Files
esx_core/client/job.lua
T
2020-01-24 11:33:53 +01:00

895 lines
28 KiB
Lua

local CurrentAction, CurrentActionMsg, CurrentActionData = nil, '', {}
local HasAlreadyEnteredMarker, LastHospital, LastPart, LastPartNum
local isBusy, deadPlayers, deadPlayerBlips, isOnDuty = false, {}, {}, false
local spawnedVehicles, isInShopMenu = {}, false
function OpenAmbulanceActionsMenu()
local elements = {
{label = _U('cloakroom'), value = 'cloakroom'}
}
if Config.EnablePlayerManagement and ESX.PlayerData.job.grade_name == 'boss' then
table.insert(elements, {label = _U('boss_actions'), value = 'boss_actions'})
end
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'ambulance_actions', {
title = _U('ambulance'),
align = 'top-left',
elements = elements
}, function(data, menu)
if data.current.value == 'cloakroom' then
OpenCloakroomMenu()
elseif data.current.value == 'boss_actions' then
TriggerEvent('esx_society:openBossMenu', 'ambulance', function(data, menu)
menu.close()
end, {wash = false})
end
end, function(data, menu)
menu.close()
end)
end
function OpenMobileAmbulanceActionsMenu()
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'mobile_ambulance_actions', {
title = _U('ambulance'),
align = 'top-left',
elements = {
{label = _U('ems_menu'), value = 'citizen_interaction'}
}}, function(data, menu)
if data.current.value == 'citizen_interaction' then
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'citizen_interaction', {
title = _U('ems_menu_title'),
align = 'top-left',
elements = {
{label = _U('ems_menu_revive'), value = 'revive'},
{label = _U('ems_menu_small'), value = 'small'},
{label = _U('ems_menu_big'), value = 'big'},
{label = _U('ems_menu_putincar'), value = 'put_in_vehicle'}
}}, function(data, menu)
if isBusy then return end
local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
if closestPlayer == -1 or closestDistance > 1.0 then
ESX.ShowNotification(_U('no_players'))
else
if data.current.value == 'revive' then
revivePlayer(closestPlayer)
elseif data.current.value == 'small' then
ESX.TriggerServerCallback('esx_ambulancejob:getItemAmount', function(quantity)
if quantity > 0 then
local closestPlayerPed = GetPlayerPed(closestPlayer)
local health = GetEntityHealth(closestPlayerPed)
if health > 0 then
local playerPed = PlayerPedId()
isBusy = true
ESX.ShowNotification(_U('heal_inprogress'))
TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true)
Citizen.Wait(10000)
ClearPedTasks(playerPed)
TriggerServerEvent('esx_ambulancejob:removeItem', 'bandage')
TriggerServerEvent('esx_ambulancejob:heal', GetPlayerServerId(closestPlayer), 'small')
ESX.ShowNotification(_U('heal_complete', GetPlayerName(closestPlayer)))
isBusy = false
else
ESX.ShowNotification(_U('player_not_conscious'))
end
else
ESX.ShowNotification(_U('not_enough_bandage'))
end
end, 'bandage')
elseif data.current.value == 'big' then
ESX.TriggerServerCallback('esx_ambulancejob:getItemAmount', function(quantity)
if quantity > 0 then
local closestPlayerPed = GetPlayerPed(closestPlayer)
local health = GetEntityHealth(closestPlayerPed)
if health > 0 then
local playerPed = PlayerPedId()
isBusy = true
ESX.ShowNotification(_U('heal_inprogress'))
TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true)
Citizen.Wait(10000)
ClearPedTasks(playerPed)
TriggerServerEvent('esx_ambulancejob:removeItem', 'medikit')
TriggerServerEvent('esx_ambulancejob:heal', GetPlayerServerId(closestPlayer), 'big')
ESX.ShowNotification(_U('heal_complete', GetPlayerName(closestPlayer)))
isBusy = false
else
ESX.ShowNotification(_U('player_not_conscious'))
end
else
ESX.ShowNotification(_U('not_enough_medikit'))
end
end, 'medikit')
elseif data.current.value == 'put_in_vehicle' then
TriggerServerEvent('esx_ambulancejob:putInVehicle', GetPlayerServerId(closestPlayer))
end
end
end, function(data, menu)
menu.close()
end)
end
end, function(data, menu)
menu.close()
end)
end
function revivePlayer(closestPlayer)
isBusy = true
ESX.TriggerServerCallback('esx_ambulancejob:getItemAmount', function(quantity)
if quantity > 0 then
local closestPlayerPed = GetPlayerPed(closestPlayer)
if IsPedDeadOrDying(closestPlayerPed, 1) then
local playerPed = PlayerPedId()
local lib, anim = 'mini@cpr@char_a@cpr_str', 'cpr_pumpchest'
ESX.ShowNotification(_U('revive_inprogress'))
for i=1, 15 do
Citizen.Wait(900)
ESX.Streaming.RequestAnimDict(lib, function()
TaskPlayAnim(playerPed, lib, anim, 8.0, -8.0, -1, 0, 0.0, false, false, false)
end)
end
TriggerServerEvent('esx_ambulancejob:removeItem', 'medikit')
TriggerServerEvent('esx_ambulancejob:revive', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification(_U('player_not_unconscious'))
end
else
ESX.ShowNotification(_U('not_enough_medikit'))
end
isBusy = false
end, 'medikit')
end
function FastTravel(coords, heading)
local playerPed = PlayerPedId()
DoScreenFadeOut(800)
while not IsScreenFadedOut() do
Citizen.Wait(500)
end
ESX.Game.Teleport(playerPed, coords, function()
DoScreenFadeIn(800)
if heading then
SetEntityHeading(playerPed, heading)
end
end)
end
-- Draw markers & Marker logic
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if ESX.PlayerData.job and ESX.PlayerData.job.name == 'ambulance' then
local playerCoords = GetEntityCoords(PlayerPedId())
local letSleep, isInMarker, hasExited = true, false, false
local currentHospital, currentPart, currentPartNum
for hospitalNum,hospital in pairs(Config.Hospitals) do
-- Ambulance Actions
for k,v in ipairs(hospital.AmbulanceActions) do
local distance = #(playerCoords - v)
if distance < Config.DrawDistance then
DrawMarker(Config.Marker.type, v, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Config.Marker.x, Config.Marker.y, Config.Marker.z, Config.Marker.r, Config.Marker.g, Config.Marker.b, Config.Marker.a, false, false, 2, Config.Marker.rotate, nil, nil, false)
letSleep = false
if distance < Config.Marker.x then
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'AmbulanceActions', k
end
end
end
-- Pharmacies
for k,v in ipairs(hospital.Pharmacies) do
local distance = #(playerCoords - v)
if distance < Config.DrawDistance then
DrawMarker(Config.Marker.type, v, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Config.Marker.x, Config.Marker.y, Config.Marker.z, Config.Marker.r, Config.Marker.g, Config.Marker.b, Config.Marker.a, false, false, 2, Config.Marker.rotate, nil, nil, false)
letSleep = false
if distance < Config.Marker.x then
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'Pharmacy', k
end
end
end
-- Vehicle Spawners
for k,v in ipairs(hospital.Vehicles) do
local distance = #(playerCoords - v.Spawner)
if distance < Config.DrawDistance then
DrawMarker(v.Marker.type, v.Spawner, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
letSleep = false
if distance < v.Marker.x then
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'Vehicles', k
end
end
end
-- Helicopter Spawners
for k,v in ipairs(hospital.Helicopters) do
local distance = #(playerCoords - v.Spawner)
if distance < Config.DrawDistance then
DrawMarker(v.Marker.type, v.Spawner, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
letSleep = false
if distance < v.Marker.x then
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'Helicopters', k
end
end
end
-- Fast Travels (Prompt)
for k,v in ipairs(hospital.FastTravelsPrompt) do
local distance = #(playerCoords - v.From)
if distance < Config.DrawDistance then
DrawMarker(v.Marker.type, v.From, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
letSleep = false
if distance < v.Marker.x then
isInMarker, currentHospital, currentPart, currentPartNum = true, hospitalNum, 'FastTravelsPrompt', k
end
end
end
end
-- Logic for exiting & entering markers
if isInMarker and not HasAlreadyEnteredMarker or (isInMarker and (LastHospital ~= currentHospital or LastPart ~= currentPart or LastPartNum ~= currentPartNum)) then
if
(LastHospital ~= nil and LastPart ~= nil and LastPartNum ~= nil) and
(LastHospital ~= currentHospital or LastPart ~= currentPart or LastPartNum ~= currentPartNum)
then
TriggerEvent('esx_ambulancejob:hasExitedMarker', LastHospital, LastPart, LastPartNum)
hasExited = true
end
HasAlreadyEnteredMarker, LastHospital, LastPart, LastPartNum = true, currentHospital, currentPart, currentPartNum
TriggerEvent('esx_ambulancejob:hasEnteredMarker', currentHospital, currentPart, currentPartNum)
end
if not hasExited and not isInMarker and HasAlreadyEnteredMarker then
HasAlreadyEnteredMarker = false
TriggerEvent('esx_ambulancejob:hasExitedMarker', LastHospital, LastPart, LastPartNum)
end
if letSleep then
Citizen.Wait(500)
end
else
Citizen.Wait(500)
end
end
end)
-- Fast travels
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local playerCoords, letSleep = GetEntityCoords(PlayerPedId()), true
for hospitalNum,hospital in pairs(Config.Hospitals) do
-- Fast Travels
for k,v in ipairs(hospital.FastTravels) do
local distance = #(playerCoords - v.From)
if distance < Config.DrawDistance then
DrawMarker(v.Marker.type, v.From, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Marker.x, v.Marker.y, v.Marker.z, v.Marker.r, v.Marker.g, v.Marker.b, v.Marker.a, false, false, 2, v.Marker.rotate, nil, nil, false)
letSleep = false
if distance < v.Marker.x then
FastTravel(v.To.coords, v.To.heading)
end
end
end
end
if letSleep then
Citizen.Wait(500)
end
end
end)
AddEventHandler('esx_ambulancejob:hasEnteredMarker', function(hospital, part, partNum)
if part == 'AmbulanceActions' then
CurrentAction = part
CurrentActionMsg = _U('actions_prompt')
CurrentActionData = {}
elseif part == 'Pharmacy' then
CurrentAction = part
CurrentActionMsg = _U('open_pharmacy')
CurrentActionData = {}
elseif part == 'Vehicles' then
CurrentAction = part
CurrentActionMsg = _U('garage_prompt')
CurrentActionData = {hospital = hospital, partNum = partNum}
elseif part == 'Helicopters' then
CurrentAction = part
CurrentActionMsg = _U('helicopter_prompt')
CurrentActionData = {hospital = hospital, partNum = partNum}
elseif part == 'FastTravelsPrompt' then
local travelItem = Config.Hospitals[hospital][part][partNum]
CurrentAction = part
CurrentActionMsg = travelItem.Prompt
CurrentActionData = {to = travelItem.To.coords, heading = travelItem.To.heading}
end
end)
AddEventHandler('esx_ambulancejob:hasExitedMarker', function(hospital, part, partNum)
if not isInShopMenu then
ESX.UI.Menu.CloseAll()
end
CurrentAction = nil
end)
-- Key Controls
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if CurrentAction then
ESX.ShowHelpNotification(CurrentActionMsg)
if IsControlJustReleased(0, 38) then
if CurrentAction == 'AmbulanceActions' then
OpenAmbulanceActionsMenu()
elseif CurrentAction == 'Pharmacy' then
OpenPharmacyMenu()
elseif CurrentAction == 'Vehicles' then
OpenVehicleSpawnerMenu(CurrentActionData.hospital, CurrentActionData.partNum)
elseif CurrentAction == 'Helicopters' then
OpenHelicopterSpawnerMenu(CurrentActionData.hospital, CurrentActionData.partNum)
elseif CurrentAction == 'FastTravelsPrompt' then
FastTravel(CurrentActionData.to, CurrentActionData.heading)
end
CurrentAction = nil
end
elseif ESX.PlayerData.job and ESX.PlayerData.job.name == 'ambulance' and not isDead then
if IsControlJustReleased(0, 167) then
OpenMobileAmbulanceActionsMenu()
end
else
Citizen.Wait(500)
end
end
end)
RegisterNetEvent('esx_ambulancejob:putInVehicle')
AddEventHandler('esx_ambulancejob:putInVehicle', function()
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
if IsAnyVehicleNearPoint(coords, 5.0) then
local vehicle = GetClosestVehicle(coords, 5.0, 0, 71)
if DoesEntityExist(vehicle) then
local maxSeats, freeSeat = GetVehicleMaxNumberOfPassengers(vehicle)
for i=maxSeats - 1, 0, -1 do
if IsVehicleSeatFree(vehicle, i) then
freeSeat = i
break
end
end
if freeSeat then
TaskWarpPedIntoVehicle(playerPed, vehicle, freeSeat)
end
end
end
end)
function OpenCloakroomMenu()
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'cloakroom', {
title = _U('cloakroom'),
align = 'top-left',
elements = {
{label = _U('ems_clothes_civil'), value = 'citizen_wear'},
{label = _U('ems_clothes_ems'), value = 'ambulance_wear'},
}}, function(data, menu)
if data.current.value == 'citizen_wear' then
ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin)
TriggerEvent('skinchanger:loadSkin', skin)
isOnDuty = false
for playerId,v in pairs(deadPlayerBlips) do
RemoveBlip(v)
deadPlayerBlips[playerId] = nil
end
end)
elseif data.current.value == 'ambulance_wear' then
ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin)
if skin.sex == 0 then
TriggerEvent('skinchanger:loadClothes', skin, jobSkin.skin_male)
else
TriggerEvent('skinchanger:loadClothes', skin, jobSkin.skin_female)
end
isOnDuty = true
end)
end
menu.close()
end, function(data, menu)
menu.close()
end)
end
function OpenVehicleSpawnerMenu(hospital, partNum)
local playerCoords = GetEntityCoords(PlayerPedId())
local elements = {
{label = _U('garage_storeditem'), action = 'garage'},
{label = _U('garage_storeitem'), action = 'store_garage'},
{label = _U('garage_buyitem'), action = 'buy_vehicle'}
}
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', {
title = _U('garage_title'),
align = 'top-left',
elements = elements
}, function(data, menu)
if data.current.action == 'buy_vehicle' then
local shopCoords = Config.Hospitals[hospital].Vehicles[partNum].InsideShop
local shopElements = {}
local authorizedVehicles = Config.AuthorizedVehicles[ESX.PlayerData.job.grade_name]
if #authorizedVehicles > 0 then
for k,vehicle in ipairs(authorizedVehicles) do
table.insert(shopElements, {
label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
name = vehicle.label,
model = vehicle.model,
price = vehicle.price,
type = 'car'
})
end
OpenShopMenu(shopElements, playerCoords, shopCoords)
end
elseif data.current.action == 'garage' then
local garage = {}
ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
if #jobVehicles > 0 then
for k,v in ipairs(jobVehicles) do
local props = json.decode(v.vehicle)
local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)
if v.stored then
label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
else
label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
end
table.insert(garage, {
label = label,
stored = v.stored,
model = props.model,
vehicleProps = props
})
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', {
title = _U('garage_title'),
align = 'top-left',
elements = garage
}, function(data2, menu2)
if data2.current.stored then
local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(hospital, 'Vehicles', partNum)
if foundSpawn then
menu2.close()
ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
ESX.Game.SetVehicleProperties(vehicle, data2.current.vehicleProps)
TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.vehicleProps.plate, false)
ESX.ShowNotification(_U('garage_released'))
end)
end
else
ESX.ShowNotification(_U('garage_notavailable'))
end
end, function(data2, menu2)
menu2.close()
end)
else
ESX.ShowNotification(_U('garage_empty'))
end
end, 'car')
elseif data.current.action == 'store_garage' then
StoreNearbyVehicle(playerCoords)
end
end, function(data, menu)
menu.close()
end)
end
function StoreNearbyVehicle(playerCoords)
local vehicles, vehiclePlates = ESX.Game.GetVehiclesInArea(playerCoords, 30.0), {}
if #vehicles > 0 then
for k,v in ipairs(vehicles) do
-- Make sure the vehicle we're saving is empty, or else it wont be deleted
if GetVehicleNumberOfPassengers(v) == 0 and IsVehicleSeatFree(v, -1) then
table.insert(vehiclePlates, {
vehicle = v,
plate = ESX.Math.Trim(GetVehicleNumberPlateText(v))
})
end
end
else
ESX.ShowNotification(_U('garage_store_nearby'))
return
end
ESX.TriggerServerCallback('esx_ambulancejob:storeNearbyVehicle', function(storeSuccess, foundNum)
if storeSuccess then
local vehicleId = vehiclePlates[foundNum]
local attempts = 0
ESX.Game.DeleteVehicle(vehicleId.vehicle)
isBusy = true
Citizen.CreateThread(function()
while isBusy do
Citizen.Wait(0)
drawLoadingText(_U('garage_storing'), 255, 255, 255, 255)
end
end)
-- Workaround for vehicle not deleting when other players are near it.
while DoesEntityExist(vehicleId.vehicle) do
Citizen.Wait(500)
attempts = attempts + 1
-- Give up
if attempts > 30 then
break
end
vehicles = ESX.Game.GetVehiclesInArea(playerCoords, 30.0)
if #vehicles > 0 then
for k,v in ipairs(vehicles) do
if ESX.Math.Trim(GetVehicleNumberPlateText(v)) == vehicleId.plate then
ESX.Game.DeleteVehicle(v)
break
end
end
end
end
isBusy = false
ESX.ShowNotification(_U('garage_has_stored'))
else
ESX.ShowNotification(_U('garage_has_notstored'))
end
end, vehiclePlates)
end
function GetAvailableVehicleSpawnPoint(hospital, part, partNum)
local spawnPoints = Config.Hospitals[hospital][part][partNum].SpawnPoints
local found, foundSpawnPoint = false, nil
for i=1, #spawnPoints, 1 do
if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then
found, foundSpawnPoint = true, spawnPoints[i]
break
end
end
if found then
return true, foundSpawnPoint
else
ESX.ShowNotification(_U('garage_blocked'))
return false
end
end
function OpenHelicopterSpawnerMenu(hospital, partNum)
local playerCoords = GetEntityCoords(PlayerPedId())
ESX.PlayerData = ESX.GetPlayerData()
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'helicopter_spawner', {
title = _U('helicopter_title'),
align = 'top-left',
elements = {
{label = _U('helicopter_garage'), action = 'garage'},
{label = _U('helicopter_store'), action = 'store_garage'},
{label = _U('helicopter_buy'), action = 'buy_helicopter'}
}}, function(data, menu)
if data.current.action == 'buy_helicopter' then
local shopCoords = Config.Hospitals[hospital].Helicopters[partNum].InsideShop
local shopElements = {}
local authorizedHelicopters = Config.AuthorizedHelicopters[ESX.PlayerData.job.grade_name]
if #authorizedHelicopters > 0 then
for k,helicopter in ipairs(authorizedHelicopters) do
table.insert(shopElements, {
label = ('%s - <span style="color:green;">%s</span>'):format(helicopter.label, _U('shop_item', ESX.Math.GroupDigits(helicopter.price))),
name = helicopter.label,
model = helicopter.model,
price = helicopter.price,
type = 'helicopter'
})
end
else
ESX.ShowNotification(_U('helicopter_notauthorized'))
return
end
OpenShopMenu(shopElements, playerCoords, shopCoords)
elseif data.current.action == 'garage' then
local garage = {}
ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
if #jobVehicles > 0 then
for k,v in ipairs(jobVehicles) do
local props = json.decode(v.vehicle)
local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)
if v.stored then
label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
else
label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
end
table.insert(garage, {
label = label,
stored = v.stored,
model = props.model,
vehicleProps = props
})
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'helicopter_garage', {
title = _U('helicopter_garage_title'),
align = 'top-left',
elements = garage
}, function(data2, menu2)
if data2.current.stored then
local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(hospital, 'Helicopters', partNum)
if foundSpawn then
menu2.close()
ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
ESX.Game.SetVehicleProperties(vehicle, data2.current.vehicleProps)
TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.vehicleProps.plate, false)
ESX.ShowNotification(_U('garage_released'))
end)
end
else
ESX.ShowNotification(_U('garage_notavailable'))
end
end, function(data2, menu2)
menu2.close()
end)
else
ESX.ShowNotification(_U('garage_empty'))
end
end, 'helicopter')
elseif data.current.action == 'store_garage' then
StoreNearbyVehicle(playerCoords)
end
end, function(data, menu)
menu.close()
end)
end
function OpenShopMenu(elements, restoreCoords, shopCoords)
local playerPed = PlayerPedId()
isInShopMenu = true
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', {
title = _U('vehicleshop_title'),
align = 'top-left',
elements = elements
}, function(data, menu)
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', {
title = _U('vehicleshop_confirm', data.current.name, 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 newPlate = exports['esx_vehicleshop']:GeneratePlate()
local vehicle = GetVehiclePedIsIn(playerPed, false)
local props = ESX.Game.GetVehicleProperties(vehicle)
props.plate = newPlate
ESX.TriggerServerCallback('esx_ambulancejob:buyJobVehicle', function (bought)
if bought then
ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price)))
isInShopMenu = false
ESX.UI.Menu.CloseAll()
DeleteSpawnedVehicles()
FreezeEntityPosition(playerPed, false)
SetEntityVisible(playerPed, true)
ESX.Game.Teleport(playerPed, restoreCoords)
else
ESX.ShowNotification(_U('vehicleshop_money'))
menu2.close()
end
end, props, data.current.type)
else
menu2.close()
end
end, function(data2, menu2)
menu2.close()
end)
end, function(data, menu)
isInShopMenu = false
ESX.UI.Menu.CloseAll()
DeleteSpawnedVehicles()
FreezeEntityPosition(playerPed, false)
SetEntityVisible(playerPed, true)
ESX.Game.Teleport(playerPed, restoreCoords)
end, function(data, menu)
DeleteSpawnedVehicles()
WaitForVehicleToLoad(data.current.model)
ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle)
table.insert(spawnedVehicles, vehicle)
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
FreezeEntityPosition(vehicle, true)
SetModelAsNoLongerNeeded(data.current.model)
end)
end)
WaitForVehicleToLoad(elements[1].model)
ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle)
table.insert(spawnedVehicles, vehicle)
TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
FreezeEntityPosition(vehicle, true)
SetModelAsNoLongerNeeded(elements[1].model)
end)
end
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 WaitForVehicleToLoad(modelHash)
modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))
if not HasModelLoaded(modelHash) then
RequestModel(modelHash)
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model'))
EndTextCommandBusyspinnerOn(4)
while not HasModelLoaded(modelHash) do
Citizen.Wait(0)
DisableAllControlActions(0)
end
BusyspinnerOff()
end
end
function OpenPharmacyMenu()
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'pharmacy', {
title = _U('pharmacy_menu_title'),
align = 'top-left',
elements = {
{label = _U('pharmacy_take', _U('medikit')), item = 'medikit', type = 'slider', value = 1, min = 1, max = 100},
{label = _U('pharmacy_take', _U('bandage')), item = 'bandage', type = 'slider', value = 1, min = 1, max = 100}
}}, function(data, menu)
TriggerServerEvent('esx_ambulancejob:giveItem', data.current.item, data.current.value)
end, function(data, menu)
menu.close()
end)
end
RegisterNetEvent('esx_ambulancejob:heal')
AddEventHandler('esx_ambulancejob:heal', function(healType, quiet)
local playerPed = PlayerPedId()
local maxHealth = GetEntityMaxHealth(playerPed)
if healType == 'small' then
local health = GetEntityHealth(playerPed)
local newHealth = math.min(maxHealth, math.floor(health + maxHealth / 8))
SetEntityHealth(playerPed, newHealth)
elseif healType == 'big' then
SetEntityHealth(playerPed, maxHealth)
end
if not quiet then
ESX.ShowNotification(_U('healed'))
end
end)
RegisterNetEvent('esx_ambulancejob:setDeadPlayers')
AddEventHandler('esx_ambulancejob:setDeadPlayers', function(_deadPlayers)
deadPlayers = _deadPlayers
if isOnDuty then
for playerId,v in pairs(deadPlayerBlips) do
RemoveBlip(v)
deadPlayerBlips[playerId] = nil
end
for playerId,status in pairs(deadPlayers) do
if status == 'distress' then
local player = GetPlayerFromServerId(playerId)
local playerPed = GetPlayerPed(player)
local blip = AddBlipForEntity(playerPed)
SetBlipSprite(blip, 303)
SetBlipColour(blip, 1)
SetBlipFlashes(blip, true)
SetBlipCategory(blip, 7)
BeginTextCommandSetBlipName('STRING')
AddTextComponentSubstringPlayerName(_U('blip_dead'))
EndTextCommandSetBlipName(blip)
deadPlayerBlips[playerId] = blip
end
end
end
end)