, 0, jobTpl, {
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job_label = '',
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grade_label = ''
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})
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ESX.UI.HUD.UpdateElement('job', {
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job_label = xPlayer.job.label,
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grade_label = xPlayer.job.grade_label
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})
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else
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TriggerEvent('es:setMoneyDisplay', 0.0)
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end
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end)
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RegisterNetEvent('esx:setMaxWeight')
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AddEventHandler('esx:setMaxWeight', function(newMaxWeight)
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ESX.PlayerData.maxWeight = newMaxWeight
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end)
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AddEventHandler('playerSpawned', function()
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while not ESX.PlayerLoaded do
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Citizen.Wait(10)
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end
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TriggerEvent('esx:restoreLoadout')
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if isFirstSpawn then
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ESX.Game.Teleport(PlayerPedId(), ESX.PlayerData.coords)
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isFirstSpawn = false
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end
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isLoadoutLoaded, isDead = true, false
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if Config.EnablePvP then
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SetCanAttackFriendly(PlayerPedId(), true, false)
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NetworkSetFriendlyFireOption(true)
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end
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end)
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AddEventHandler('esx:onPlayerDeath', function() isDead = true end)
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AddEventHandler('skinchanger:loadDefaultModel', function() isLoadoutLoaded = false end)
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AddEventHandler('skinchanger:modelLoaded', function()
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while not ESX.PlayerLoaded do
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Citizen.Wait(1)
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end
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TriggerEvent('esx:restoreLoadout')
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end)
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AddEventHandler('esx:restoreLoadout', function()
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local playerPed = PlayerPedId()
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local ammoTypes = {}
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RemoveAllPedWeapons(playerPed, true)
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for k,v in ipairs(ESX.PlayerData.loadout) do
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local weaponName = v.name
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local weaponHash = GetHashKey(weaponName)
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GiveWeaponToPed(playerPed, weaponHash, 0, false, false)
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local ammoType = GetPedAmmoTypeFromWeapon(playerPed, weaponHash)
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for k2,v2 in ipairs(v.components) do
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local componentHash = ESX.GetWeaponComponent(weaponName, v2).hash
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GiveWeaponComponentToPed(playerPed, weaponHash, componentHash)
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end
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if not ammoTypes[ammoType] then
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AddAmmoToPed(playerPed, weaponHash, v.ammo)
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ammoTypes[ammoType] = true
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end
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end
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isLoadoutLoaded = true
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end)
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RegisterNetEvent('esx:setAccountMoney')
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AddEventHandler('esx:setAccountMoney', function(account)
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for k,v in ipairs(ESX.PlayerData.accounts) do
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if v.name == account.name then
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ESX.PlayerData.accounts[k] = account
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break
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end
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end
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if Config.EnableHud then
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ESX.UI.HUD.UpdateElement('account_' .. account.name, {
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money = ESX.Math.GroupDigits(account.money)
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})
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end
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end)
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RegisterNetEvent('es:activateMoney')
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AddEventHandler('es:activateMoney', function(money)
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ESX.PlayerData.money = money
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end)
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RegisterNetEvent('esx:addInventoryItem')
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AddEventHandler('esx:addInventoryItem', function(item, count, showNotification)
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for k,v in ipairs(ESX.PlayerData.inventory) do
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if v.name == item then
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ESX.UI.ShowInventoryItemNotification(true, v.label, count - v.count)
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ESX.PlayerData.inventory[k].count = count
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break
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end
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end
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if showNotification then
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ESX.UI.ShowInventoryItemNotification(true, item, count)
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end
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if ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
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ESX.ShowInventory()
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end
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end)
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RegisterNetEvent('esx:removeInventoryItem')
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AddEventHandler('esx:removeInventoryItem', function(item, count, showNotification)
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for k,v in ipairs(ESX.PlayerData.inventory) do
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if v.name == item then
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ESX.UI.ShowInventoryItemNotification(false, v.label, v.count - count)
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ESX.PlayerData.inventory[k].count = count
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break
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end
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end
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if showNotification then
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ESX.UI.ShowInventoryItemNotification(false, item, count)
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end
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if ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
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ESX.ShowInventory()
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end
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end)
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RegisterNetEvent('esx:setJob')
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AddEventHandler('esx:setJob', function(job)
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ESX.PlayerData.job = job
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end)
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RegisterNetEvent('esx:addWeapon')
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AddEventHandler('esx:addWeapon', function(weaponName, ammo)
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local playerPed = PlayerPedId()
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local weaponHash = GetHashKey(weaponName)
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GiveWeaponToPed(playerPed, weaponHash, ammo, false, false)
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end)
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RegisterNetEvent('esx:addWeaponComponent')
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AddEventHandler('esx:addWeaponComponent', function(weaponName, weaponComponent)
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local playerPed = PlayerPedId()
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local weaponHash = GetHashKey(weaponName)
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local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash
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GiveWeaponComponentToPed(playerPed, weaponHash, componentHash)
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end)
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RegisterNetEvent('esx:setWeaponAmmo')
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AddEventHandler('esx:setWeaponAmmo', function(weaponName, weaponAmmo)
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local playerPed = PlayerPedId()
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local weaponHash = GetHashKey(weaponName)
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SetPedAmmo(playerPed, weaponHash, weaponAmmo)
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end)
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RegisterNetEvent('esx:removeWeapon')
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AddEventHandler('esx:removeWeapon', function(weaponName, ammo)
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local playerPed = PlayerPedId()
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local weaponHash = GetHashKey(weaponName)
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RemoveWeaponFromPed(playerPed, weaponHash)
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if ammo then
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local pedAmmo = GetAmmoInPedWeapon(playerPed, weaponHash)
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local finalAmmo = math.floor(pedAmmo - ammo)
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SetPedAmmo(playerPed, weaponHash, finalAmmo)
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else
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SetPedAmmo(playerPed, weaponHash, 0) -- remove leftover ammo
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end
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end)
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RegisterNetEvent('esx:removeWeaponComponent')
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AddEventHandler('esx:removeWeaponComponent', function(weaponName, weaponComponent)
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local playerPed = PlayerPedId()
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local weaponHash = GetHashKey(weaponName)
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local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash
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RemoveWeaponComponentFromPed(playerPed, weaponHash, componentHash)
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end)
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RegisterNetEvent('esx:teleport')
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AddEventHandler('esx:teleport', function(coords)
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local playerPed = PlayerPedId()
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-- ensure decmial number
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coords.x = coords.x + 0.0
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coords.y = coords.y + 0.0
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coords.z = coords.z + 0.0
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ESX.Game.Teleport(playerPed, coords)
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end)
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RegisterNetEvent('esx:setJob')
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AddEventHandler('esx:setJob', function(job)
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if Config.EnableHud then
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ESX.UI.HUD.UpdateElement('job', {
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job_label = job.label,
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grade_label = job.grade_label
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})
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end
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end)
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RegisterNetEvent('esx:spawnVehicle')
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AddEventHandler('esx:spawnVehicle', function(vehicle)
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local model = (type(vehicle) == 'number' and vehicle or GetHashKey(vehicle))
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if IsModelInCdimage(model) then
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local playerPed = PlayerPedId()
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local coords = GetEntityCoords(playerPed)
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ESX.Game.SpawnVehicle(model, coords, 90.0, function(vehicle)
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TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
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end)
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else
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TriggerEvent('chat:addMessage', { args = { '^1SYSTEM', 'Invalid vehicle model.' } })
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end
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end)
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RegisterNetEvent('esx:createPickup')
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AddEventHandler('esx:createPickup', function(pickupId, label, playerId, type, name, components)
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local playerPed = GetPlayerPed(GetPlayerFromServerId(playerId))
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local entityCoords, forward, pickupObject = GetEntityCoords(playerPed), GetEntityForwardVector(playerPed)
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local objectCoords = (entityCoords + forward * 1.0)
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if type == 'item_weapon' then
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ESX.Streaming.RequestWeaponAsset(GetHashKey(name))
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pickupObject = CreateWeaponObject(GetHashKey(name), 50, objectCoords, true, 1.0, 0)
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for k,v in ipairs(components) do
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local component = ESX.GetWeaponComponent(name, v)
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GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
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end
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else
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ESX.Game.SpawnLocalObject('prop_money_bag_01', objectCoords, function(obj)
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pickupObject = obj
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end)
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while not pickupObject do
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Citizen.Wait(10)
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end
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end
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SetEntityAsMissionEntity(pickupObject, true, false)
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PlaceObjectOnGroundProperly(pickupObject)
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FreezeEntityPosition(pickupObject, true)
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pickups[pickupId] = {
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id = pickupId,
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obj = pickupObject,
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label = label,
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inRange = false,
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coords = objectCoords
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}
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end)
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RegisterNetEvent('esx:createMissingPickups')
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AddEventHandler('esx:createMissingPickups', function(missingPickups)
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for pickupId,pickup in pairs(missingPickups) do
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local pickupObject = nil
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if pickup.type == 'item_weapon' then
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ESX.Streaming.RequestWeaponAsset(GetHashKey(pickup.name))
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pickupObject = CreateWeaponObject(GetHashKey(pickup.name), 50, pickup.coords.x, pickup.coords.y, pickup.coords.z, true, 1.0, 0)
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for k,componentName in ipairs(pickup.components) do
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local component = ESX.GetWeaponComponent(pickup.name, componentName)
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GiveWeaponComponentToWeaponObject(pickupObject, component.hash)
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end
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else
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ESX.Game.SpawnLocalObject('prop_money_bag_01', pickup.coords, function(obj)
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pickupObject = obj
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end)
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while not pickupObject do
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Citizen.Wait(10)
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end
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end
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SetEntityAsMissionEntity(pickupObject, true, false)
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PlaceObjectOnGroundProperly(pickupObject)
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FreezeEntityPosition(pickupObject, true)
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pickups[pickupId] = {
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id = pickupId,
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obj = pickupObject,
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label = pickup.label,
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inRange = false,
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coords = vector3(pickup.coords.x, pickup.coords.y, pickup.coords.z)
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}
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end
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end)
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RegisterNetEvent('esx:removePickup')
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AddEventHandler('esx:removePickup', function(id)
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ESX.Game.DeleteObject(pickups[id].obj)
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pickups[id] = nil
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end)
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RegisterNetEvent('esx:deleteVehicle')
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AddEventHandler('esx:deleteVehicle', function(radius)
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local playerPed = PlayerPedId()
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if radius and tonumber(radius) then
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radius = tonumber(radius) + 0.01
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local vehicles = ESX.Game.GetVehiclesInArea(GetEntityCoords(playerPed), radius)
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for k,entity in ipairs(vehicles) do
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local attempt = 0
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while not NetworkHasControlOfEntity(entity) and attempt < 100 and DoesEntityExist(entity) do
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Citizen.Wait(100)
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NetworkRequestControlOfEntity(entity)
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attempt = attempt + 1
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end
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if DoesEntityExist(entity) and NetworkHasControlOfEntity(entity) then
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ESX.Game.DeleteVehicle(entity)
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end
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end
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else
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local vehicle, attempt = ESX.Game.GetVehicleInDirection(), 0
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if IsPedInAnyVehicle(playerPed, true) then
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vehicle = GetVehiclePedIsIn(playerPed, false)
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end
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while not NetworkHasControlOfEntity(vehicle) and attempt < 100 and DoesEntityExist(vehicle) do
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Citizen.Wait(100)
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NetworkRequestControlOfEntity(vehicle)
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attempt = attempt + 1
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end
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if DoesEntityExist(vehicle) and NetworkHasControlOfEntity(vehicle) then
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ESX.Game.DeleteVehicle(vehicle)
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end
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end
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end)
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-- Pause menu disables HUD display
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if Config.EnableHud then
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(300)
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if IsPauseMenuActive() and not isPaused then
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isPaused = true
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TriggerEvent('es:setMoneyDisplay', 0.0)
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ESX.UI.HUD.SetDisplay(0.0)
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elseif not IsPauseMenuActive() and isPaused then
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isPaused = false
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TriggerEvent('es:setMoneyDisplay', 1.0)
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ESX.UI.HUD.SetDisplay(1.0)
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end
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end
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end)
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end
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-- Save loadout
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Citizen.CreateThread(function()
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local lastLoadout = {}
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while true do
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Citizen.Wait(5000)
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local playerPed, loadout, loadoutChanged = PlayerPedId(), {}, false
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for k,v in ipairs(Config.Weapons) do
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local weaponName = v.name
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local weaponHash = GetHashKey(weaponName)
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local weaponComponents = {}
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if HasPedGotWeapon(playerPed, weaponHash, false) then
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local ammo = GetAmmoInPedWeapon(playerPed, weaponHash)
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for k2,v2 in ipairs(v.components) do
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if HasPedGotWeaponComponent(playerPed, weaponHash, v2.hash) then
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table.insert(weaponComponents, v2.name)
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end
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end
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if not lastLoadout[weaponName] or lastLoadout[weaponName] ~= ammo then
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loadoutChanged = true
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end
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lastLoadout[weaponName] = ammo
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table.insert(loadout, {
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name = weaponName,
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ammo = ammo,
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label = v.label,
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components = weaponComponents
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})
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else
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if lastLoadout[weaponName] then
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loadoutChanged = true
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end
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lastLoadout[weaponName] = nil
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end
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end
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if loadoutChanged and isLoadoutLoaded then
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ESX.PlayerData.loadout = loadout
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end
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end
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end)
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RegisterCommand('showinventory', function()
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if not isDead and not ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
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ESX.ShowInventory()
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end
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end, false)
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RegisterKeyMapping('showinventory', _U('keymap_showinventory'), 'keyboard', 'F2')
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-- Disable wanted level
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if Config.DisableWantedLevel then
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(0)
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local playerId = PlayerId()
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if GetPlayerWantedLevel(playerId) ~= 0 then
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SetPlayerWantedLevel(playerId, 0, false)
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SetPlayerWantedLevelNow(playerId, false)
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end
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end
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end)
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end
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-- Pickups
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Citizen.CreateThread(function()
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while true do
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Citizen.Wait(0)
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local playerPed = PlayerPedId()
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local playerCoords, letSleep = GetEntityCoords(playerPed), true
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local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
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for k,v in pairs(pickups) do
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local distance = #(playerCoords - v.coords)
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if distance < 5 then
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local label = v.label
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letSleep = false
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if distance < 1 then
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if IsControlJustReleased(0, 38) then
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if IsPedOnFoot(playerPed) and (closestDistance == -1 or closestDistance > 3) and not v.inRange then
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v.inRange = true
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local dict, anim = 'weapons@first_person@aim_rng@generic@projectile@sticky_bomb@', 'plant_floor'
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ESX.Streaming.RequestAnimDict(dict)
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TaskPlayAnim(playerPed, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
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Citizen.Wait(1000)
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TriggerServerEvent('esx:onPickup', v.id)
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PlaySoundFrontend(-1, 'PICK_UP', 'HUD_FRONTEND_DEFAULT_SOUNDSET', false)
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end
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end
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label = ('%s~n~%s'):format(label, _U('threw_pickup_prompt'))
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end
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ESX.Game.Utils.DrawText3D({
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x = v.coords.x,
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y = v.coords.y,
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z = v.coords.z + 0.25
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}, label, 1.2, 1)
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elseif v.inRange then
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v.inRange = false
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end
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end
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if letSleep then
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Citizen.Wait(500)
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end
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end
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end)
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-- Update current player coords
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Citizen.CreateThread(function()
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local previousCoords = vector3(0, 0, 0)
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-- wait for player to restore coords
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while not isLoadoutLoaded do
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Citizen.Wait(1000)
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end
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while true do
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Citizen.Wait(Config.CoordsSyncInterval)
|
|
local playerPed = PlayerPedId()
|
|
local playerCoords = GetEntityCoords(playerPed)
|
|
local distance = #(playerCoords - previousCoords)
|
|
|
|
if distance > 10 then
|
|
previousCoords = playerCoords
|
|
local playerHeading = ESX.Math.Round(GetEntityHeading(playerPed), 1)
|
|
local formattedCoords = {x = ESX.Math.Round(playerCoords.x, 1), y = ESX.Math.Round(playerCoords.y, 1), z = ESX.Math.Round(playerCoords.z, 1), heading = playerHeading}
|
|
TriggerServerEvent('esx:updateCoords', formattedCoords)
|
|
end
|
|
end
|
|
end)
|