better documentation layout

- seperated the 2000+ lines in ReadMe.md into seperate files.
 - useful if things expand
 - better readability for users
 - more organised layout
This commit is contained in:
oosayeroo
2025-05-16 14:28:41 +01:00
parent 520758b355
commit 451e4cbbdb
29 changed files with 1690 additions and 1719 deletions

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### playerfunctions.lua
This module contains helper functions for manipulating player states, interactions, and utility checks.
- **instantLookEnt(ent, ent2)**
- Instantly turns an entity to face a target (entity or coordinates) without animation.
- **Example:**
```lua
instantLookEnt(nil, vector3(200.0, 300.0, 40.0))
instantLookEnt(ped1, ped2)
```
- **lookEnt(entity)**
- Makes the current player look toward the given entity.
- Usually called after when opening a menu or something similar to make the player visually face the location
- **Example:**
```lua
lookEnt(vector3(200.0, 300.0, 40.0))
lookEnt(pedEntity)
```
- **setThirst(src, thirst)**
⚠️ Server Side Only
- Sets the thirst level of a player.
- **Example:**
```lua
setThirst(source, 75)
```
- **setHunger(src, hunger)**
⚠️ Server Side Only
- Sets the hunger level of a player.
- **Example:**
```lua
setHunger(source, 50)
```
- **chargePlayer(cost, moneyType, newsrc)**
⚠️ Server Side Only
- Deducts money from a player of the specified type (`cash`, `bank`, etc).
- **Example:**
```lua
chargePlayer(100, "cash", source)
```
- **fundPlayer(fund, moneyType, newsrc)**
⚠️ Server Side Only
- Adds money to a player's balance of a given type.
- **Example:**
```lua
fundPlayer(250, "bank", source)
```
- **ConsumeSuccess(itemName, type, data)**
- Handles logic when an item is successfully consumed (e.g., food, drink, etc).
- Supports hunger and thirst info directly from table eg. `{ hunger = 10, thirst = 20 }`
- **Example:**
```lua
ConsumeSuccess("health_pack", "food", { hunger = 10 })
ConsumeSuccess("beer", "alcohol", { thirst = 20 })
```
- **hasJob(job, source, grade)**
- Checks if a player has a certain job and optionally checks for a specific grade.
- Similar to `jobCheck()` but also retrieves as much player job info as possible
- **Example:**
```lua
-- Check if the player has the 'police' job and is on duty
local hasPoliceJob, isOnDuty = hasJob("police")
if hasPoliceJob and isOnDuty then
-- Grant access to police-specific features
end
-- Check if a specific player has the 'gang_leader' job with at least grade 2
local hasGangLeaderJob, _ = hasJob("gang_leader", playerId, 2)
if hasGangLeaderJob then
-- Allow gang leader actions
end
```
- **getPlayer(source)**
- Retrieves basic player information (name, cash, bank, job, etc.) based on the active core/inventory system.
- Can be called server-side (passing a player source) or client-side (for current player).
- Called often in my scripts as its makes use of frameworks "GetPlayerData" etc.
- **Example:**
```lua
-- Get information for a specific player
local playerInfo = getPlayer(playerId)
print(playerInfo.name, playerInfo.cash, playerInfo.bank)
-- Get information for the current player (client-side)
local myInfo = getPlayer()
print(myInfo.name, myInfo.cash, myInfo.bank)
```
- **GetPlayersFromCoords(coords, radius)**
- Returns a list of players within a specified radius of a set of coordinates.
- **Example:**
```lua
local nearby = GetPlayersFromCoords(GetEntityCoords(PlayerPedId()), 10.0)
for _, playerId in pairs(nearby) do
print("Nearby player ID:", playerId)
end
```