Files
esx_core/[esx]/es_extended/client/functions.lua
T

1459 lines
50 KiB
Lua

ESX = {}
Core = {}
ESX.PlayerData = {}
ESX.PlayerLoaded = false
Core.CurrentRequestId = 0
Core.ServerCallbacks = {}
Core.TimeoutCallbacks = {}
Core.Input = {}
ESX.UI = {}
ESX.UI.HUD = {}
ESX.UI.HUD.RegisteredElements = {}
ESX.UI.Menu = {}
ESX.UI.Menu.RegisteredTypes = {}
ESX.UI.Menu.Opened = {}
ESX.Game = {}
ESX.Game.Utils = {}
ESX.Scaleform = {}
ESX.Scaleform.Utils = {}
ESX.Streaming = {}
function ESX.SetTimeout(msec, cb)
table.insert(Core.TimeoutCallbacks, {
time = GetGameTimer() + msec,
cb = cb
})
return #Core.TimeoutCallbacks
end
function ESX.ClearTimeout(i)
Core.TimeoutCallbacks[i] = nil
end
function ESX.IsPlayerLoaded()
return ESX.PlayerLoaded
end
function ESX.GetPlayerData()
return ESX.PlayerData
end
function ESX.SearchInventory(items, count)
if type(items) == 'string' then
items = {items}
end
local returnData = {}
local itemCount = #items
for i = 1, itemCount do
local itemName = items[i]
returnData[itemName] = count and 0
for _, item in pairs(ESX.PlayerData.inventory) do
if item.name == itemName then
if count then
returnData[itemName] = returnData[itemName] + item.count
else
returnData[itemName] = item
end
end
end
end
if next(returnData) then
return itemCount == 1 and returnData[items[1]] or returnData
end
end
function ESX.SetPlayerData(key, val)
local current = ESX.PlayerData[key]
ESX.PlayerData[key] = val
if key ~= 'inventory' and key ~= 'loadout' then
if type(val) == 'table' or val ~= current then
TriggerEvent('esx:setPlayerData', key, val, current)
end
end
end
function ESX.Progressbar(message, length, Options)
exports["esx_progressbar"]:Progressbar(message, length, Options)
end
function ESX.ShowNotification(message, type, length)
if GetResourceState("esx_notify") ~= "missing" then
exports["esx_notify"]:Notify(type, length, message)
else
print("[ERROR] Missing esx_notify")
end
end
function ESX.TextUI(message, type)
if GetResourceState("esx_textui") ~= "missing" then
exports["esx_textui"]:TextUI(message, type)
else
print("[ERROR] Missing ESX TextUI!")
return
end
end
function ESX.HideUI()
if GetResourceState("esx_textui") ~= "missing" then
exports["esx_textui"]:HideUI()
else
print("[ERROR] Missing ESX TextUI!")
return
end
end
function ESX.ShowAdvancedNotification(sender, subject, msg, textureDict, iconType, flash, saveToBrief, hudColorIndex)
if saveToBrief == nil then
saveToBrief = true
end
AddTextEntry('esxAdvancedNotification', msg)
BeginTextCommandThefeedPost('esxAdvancedNotification')
if hudColorIndex then
ThefeedSetNextPostBackgroundColor(hudColorIndex)
end
EndTextCommandThefeedPostMessagetext(textureDict, textureDict, false, iconType, sender, subject)
EndTextCommandThefeedPostTicker(flash or false, saveToBrief)
end
function ESX.ShowHelpNotification(msg, thisFrame, beep, duration)
AddTextEntry('esxHelpNotification', msg)
if thisFrame then
DisplayHelpTextThisFrame('esxHelpNotification', false)
else
if beep == nil then
beep = true
end
BeginTextCommandDisplayHelp('esxHelpNotification')
EndTextCommandDisplayHelp(0, false, beep, duration or -1)
end
end
function ESX.ShowFloatingHelpNotification(msg, coords)
AddTextEntry('esxFloatingHelpNotification', msg)
SetFloatingHelpTextWorldPosition(1, coords)
SetFloatingHelpTextStyle(1, 1, 2, -1, 3, 0)
BeginTextCommandDisplayHelp('esxFloatingHelpNotification')
EndTextCommandDisplayHelp(2, false, false, -1)
end
ESX.HashString = function(str)
local format = string.format
local upper = string.upper
local gsub = string.gsub
local hash = joaat(str)
local input_map = format("~INPUT_%s~", upper(format("%x", hash)))
input_map = string.gsub(input_map, "FFFFFFFF", "")
return input_map
end
if GetResourceState("esx_context") ~= "missing" then
function ESX.OpenContext(...)
exports["esx_context"]:Open(...)
end
function ESX.PreviewContext(...)
exports["esx_context"]:Preview(...)
end
function ESX.CloseContext(...)
exports["esx_context"]:Close(...)
end
function ESX.RefreshContext(...)
exports["esx_context"]:Refresh(...)
end
else
function ESX.OpenContext()
print("[ERROR] Tried to open context menu, but esx_context is missing!")
end
function ESX.PreviewContext()
print("[ERROR] Tried to preview context menu, but esx_context is missing!")
end
function ESX.CloseContext()
print("[ERROR] Tried to close context menu, but esx_context is missing!")
end
function ESX.RefreshContext()
print("[ERROR] Tried to close context menu, but esx_context is missing!")
end
end
ESX.RegisterInput = function(command_name, label, input_group, key, on_press, on_release)
RegisterCommand(on_release ~= nil and "+" .. command_name or command_name, on_press)
Core.Input[command_name] = on_release ~= nil and ESX.HashString("+" .. command_name) or ESX.HashString(command_name)
if on_release then
RegisterCommand("-" .. command_name, on_release)
end
RegisterKeyMapping(on_release ~= nil and "+" .. command_name or command_name, label, input_group, key)
end
function ESX.TriggerServerCallback(name, cb, ...)
Core.ServerCallbacks[Core.CurrentRequestId] = cb
TriggerServerEvent('esx:triggerServerCallback', name, Core.CurrentRequestId, ...)
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,
close = close
}
end
function ESX.UI.Menu.Open(type, namespace, name, data, submit, cancel, change, close)
local menu = {}
menu.type = type
menu.namespace = namespace
menu.name = name
menu.data = data
menu.submit = submit
menu.cancel = cancel
menu.change = change
menu.close = function()
ESX.UI.Menu.RegisteredTypes[type].close(namespace, name)
for i = 1, #ESX.UI.Menu.Opened, 1 do
if ESX.UI.Menu.Opened[i] then
if ESX.UI.Menu.Opened[i].type == type and ESX.UI.Menu.Opened[i].namespace == namespace and
ESX.UI.Menu.Opened[i].name == name then
ESX.UI.Menu.Opened[i] = nil
end
end
end
if close then
close()
end
end
menu.update = function(query, newData)
for i = 1, #menu.data.elements, 1 do
local match = true
for k, v in pairs(query) do
if menu.data.elements[i][k] ~= v then
match = false
end
end
if match then
for k, v in pairs(newData) do
menu.data.elements[i][k] = v
end
end
end
end
menu.refresh = function()
ESX.UI.Menu.RegisteredTypes[type].open(namespace, name, menu.data)
end
menu.setElement = function(i, key, val)
menu.data.elements[i][key] = val
end
menu.setElements = function(newElements)
menu.data.elements = newElements
end
menu.setTitle = function(val)
menu.data.title = val
end
menu.removeElement = function(query)
for i = 1, #menu.data.elements, 1 do
for k, v in pairs(query) do
if menu.data.elements[i] then
if menu.data.elements[i][k] == v then
table.remove(menu.data.elements, i)
break
end
end
end
end
end
ESX.UI.Menu.Opened[#ESX.UI.Menu.Opened + 1] = menu
ESX.UI.Menu.RegisteredTypes[type].open(namespace, name, data)
return menu
end
function ESX.UI.Menu.Close(type, namespace, name)
for i = 1, #ESX.UI.Menu.Opened, 1 do
if ESX.UI.Menu.Opened[i] then
if ESX.UI.Menu.Opened[i].type == type and ESX.UI.Menu.Opened[i].namespace == namespace and
ESX.UI.Menu.Opened[i].name == name then
ESX.UI.Menu.Opened[i].close()
ESX.UI.Menu.Opened[i] = nil
end
end
end
end
function ESX.UI.Menu.CloseAll()
for i = 1, #ESX.UI.Menu.Opened, 1 do
if ESX.UI.Menu.Opened[i] then
ESX.UI.Menu.Opened[i].close()
ESX.UI.Menu.Opened[i] = nil
end
end
end
function ESX.UI.Menu.GetOpened(type, namespace, name)
for i = 1, #ESX.UI.Menu.Opened, 1 do
if ESX.UI.Menu.Opened[i] then
if ESX.UI.Menu.Opened[i].type == type and ESX.UI.Menu.Opened[i].namespace == namespace and
ESX.UI.Menu.Opened[i].name == name then
return ESX.UI.Menu.Opened[i]
end
end
end
end
function ESX.UI.Menu.GetOpenedMenus()
return ESX.UI.Menu.Opened
end
function ESX.UI.Menu.IsOpen(type, namespace, name)
return ESX.UI.Menu.GetOpened(type, namespace, name) ~= nil
end
function ESX.UI.ShowInventoryItemNotification(add, item, count)
SendNUIMessage({
action = 'inventoryNotification',
add = add,
item = item,
count = count
})
end
function ESX.Game.GetPedMugshot(ped, transparent)
if not DoesEntityExist(ped) then return end
local mugshot = transparent and RegisterPedheadshotTransparent(ped) or RegisterPedheadshot(ped)
while not IsPedheadshotReady(mugshot) do
Wait(0)
end
return mugshot, GetPedheadshotTxdString(mugshot)
end
function ESX.Game.Teleport(entity, coords, cb)
local vector = type(coords) == "vector4" and coords or type(coords) == "vector3" and vector4(coords, 0.0) or
vec(coords.x, coords.y, coords.z, coords.heading or 0.0)
if DoesEntityExist(entity) then
RequestCollisionAtCoord(vector.xyz)
while not HasCollisionLoadedAroundEntity(entity) do
Wait(0)
end
SetEntityCoords(entity, vector.xyz, false, false, false, false)
SetEntityHeading(entity, vector.w)
end
if cb then
cb()
end
end
function ESX.Game.SpawnObject(object, coords, cb, networked)
networked = networked == nil and true or networked
if networked then
ESX.TriggerServerCallback('esx:Onesync:SpawnObject', function(NetworkID)
if cb then
local obj = NetworkGetEntityFromNetworkId(NetworkID)
local Tries = 0
while not DoesEntityExist(obj) do
obj = NetworkGetEntityFromNetworkId(NetworkID)
Wait(0)
Tries += 1
if Tries > 250 then
break
end
end
cb(obj)
end
end, object, coords, 0.0)
else
local model = type(object) == 'number' and object or joaat(object)
local vector = type(coords) == "vector3" and coords or vec(coords.x, coords.y, coords.z)
CreateThread(function()
ESX.Streaming.RequestModel(model)
local obj = CreateObject(model, vector.xyz, networked, false, true)
if cb then
cb(obj)
end
end)
end
end
function ESX.Game.SpawnLocalObject(object, coords, cb)
ESX.Game.SpawnObject(object, coords, cb, false)
end
function ESX.Game.DeleteVehicle(vehicle)
SetEntityAsMissionEntity(vehicle, true, true)
DeleteVehicle(vehicle)
end
function ESX.Game.DeleteObject(object)
SetEntityAsMissionEntity(object, false, true)
DeleteObject(object)
end
function ESX.Game.SpawnVehicle(vehicle, coords, heading, cb, networked)
local model = (type(vehicle) == 'number' and vehicle or joaat(vehicle))
local vector = type(coords) == "vector3" and coords or vec(coords.x, coords.y, coords.z)
networked = networked == nil and true or networked
if networked then
local isAutomobile = IsThisModelACar(model)
if isAutomobile ~= false then isAutomobile = true end
ESX.TriggerServerCallback('esx:Onesync:SpawnVehicle',function(NetID)
if NetID then
local Tries = 0
SetNetworkIdCanMigrate(NetID, true)
local vehicle = NetworkGetEntityFromNetworkId(NetID)
while not DoesEntityExist(vehicle) do
Wait(0)
vehicle = NetworkGetEntityFromNetworkId(NetID)
Tries += 1
if Tries > 250 then
break
end
end
Tries = 0
NetworkRequestControlOfEntity(vehicle)
while not NetworkHasControlOfEntity(vehicle) do
Wait(0)
Tries += 1
if Tries > 250 then
break
end
end
SetEntityAsMissionEntity(vehicle, true, true)
SetVehicleHasBeenOwnedByPlayer(vehicle, true)
SetVehicleNeedsToBeHotwired(vehicle, false)
SetModelAsNoLongerNeeded(model)
SetVehRadioStation(vehicle, 'OFF')
if cb then
cb(vehicle)
end
end
end, model, vector, heading, isAutomobile)
else
CreateThread(function()
ESX.Streaming.RequestModel(model)
local vehicle = CreateVehicle(model, vector.xyz, heading, networked, false)
if networked then
local id = NetworkGetNetworkIdFromEntity(vehicle)
SetNetworkIdCanMigrate(id, true)
SetEntityAsMissionEntity(vehicle, true, false)
end
SetVehicleHasBeenOwnedByPlayer(vehicle, true)
SetVehicleNeedsToBeHotwired(vehicle, false)
SetModelAsNoLongerNeeded(model)
SetVehRadioStation(vehicle, 'OFF')
RequestCollisionAtCoord(vector.xyz)
while not HasCollisionLoadedAroundEntity(vehicle) do
Wait(0)
end
if cb then
cb(vehicle)
end
end)
end
end
function ESX.Game.SpawnLocalVehicle(vehicle, coords, heading, cb)
ESX.Game.SpawnVehicle(vehicle, coords, heading, cb, false)
end
function ESX.Game.IsVehicleEmpty(vehicle)
local passengers = GetVehicleNumberOfPassengers(vehicle)
local driverSeatFree = IsVehicleSeatFree(vehicle, -1)
return passengers == 0 and driverSeatFree
end
function ESX.Game.GetObjects() -- Leave the function for compatibility
return GetGamePool('CObject')
end
function ESX.Game.GetPeds(onlyOtherPeds)
local peds, myPed, pool = {}, ESX.PlayerData.ped, GetGamePool('CPed')
for i = 1, #pool do
if ((onlyOtherPeds and pool[i] ~= myPed) or not onlyOtherPeds) then
peds[#peds + 1] = pool[i]
end
end
return peds
end
function ESX.Game.GetVehicles() -- Leave the function for compatibility
return GetGamePool('CVehicle')
end
function ESX.Game.GetPlayers(onlyOtherPlayers, returnKeyValue, returnPeds)
local players, myPlayer = {}, PlayerId()
for k, player in ipairs(GetActivePlayers()) do
local ped = GetPlayerPed(player)
if DoesEntityExist(ped) and ((onlyOtherPlayers and player ~= myPlayer) or not onlyOtherPlayers) then
if returnKeyValue then
players[player] = ped
else
players[#players + 1] = returnPeds and ped or player
end
end
end
return players
end
function ESX.Game.GetClosestObject(coords, modelFilter)
return ESX.Game.GetClosestEntity(ESX.Game.GetObjects(), false, coords, modelFilter)
end
function ESX.Game.GetClosestPed(coords, modelFilter)
return ESX.Game.GetClosestEntity(ESX.Game.GetPeds(true), false, coords, modelFilter)
end
function ESX.Game.GetClosestPlayer(coords)
return ESX.Game.GetClosestEntity(ESX.Game.GetPlayers(true, true), true, coords, nil)
end
function ESX.Game.GetClosestVehicle(coords, modelFilter)
return ESX.Game.GetClosestEntity(ESX.Game.GetVehicles(), false, coords, modelFilter)
end
local function EnumerateEntitiesWithinDistance(entities, isPlayerEntities, coords, maxDistance)
local nearbyEntities = {}
if coords then
coords = vector3(coords.x, coords.y, coords.z)
else
local playerPed = ESX.PlayerData.ped
coords = GetEntityCoords(playerPed)
end
for k, entity in pairs(entities) do
local distance = #(coords - GetEntityCoords(entity))
if distance <= maxDistance then
nearbyEntities[#nearbyEntities + 1] = isPlayerEntities and k or entity
end
end
return nearbyEntities
end
function ESX.Game.GetPlayersInArea(coords, maxDistance)
return EnumerateEntitiesWithinDistance(ESX.Game.GetPlayers(true, true), true, coords, maxDistance)
end
function ESX.Game.GetVehiclesInArea(coords, maxDistance)
return EnumerateEntitiesWithinDistance(ESX.Game.GetVehicles(), false, coords, maxDistance)
end
function ESX.Game.IsSpawnPointClear(coords, maxDistance)
return #ESX.Game.GetVehiclesInArea(coords, maxDistance) == 0
end
function ESX.Game.GetClosestEntity(entities, isPlayerEntities, coords, modelFilter)
local closestEntity, closestEntityDistance, filteredEntities = -1, -1, nil
if coords then
coords = vector3(coords.x, coords.y, coords.z)
else
local playerPed = ESX.PlayerData.ped
coords = GetEntityCoords(playerPed)
end
if modelFilter then
filteredEntities = {}
for k, entity in pairs(entities) do
if modelFilter[GetEntityModel(entity)] then
filteredEntities[#filteredEntities + 1] = entity
end
end
end
for k, entity in pairs(filteredEntities or entities) do
local distance = #(coords - GetEntityCoords(entity))
if closestEntityDistance == -1 or distance < closestEntityDistance then
closestEntity, closestEntityDistance = isPlayerEntities and k or entity, distance
end
end
return closestEntity, closestEntityDistance
end
function ESX.Game.GetVehicleInDirection()
local playerPed = ESX.PlayerData.ped
local playerCoords = GetEntityCoords(playerPed)
local inDirection = GetOffsetFromEntityInWorldCoords(playerPed, 0.0, 5.0, 0.0)
local rayHandle = StartExpensiveSynchronousShapeTestLosProbe(playerCoords, inDirection, 10, playerPed, 0)
local numRayHandle, hit, endCoords, surfaceNormal, entityHit = GetShapeTestResult(rayHandle)
if hit == 1 and GetEntityType(entityHit) == 2 then
local entityCoords = GetEntityCoords(entityHit)
return entityHit, entityCoords
end
return nil
end
function ESX.Game.GetVehicleProperties(vehicle)
if DoesEntityExist(vehicle) then
local colorPrimary, colorSecondary = GetVehicleColours(vehicle)
local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
local hasCustomPrimaryColor = GetIsVehiclePrimaryColourCustom(vehicle)
local customPrimaryColor = nil
if hasCustomPrimaryColor then
local r, g, b = GetVehicleCustomPrimaryColour(vehicle)
customPrimaryColor = {r, g, b}
end
local customXenonColorR, customXenonColorG, customXenonColorB = GetVehicleXenonLightsCustomColor(vehicle)
local customXenonColor = nil
if customXenonColorR and customXenonColorG and customXenonColorB then
customXenonColor = {customXenonColorR, customXenonColorG, customXenonColorB}
end
local hasCustomSecondaryColor = GetIsVehicleSecondaryColourCustom(vehicle)
local customSecondaryColor = nil
if hasCustomSecondaryColor then
local r, g, b = GetVehicleCustomSecondaryColour(vehicle)
customSecondaryColor = {r, g, b}
end
local extras = {}
for extraId = 0, 12 do
if DoesExtraExist(vehicle, extraId) then
local state = IsVehicleExtraTurnedOn(vehicle, extraId)
extras[tostring(extraId)] = state
end
end
local doorsBroken, windowsBroken, tyreBurst = {}, {}, {}
local numWheels = tostring(GetVehicleNumberOfWheels(vehicle))
local TyresIndex = { -- Wheel index list according to the number of vehicle wheels.
['2'] = {0, 4}, -- Bike and cycle.
['3'] = {0, 1, 4, 5}, -- Vehicle with 3 wheels (get for wheels because some 3 wheels vehicles have 2 wheels on front and one rear or the reverse).
['4'] = {0, 1, 4, 5}, -- Vehicle with 4 wheels.
['6'] = {0, 1, 2, 3, 4, 5} -- Vehicle with 6 wheels.
}
if TyresIndex[numWheels] then
for tyre, idx in pairs(TyresIndex[numWheels]) do
if IsVehicleTyreBurst(vehicle, idx, false) then
tyreBurst[tostring(idx)] = true
else
tyreBurst[tostring(idx)] = false
end
end
end
for windowId = 0, 7 do -- 13
if not IsVehicleWindowIntact(vehicle, windowId) then
windowsBroken[tostring(windowId)] = true
else
windowsBroken[tostring(windowId)] = false
end
end
local numDoors = GetNumberOfVehicleDoors(vehicle)
if numDoors and numDoors > 0 then
for doorsId = 0, numDoors do
if IsVehicleDoorDamaged(vehicle, doorsId) then
doorsBroken[tostring(doorsId)] = true
else
doorsBroken[tostring(doorsId)] = false
end
end
end
return {
model = GetEntityModel(vehicle),
doorsBroken = doorsBroken,
windowsBroken = windowsBroken,
tyreBurst = tyreBurst,
plate = ESX.Math.Trim(GetVehicleNumberPlateText(vehicle)),
plateIndex = GetVehicleNumberPlateTextIndex(vehicle),
bodyHealth = ESX.Math.Round(GetVehicleBodyHealth(vehicle), 1),
engineHealth = ESX.Math.Round(GetVehicleEngineHealth(vehicle), 1),
tankHealth = ESX.Math.Round(GetVehiclePetrolTankHealth(vehicle), 1),
fuelLevel = ESX.Math.Round(GetVehicleFuelLevel(vehicle), 1),
dirtLevel = ESX.Math.Round(GetVehicleDirtLevel(vehicle), 1),
color1 = colorPrimary,
color2 = colorSecondary,
customPrimaryColor = customPrimaryColor,
customSecondaryColor = customSecondaryColor,
pearlescentColor = pearlescentColor,
wheelColor = wheelColor,
wheels = GetVehicleWheelType(vehicle),
windowTint = GetVehicleWindowTint(vehicle),
xenonColor = GetVehicleXenonLightsColor(vehicle),
customXenonColor = customXenonColor,
neonEnabled = {IsVehicleNeonLightEnabled(vehicle, 0), IsVehicleNeonLightEnabled(vehicle, 1),
IsVehicleNeonLightEnabled(vehicle, 2), IsVehicleNeonLightEnabled(vehicle, 3)},
neonColor = table.pack(GetVehicleNeonLightsColour(vehicle)),
extras = extras,
tyreSmokeColor = table.pack(GetVehicleTyreSmokeColor(vehicle)),
modSpoilers = GetVehicleMod(vehicle, 0),
modFrontBumper = GetVehicleMod(vehicle, 1),
modRearBumper = GetVehicleMod(vehicle, 2),
modSideSkirt = GetVehicleMod(vehicle, 3),
modExhaust = GetVehicleMod(vehicle, 4),
modFrame = GetVehicleMod(vehicle, 5),
modGrille = GetVehicleMod(vehicle, 6),
modHood = GetVehicleMod(vehicle, 7),
modFender = GetVehicleMod(vehicle, 8),
modRightFender = GetVehicleMod(vehicle, 9),
modRoof = GetVehicleMod(vehicle, 10),
modEngine = GetVehicleMod(vehicle, 11),
modBrakes = GetVehicleMod(vehicle, 12),
modTransmission = GetVehicleMod(vehicle, 13),
modHorns = GetVehicleMod(vehicle, 14),
modSuspension = GetVehicleMod(vehicle, 15),
modArmor = GetVehicleMod(vehicle, 16),
modTurbo = IsToggleModOn(vehicle, 18),
modSmokeEnabled = IsToggleModOn(vehicle, 20),
modXenon = IsToggleModOn(vehicle, 22),
modFrontWheels = GetVehicleMod(vehicle, 23),
modBackWheels = GetVehicleMod(vehicle, 24),
modPlateHolder = GetVehicleMod(vehicle, 25),
modVanityPlate = GetVehicleMod(vehicle, 26),
modTrimA = GetVehicleMod(vehicle, 27),
modOrnaments = GetVehicleMod(vehicle, 28),
modDashboard = GetVehicleMod(vehicle, 29),
modDial = GetVehicleMod(vehicle, 30),
modDoorSpeaker = GetVehicleMod(vehicle, 31),
modSeats = GetVehicleMod(vehicle, 32),
modSteeringWheel = GetVehicleMod(vehicle, 33),
modShifterLeavers = GetVehicleMod(vehicle, 34),
modAPlate = GetVehicleMod(vehicle, 35),
modSpeakers = GetVehicleMod(vehicle, 36),
modTrunk = GetVehicleMod(vehicle, 37),
modHydrolic = GetVehicleMod(vehicle, 38),
modEngineBlock = GetVehicleMod(vehicle, 39),
modAirFilter = GetVehicleMod(vehicle, 40),
modStruts = GetVehicleMod(vehicle, 41),
modArchCover = GetVehicleMod(vehicle, 42),
modAerials = GetVehicleMod(vehicle, 43),
modTrimB = GetVehicleMod(vehicle, 44),
modTank = GetVehicleMod(vehicle, 45),
modDoorR = GetVehicleMod(vehicle, 47),
modLivery = GetVehicleMod(vehicle, 48) == -1 and GetVehicleLivery(vehicle) or GetVehicleMod(vehicle, 48),
modLightbar = GetVehicleMod(vehicle, 49)
}
else
return
end
end
function ESX.Game.SetVehicleProperties(vehicle, props)
if DoesEntityExist(vehicle) then
local colorPrimary, colorSecondary = GetVehicleColours(vehicle)
local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
SetVehicleModKit(vehicle, 0)
if props.plate then
SetVehicleNumberPlateText(vehicle, props.plate)
end
if props.plateIndex then
SetVehicleNumberPlateTextIndex(vehicle, props.plateIndex)
end
if props.bodyHealth then
SetVehicleBodyHealth(vehicle, props.bodyHealth + 0.0)
end
if props.engineHealth then
SetVehicleEngineHealth(vehicle, props.engineHealth + 0.0)
end
if props.tankHealth then
SetVehiclePetrolTankHealth(vehicle, props.tankHealth + 0.0)
end
if props.fuelLevel then
SetVehicleFuelLevel(vehicle, props.fuelLevel + 0.0)
end
if props.dirtLevel then
SetVehicleDirtLevel(vehicle, props.dirtLevel + 0.0)
end
if props.customPrimaryColor then
SetVehicleCustomPrimaryColour(vehicle, props.customPrimaryColor[1], props.customPrimaryColor[2],
props.customPrimaryColor[3])
end
if props.customSecondaryColor then
SetVehicleCustomSecondaryColour(vehicle, props.customSecondaryColor[1], props.customSecondaryColor[2],
props.customSecondaryColor[3])
end
if props.color1 then
SetVehicleColours(vehicle, props.color1, colorSecondary)
end
if props.color2 then
SetVehicleColours(vehicle, props.color1 or colorPrimary, props.color2)
end
if props.pearlescentColor then
SetVehicleExtraColours(vehicle, props.pearlescentColor, wheelColor)
end
if props.wheelColor then
SetVehicleExtraColours(vehicle, props.pearlescentColor or pearlescentColor, props.wheelColor)
end
if props.wheels then
SetVehicleWheelType(vehicle, props.wheels)
end
if props.windowTint then
SetVehicleWindowTint(vehicle, props.windowTint)
end
if props.neonEnabled then
SetVehicleNeonLightEnabled(vehicle, 0, props.neonEnabled[1])
SetVehicleNeonLightEnabled(vehicle, 1, props.neonEnabled[2])
SetVehicleNeonLightEnabled(vehicle, 2, props.neonEnabled[3])
SetVehicleNeonLightEnabled(vehicle, 3, props.neonEnabled[4])
end
if props.extras then
for extraId, enabled in pairs(props.extras) do
if enabled then
SetVehicleExtra(vehicle, tonumber(extraId), 0)
else
SetVehicleExtra(vehicle, tonumber(extraId), 1)
end
end
end
if props.neonColor then
SetVehicleNeonLightsColour(vehicle, props.neonColor[1], props.neonColor[2], props.neonColor[3])
end
if props.xenonColor then
SetVehicleXenonLightsColor(vehicle, props.xenonColor)
end
if props.customXenonColor then
SetVehicleXenonLightsCustomColor(vehicle, props.customXenonColor[1], props.customXenonColor[2],
props.customXenonColor[3])
end
if props.modSmokeEnabled then
ToggleVehicleMod(vehicle, 20, true)
end
if props.tyreSmokeColor then
SetVehicleTyreSmokeColor(vehicle, props.tyreSmokeColor[1], props.tyreSmokeColor[2], props.tyreSmokeColor[3])
end
if props.modSpoilers then
SetVehicleMod(vehicle, 0, props.modSpoilers, false)
end
if props.modFrontBumper then
SetVehicleMod(vehicle, 1, props.modFrontBumper, false)
end
if props.modRearBumper then
SetVehicleMod(vehicle, 2, props.modRearBumper, false)
end
if props.modSideSkirt then
SetVehicleMod(vehicle, 3, props.modSideSkirt, false)
end
if props.modExhaust then
SetVehicleMod(vehicle, 4, props.modExhaust, false)
end
if props.modFrame then
SetVehicleMod(vehicle, 5, props.modFrame, false)
end
if props.modGrille then
SetVehicleMod(vehicle, 6, props.modGrille, false)
end
if props.modHood then
SetVehicleMod(vehicle, 7, props.modHood, false)
end
if props.modFender then
SetVehicleMod(vehicle, 8, props.modFender, false)
end
if props.modRightFender then
SetVehicleMod(vehicle, 9, props.modRightFender, false)
end
if props.modRoof then
SetVehicleMod(vehicle, 10, props.modRoof, false)
end
if props.modEngine then
SetVehicleMod(vehicle, 11, props.modEngine, false)
end
if props.modBrakes then
SetVehicleMod(vehicle, 12, props.modBrakes, false)
end
if props.modTransmission then
SetVehicleMod(vehicle, 13, props.modTransmission, false)
end
if props.modHorns then
SetVehicleMod(vehicle, 14, props.modHorns, false)
end
if props.modSuspension then
SetVehicleMod(vehicle, 15, props.modSuspension, false)
end
if props.modArmor then
SetVehicleMod(vehicle, 16, props.modArmor, false)
end
if props.modTurbo then
ToggleVehicleMod(vehicle, 18, props.modTurbo)
end
if props.modXenon then
ToggleVehicleMod(vehicle, 22, props.modXenon)
end
if props.modFrontWheels then
SetVehicleMod(vehicle, 23, props.modFrontWheels, false)
end
if props.modBackWheels then
SetVehicleMod(vehicle, 24, props.modBackWheels, false)
end
if props.modPlateHolder then
SetVehicleMod(vehicle, 25, props.modPlateHolder, false)
end
if props.modVanityPlate then
SetVehicleMod(vehicle, 26, props.modVanityPlate, false)
end
if props.modTrimA then
SetVehicleMod(vehicle, 27, props.modTrimA, false)
end
if props.modOrnaments then
SetVehicleMod(vehicle, 28, props.modOrnaments, false)
end
if props.modDashboard then
SetVehicleMod(vehicle, 29, props.modDashboard, false)
end
if props.modDial then
SetVehicleMod(vehicle, 30, props.modDial, false)
end
if props.modDoorSpeaker then
SetVehicleMod(vehicle, 31, props.modDoorSpeaker, false)
end
if props.modSeats then
SetVehicleMod(vehicle, 32, props.modSeats, false)
end
if props.modSteeringWheel then
SetVehicleMod(vehicle, 33, props.modSteeringWheel, false)
end
if props.modShifterLeavers then
SetVehicleMod(vehicle, 34, props.modShifterLeavers, false)
end
if props.modAPlate then
SetVehicleMod(vehicle, 35, props.modAPlate, false)
end
if props.modSpeakers then
SetVehicleMod(vehicle, 36, props.modSpeakers, false)
end
if props.modTrunk then
SetVehicleMod(vehicle, 37, props.modTrunk, false)
end
if props.modHydrolic then
SetVehicleMod(vehicle, 38, props.modHydrolic, false)
end
if props.modEngineBlock then
SetVehicleMod(vehicle, 39, props.modEngineBlock, false)
end
if props.modAirFilter then
SetVehicleMod(vehicle, 40, props.modAirFilter, false)
end
if props.modStruts then
SetVehicleMod(vehicle, 41, props.modStruts, false)
end
if props.modArchCover then
SetVehicleMod(vehicle, 42, props.modArchCover, false)
end
if props.modAerials then
SetVehicleMod(vehicle, 43, props.modAerials, false)
end
if props.modTrimB then
SetVehicleMod(vehicle, 44, props.modTrimB, false)
end
if props.modTank then
SetVehicleMod(vehicle, 45, props.modTank, false)
end
if props.modWindows then
SetVehicleMod(vehicle, 46, props.modWindows, false)
end
if props.modLivery then
SetVehicleMod(vehicle, 48, props.modLivery, false)
SetVehicleLivery(vehicle, props.modLivery)
end
if props.windowsBroken then
for k, v in pairs(props.windowsBroken) do
if v then
SmashVehicleWindow(vehicle, tonumber(k))
end
end
end
if props.doorsBroken then
for k, v in pairs(props.doorsBroken) do
if v then
SetVehicleDoorBroken(vehicle, tonumber(k), true)
end
end
end
if props.tyreBurst then
for k, v in pairs(props.tyreBurst) do
if v then
SetVehicleTyreBurst(vehicle, tonumber(k), true, 1000.0)
end
end
end
end
end
function ESX.Game.Utils.DrawText3D(coords, text, size, font)
local vector = type(coords) == "vector3" and coords or vec(coords.x, coords.y, coords.z)
local camCoords = GetFinalRenderedCamCoord()
local distance = #(vector - camCoords)
if not size then
size = 1
end
if not font then
font = 0
end
local scale = (size / distance) * 2
local fov = (1 / GetGameplayCamFov()) * 100
scale = scale * fov
SetTextScale(0.0 * scale, 0.55 * scale)
SetTextFont(font)
SetTextProportional(1)
SetTextColour(255, 255, 255, 215)
BeginTextCommandDisplayText('STRING')
SetTextCentre(true)
AddTextComponentSubstringPlayerName(text)
SetDrawOrigin(vector.xyz, 0)
EndTextCommandDisplayText(0.0, 0.0)
ClearDrawOrigin()
end
function ESX.ShowInventory()
local playerPed = ESX.PlayerData.ped
local elements, currentWeight = {}, 0
for i=1, #(ESX.PlayerData.accounts) do
if ESX.PlayerData.accounts[i].money > 0 then
local formattedMoney = _U('locale_currency', ESX.Math.GroupDigits(ESX.PlayerData.accounts[i].money))
local canDrop = ESX.PlayerData.accounts[i].name ~= 'bank'
table.insert(elements, {
label = ('%s: <span style="color:green;">%s</span>'):format(ESX.PlayerData.accounts[i].label, formattedMoney),
count = ESX.PlayerData.accounts[i].money,
type = 'item_account',
value = ESX.PlayerData.accounts[i].name,
usable = false,
rare = false,
canRemove = canDrop
})
end
end
for k, v in ipairs(ESX.PlayerData.inventory) do
if v.count > 0 then
currentWeight = currentWeight + (v.weight * v.count)
table.insert(elements, {
label = ('%s x%s'):format(v.label, v.count),
count = v.count,
type = 'item_standard',
value = v.name,
usable = v.usable,
rare = v.rare,
canRemove = v.canRemove
})
end
end
for k, v in ipairs(Config.Weapons) do
local weaponHash = joaat(v.name)
if HasPedGotWeapon(playerPed, weaponHash, false) then
local ammo, label = GetAmmoInPedWeapon(playerPed, weaponHash)
if v.ammo then
label = ('%s - %s %s'):format(v.label, ammo, v.ammo.label)
else
label = v.label
end
table.insert(elements, {
label = label,
count = 1,
type = 'item_weapon',
value = v.name,
usable = false,
rare = false,
ammo = ammo,
canGiveAmmo = (v.ammo ~= nil),
canRemove = true
})
end
end
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'inventory', {
title = _U('inventory', currentWeight, ESX.PlayerData.maxWeight),
align = 'bottom-right',
elements = elements
}, function(data, menu)
menu.close()
local player, distance = ESX.Game.GetClosestPlayer()
elements = {}
if data.current.usable then
table.insert(elements, {
label = _U('use'),
action = 'use',
type = data.current.type,
value = data.current.value
})
end
if data.current.canRemove then
if player ~= -1 and distance <= 3.0 then
table.insert(elements, {
label = _U('give'),
action = 'give',
type = data.current.type,
value = data.current.value
})
end
table.insert(elements, {
label = _U('remove'),
action = 'remove',
type = data.current.type,
value = data.current.value
})
end
if data.current.type == 'item_weapon' and data.current.canGiveAmmo and data.current.ammo > 0 and player ~= -1 and
distance <= 3.0 then
table.insert(elements, {
label = _U('giveammo'),
action = 'give_ammo',
type = data.current.type,
value = data.current.value
})
end
table.insert(elements, {
label = _U('return'),
action = 'return'
})
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'inventory_item', {
title = data.current.label,
align = 'bottom-right',
elements = elements
}, function(data1, menu1)
local item, type = data1.current.value, data1.current.type
if data1.current.action == 'give' then
local playersNearby = ESX.Game.GetPlayersInArea(GetEntityCoords(playerPed), 3.0)
if #playersNearby > 0 then
local players = {}
elements = {}
for k, playerNearby in ipairs(playersNearby) do
players[GetPlayerServerId(playerNearby)] = true
end
ESX.TriggerServerCallback('esx:getPlayerNames', function(returnedPlayers)
for playerId, playerName in pairs(returnedPlayers) do
table.insert(elements, {
label = playerName,
playerId = playerId
})
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'give_item_to', {
title = _U('give_to'),
align = 'bottom-right',
elements = elements
}, function(data2, menu2)
local selectedPlayer, selectedPlayerId = GetPlayerFromServerId(data2.current.playerId),
data2.current.playerId
playersNearby = ESX.Game.GetPlayersInArea(GetEntityCoords(playerPed), 3.0)
playersNearby = ESX.Table.Set(playersNearby)
if playersNearby[selectedPlayer] then
local selectedPlayerPed = GetPlayerPed(selectedPlayer)
if IsPedOnFoot(selectedPlayerPed) and not IsPedFalling(selectedPlayerPed) then
if type == 'item_weapon' then
TriggerServerEvent('esx:giveInventoryItem', selectedPlayerId, type, item, nil)
menu2.close()
menu1.close()
else
ESX.UI.Menu.Open('dialog', GetCurrentResourceName(),
'inventory_item_count_give', {
title = _U('amount')
}, function(data3, menu3)
local quantity = tonumber(data3.value)
if quantity and quantity > 0 and data.current.count >= quantity then
TriggerServerEvent('esx:giveInventoryItem', selectedPlayerId, type,
item, quantity)
menu3.close()
menu2.close()
menu1.close()
else
ESX.ShowNotification(_U('amount_invalid'))
end
end, function(data3, menu3)
menu3.close()
end)
end
else
ESX.ShowNotification(_U('in_vehicle'))
end
else
ESX.ShowNotification(_U('players_nearby'))
menu2.close()
end
end, function(data2, menu2)
menu2.close()
end)
end, players)
else
ESX.ShowNotification(_U('players_nearby'))
end
elseif data1.current.action == 'remove' then
if IsPedOnFoot(playerPed) and not IsPedFalling(playerPed) then
local dict, anim = 'weapons@first_person@aim_rng@generic@projectile@sticky_bomb@', 'plant_floor'
ESX.Streaming.RequestAnimDict(dict)
if type == 'item_weapon' then
menu1.close()
TaskPlayAnim(playerPed, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
RemoveAnimDict(dict)
Wait(1000)
TriggerServerEvent('esx:removeInventoryItem', type, item)
else
ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'inventory_item_count_remove', {
title = _U('amount')
}, function(data2, menu2)
local quantity = tonumber(data2.value)
if quantity and quantity > 0 and data.current.count >= quantity then
menu2.close()
menu1.close()
TaskPlayAnim(playerPed, dict, anim, 8.0, 1.0, 1000, 16, 0.0, false, false, false)
RemoveAnimDict(dict)
Wait(1000)
TriggerServerEvent('esx:removeInventoryItem', type, item, quantity)
else
ESX.ShowNotification(_U('amount_invalid'))
end
end, function(data2, menu2)
menu2.close()
end)
end
end
elseif data1.current.action == 'use' then
TriggerServerEvent('esx:useItem', item)
elseif data1.current.action == 'return' then
ESX.UI.Menu.CloseAll()
ESX.ShowInventory()
elseif data1.current.action == 'give_ammo' then
local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
local closestPed = GetPlayerPed(closestPlayer)
local pedAmmo = GetAmmoInPedWeapon(playerPed, joaat(item))
if IsPedOnFoot(closestPed) and not IsPedFalling(closestPed) then
if closestPlayer ~= -1 and closestDistance < 3.0 then
if pedAmmo > 0 then
ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'inventory_item_count_give', {
title = _U('amountammo')
}, function(data2, menu2)
local quantity = tonumber(data2.value)
if quantity and quantity > 0 then
if pedAmmo >= quantity then
TriggerServerEvent('esx:giveInventoryItem', GetPlayerServerId(closestPlayer),
'item_ammo', item, quantity)
menu2.close()
menu1.close()
else
ESX.ShowNotification(_U('noammo'))
end
else
ESX.ShowNotification(_U('amount_invalid'))
end
end, function(data2, menu2)
menu2.close()
end)
else
ESX.ShowNotification(_U('noammo'))
end
else
ESX.ShowNotification(_U('players_nearby'))
end
else
ESX.ShowNotification(_U('in_vehicle'))
end
end
end, function(data1, menu1)
ESX.UI.Menu.CloseAll()
ESX.ShowInventory()
end)
end, function(data, menu)
menu.close()
end)
end
RegisterNetEvent('esx:serverCallback')
AddEventHandler('esx:serverCallback', function(requestId, ...)
Core.ServerCallbacks[requestId](...)
Core.ServerCallbacks[requestId] = nil
end)
RegisterNetEvent('esx:showNotification')
AddEventHandler('esx:showNotification', function(msg, type, length)
ESX.ShowNotification(msg, type, length)
end)
RegisterNetEvent('esx:showAdvancedNotification')
AddEventHandler('esx:showAdvancedNotification',
function(sender, subject, msg, textureDict, iconType, flash, saveToBrief, hudColorIndex)
ESX.ShowAdvancedNotification(sender, subject, msg, textureDict, iconType, flash, saveToBrief, hudColorIndex)
end)
RegisterNetEvent('esx:showHelpNotification')
AddEventHandler('esx:showHelpNotification', function(msg, thisFrame, beep, duration)
ESX.ShowHelpNotification(msg, thisFrame, beep, duration)
end)
-- SetTimeout
CreateThread(function()
while true do
local sleep = 100
if #Core.TimeoutCallbacks > 0 then
local currTime = GetGameTimer()
sleep = 0
for i = 1, #Core.TimeoutCallbacks, 1 do
if currTime >= Core.TimeoutCallbacks[i].time then
Core.TimeoutCallbacks[i].cb()
Core.TimeoutCallbacks[i] = nil
end
end
end
Wait(sleep)
end
end)