Rework calculations and fix alcohol/drug effects

This fixes calculation errors and implements support for jim_bridge built in synchronized alcohol/drug effects

Separates "drug control" `canOD` variable too
This commit is contained in:
Jim Shield
2025-10-06 02:28:03 +01:00
parent 9b189d89f5
commit 0a0f60468a
2 changed files with 59 additions and 37 deletions

View File

@@ -63,7 +63,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
if requiredItem then
if not hasItem(requiredItem, 1) then
triggerNotify(nil, "You need a "..Items[requiredItem].label, "error")
triggerNotify(nil, "You need a "..getItemLabel(requiredItem), "error")
return
else
-- if requiredItem == "lighter" then breakTool({ item = "lighter", damage = math.random(0, 1) }) end
@@ -210,7 +210,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
CreateThread(function()
if progressBar({
time = time,
label = string..Items[itemName].label.."..",
label = string..getItemLabel(itemName).."..",
dead = false,
disableMovement = false,
disableCombat = true,
@@ -222,7 +222,7 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
end
end)
else
triggerNotify(nil, string..Items[itemName].label.."..", "success")
triggerNotify(nil, string..getItemLabel(itemName).."..", "success")
end
consuming = true
@@ -296,19 +296,6 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
if not cancelled then
hideText()
if needStats then
if needStats.hunger > 0 then
needStats.hunger = needStats.hunger > 100 and 100 or needStats.hunger
end
if needStats.thirst > 0 then
needStats.thirst = needStats.thirst > 100 and 100 or needStats.thirst
end
if needStats.stress > 0 then
needStats.stress = needStats.stress > 100 and 100 or needStats.stress
end
end
TriggerServerEvent(getScript()..":server:finishConsume", needStats)
if heal and heal ~= 0 then
@@ -320,15 +307,41 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
TriggerServerEvent('hospital:server:SetArmor', (GetPedArmour(Player) + armor)) SetPedArmour(Player, (GetPedArmour(Player) + armor))
end
if type == "alcohol" then
alcoholCount += 1
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4alcoholCount^7: ^6"..alcoholCount)
if alcoholCount > 1 and alcoholCount < 4 then
TriggerEvent("evidence:client:SetStatus", "alcohol", 200)
elseif alcoholCount >= 4 then
TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200)
CreateThread(function()
AlienEffect()
end) -- Used as overdosing/too drunk effect
if checkExportExists("jim_bridge", "addAlcoholCount") then
exports.jim_bridge:addAlcoholCount(1, stats.canOD)
else
alcoholCount = alcoholCount + 1
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4alcoholCount^7: ^6"..alcoholCount)
if alcoholCount > 1 and alcoholCount <= 4 then
TriggerEvent("evidence:client:SetStatus", "alcohol", 200)
elseif alcoholCount >= 4 then
TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200)
CreateThread(function()
AlienEffect()
end)
end
if stats.canOD and alcoholCount >= 5 then
SetEntityHealth(Player, GetEntityHealth(Player) - math.random(5, 10))
end
end
end
if type == "drug" then
if checkExportExists("jim_bridge", "addDrugCount") then
exports.jim_bridge:addDrugCount(1, stats.canOD or false)
else
drugCount = drugCount + 1
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4drugCount^7: ^6"..drugCount)
if drugCount > 3 and drugCount < 7 then
elseif drugCount >= 7 then
CreateThread(function()
AlienEffect()
end)
end
if stats.canOD and drugCount >= 4 then
SetEntityHealth(Player, GetEntityHealth(Player) - math.random(5, 10))
end
end
end
if stats then
@@ -350,14 +363,8 @@ RegisterNetEvent(getScript()..':Consume', function(itemName)
end
end
if stats.canOD then
drugCount += 1
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4drugCount^7: ^6"..drugCount)
if drugCount >= 4 then
debugPrint("^5Debug^7: ^3Consume^7: ^2Current ^4drugCount^7: ^6"..drugCount.."^7 - ^2 removing health")
SetEntityHealth(PlayerPedId(), GetEntityHealth(Player) - math.random(10, 15))
if drugCount >= 7 then
CreateThread(function() AlienEffect() end) -- If too many drugs, if not dead will make you stumble
end
if drugCount >= 4 or alcoholCount >= 5 then
SetEntityHealth(Player, GetEntityHealth(Player) - math.random(5, 10))
end
end
if stats.effect then