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97 Commits

Author SHA1 Message Date
Jim Shield
e984a437df attempt to fix shops for QS-Inv 2025-04-30 16:54:33 +01:00
Jim Shield
0818dae0df change qs-inv metadata call to info 2025-04-30 13:21:39 +01:00
Jim Shield
771a2a3217 fix quasar crafting stash item removal 2025-04-29 23:26:10 +01:00
Jim Shield
04b3f87b32 change CodeM metadata check to info 2025-04-29 19:55:30 +01:00
Jim Shield
6c3d0ffc5e change CodeM client inv check to getUserInventory() 2025-04-29 19:55:09 +01:00
Jim Shield
3f093ce934 fix QS-Inv registerStash function 2025-04-29 17:43:37 +01:00
Jim Shield
9a47ec59b0 bump fxmanifest version 2025-04-29 17:24:20 +01:00
Jim Shield
69ce8d9225 remove nui from jim_bridge, i think its killing things 2025-04-29 17:23:28 +01:00
Jim Shield
93b884de01 Bump to 2.0.01 2025-04-29 12:31:05 +01:00
Jim Shield
a308f82be9 version bump 2025-04-29 12:27:00 +01:00
Jim Shield
b3100a336c possible fix for lib error 2025-04-29 12:26:49 +01:00
Jim Shield
8f7f9bb009 force stash to a table when removing items 2025-04-29 02:37:47 +01:00
Jim Shield
25dadae446 Merge pull request #41 from jimathy/1.2 2025-04-28 18:19:38 +01:00
Jim Shield
1d588c4f41 Add a complete readme with documentation 2025-04-22 19:17:34 +01:00
Jim Shield
ac58fe4bb7 Fix and enhance update checker 2025-04-22 19:17:03 +01:00
Jim Shield
45c5af8e81 Fix duplicate functions and typos 2025-04-22 19:16:31 +01:00
Jim Shield
673d9e3a12 fix alt forcing nui focus 2025-04-20 23:44:09 +01:00
Jim Shield
738e11c8e3 Add support for built in nui menu 2025-04-20 19:17:40 +01:00
Jim Shield
842379e8f9 Add override convar checks 2025-04-20 19:17:16 +01:00
Jim Shield
d1bb796d5f implement inbuilt nui menu 2025-04-20 01:22:32 +01:00
Jim Shield
b7db98ffdc esx fixes 2025-04-18 19:45:56 +01:00
Jim Shield
6ce6770df4 add checks for if MySQL has loaded for ESX 2025-04-18 16:14:42 +01:00
Jim Shield
56ef3b75b2 Fix change dui functions 2025-04-14 21:58:38 +01:00
Jim Shield
bd1be5e953 add function to get animal anim table for that ped 2025-04-13 19:07:02 +01:00
Jim Shield
8f72968e76 Create FUNDING.yml 2025-04-13 13:26:09 +01:00
Jim Shield
b27f91ac87 fix playerdata check for isDead in server 2025-04-12 01:09:21 +01:00
Jim Shield
35357c07a3 add isDead and isDown to getPlayer() 2025-04-12 00:19:22 +01:00
Jim Shield
943436467e add ox checkbox option for input 2025-04-12 00:18:48 +01:00
Jim Shield
747fd272d4 fix bigmessage scaleform being local 2025-04-12 00:17:47 +01:00
Jim Shield
3ec00956df Enhance drawtext feature 2025-04-08 17:51:30 +01:00
Jim Shield
1248102635 Add more support for RedM RSGInv 2025-04-08 17:48:38 +01:00
Jim Shield
2be706a860 hopefully fix esx loading 2025-04-08 17:47:12 +01:00
Jim Shield
2da2c56705 add basic support for RedM (RSGCore) 2025-04-07 20:52:59 +01:00
Jim Shield
4d8305c844 changes for beta branch 2025-04-01 14:15:50 +01:00
Jim Shield
8611bc6d3c I am still alive 2025-03-26 21:43:48 +00:00
Jim Shield
2572f86030 input compat fixes 2025-03-11 22:41:13 +00:00
Jim Shield
83ba74bc12 fixes 2025-03-08 20:55:05 +00:00
Jim Shield
6bfb549fd0 refactor + attempt better support for other inventories 2025-03-08 13:44:05 +00:00
Jim Shield
31a7ac2951 general fixes and updates 2025-03-07 13:32:10 +00:00
Jim Shield
1cb2bdb525 fixes for jim-crafting changes 2025-03-07 13:30:17 +00:00
Jim Shield
daa9dca142 fix createCallback complaining on client side 2025-03-07 13:29:43 +00:00
Jim Shield
c947993e9e Add multiscript banking functions 2025-03-07 13:27:47 +00:00
Jim Shield
8dd2b7ae9a Beta: Fixes for existing scripts + feature for jim-crafting 2025-03-06 23:49:07 +00:00
Jim Shield
8eb98bff29 (Beta) Fixes for multiframework support 2025-03-01 12:58:43 +00:00
Jim Shield
f9812a689e Add files via upload 2025-02-22 13:21:54 +00:00
Jim Shield
e72fad0bfa Upload beta 1.2 2025-02-21 13:47:15 +00:00
Jim Shield
61a582a330 Remove old files 2025-02-21 13:45:08 +00:00
Jim Shield
80c357986d Merge pull request #22 from jimathy/1.0.13
1.0.14
2024-02-25 11:49:30 +00:00
Jim Shield
6c2b0b487f Merge branch 'main' into 1.0.13 2024-02-25 11:49:13 +00:00
Jim Shield
ad3d2b534f update version.txt to 14 2024-02-23 15:51:52 +00:00
Jim Shield
a4e9333ab8 1.0.14 2024-02-23 15:47:08 +00:00
Jim Shield
e08b349e31 Version Bump 2024-02-20 12:44:25 +00:00
Jim Shield
2bf7a28508 fix typo 2024-02-20 12:43:51 +00:00
Jim Shield
e6bee2ae2e dui request callback 2024-02-19 17:57:51 +00:00
Jim Shield
fc832d73f9 dui request callback 2024-02-19 17:57:15 +00:00
Jim Shield
e8e9b53f53 port dui texture changes (needs mutliscripting) 2024-02-19 17:53:23 +00:00
Jim Shield
7304376e90 getDurability updates 2024-02-19 17:52:19 +00:00
Jim Shield
7e9914afda grav inv fixes 2024-02-19 17:50:19 +00:00
Jim Shield
89f6f6deb0 add jpr-phonesystem support 2024-02-16 22:45:22 +00:00
Jim Shield
faa4a123fd Merge pull request #21 from SirOMGitsYOU/patch-2
add jpr-phonesystem support
2024-02-16 22:45:07 +00:00
Jim Shield
f1ae24d0fe separate create dui event 2024-02-16 22:42:13 +00:00
Peter
4670d87c96 add jpr-phonesystem support
Update wrapper.lua - Added code in for JPR-Phonesystem, Not sure if I should have called the QBCore export a different way, JPR-Phone system only supports qbcore and esx, 

Info for mails taken directly from their docs https://joaos-organization-3.gitbook.io/jpresources-documentation/installation/phone-system/events-and-commands#phone-mails
2024-02-15 10:45:50 +00:00
Jim Shield
4848b51ecc Update README.md 2024-02-14 17:34:04 +00:00
Jim Shield
2aa0cc9d5d Start adding manual durability changes 2024-02-14 00:19:36 +00:00
Jim Shield
5e3ace804d Adjust ox/qb target name creation 2024-02-14 00:11:08 +00:00
Jim Shield
42b109a5f1 readability 2024-02-09 17:02:45 +00:00
Jim Shield
5a8afb516b Update README.md 2024-02-09 16:51:20 +00:00
Jim Shield
ef2771cc83 Update README.md 2024-02-09 16:49:29 +00:00
Jim Shield
942c11af1d Update README.md
Start adding documentation
2024-02-09 00:46:20 +00:00
Jim Shield
b291e3f4b6 Update functions.lua 2024-02-08 21:54:28 +00:00
Jim Shield
46e3f18edc Merge pull request #20 from jimathy/1.0.12
1.0.12
2024-02-08 18:58:37 +00:00
Jim Shield
0886d8a4b6 Version Bump 2024-02-08 18:39:30 +00:00
Jim Shield
6a23e4ac91 Move loadModel time reset 2024-02-08 18:39:02 +00:00
Jim Shield
f7b7718679 remove unused variable 2024-02-08 18:38:22 +00:00
Jim Shield
9ae034da77 remove unused variable 2024-02-08 18:38:11 +00:00
Jim Shield
4d1b2abd3d blip_info support preview imgs 2024-02-08 18:37:14 +00:00
Jim Shield
f8e3f64907 Origen Inv Fixes 2024-02-08 18:35:54 +00:00
Jim Shield
3702835958 Added sellMenu() 2024-02-08 18:34:17 +00:00
Jim Shield
23c2e1472e Merge pull request #19 from jimathy/1.0.11
1.0.11
2024-01-30 19:21:33 +00:00
Jim Shield
6367c9ed3b remove loadmodel debug timeout print 2024-01-30 18:47:23 +00:00
Jim Shield
2d299a6a4a chargePlayer & fundPlayer server events/fixes 2024-01-30 18:40:26 +00:00
Jim Shield
ced629d4dc dupewarn info addition 2024-01-30 18:39:51 +00:00
Jim Shield
714121d272 crafting menu workarounds for missing info 2024-01-30 18:38:57 +00:00
Jim Shield
14c140cf85 load model and prop fixes 2024-01-29 22:23:23 +00:00
Jim Shield
881aec7c04 remove ox_lib model check as it was erroring out 2024-01-29 13:27:00 +00:00
Jim Shield
85b31e7e1d getRandomReward added for reward item support 2024-01-29 13:23:02 +00:00
Jim Shield
66c9287202 v1.0.11 - Version Bump 2024-01-28 19:24:19 +00:00
Jim Shield
f0f59b8568 remove debug print 2024-01-28 19:19:58 +00:00
Jim Shield
e03efa6687 update stopAnim to choose ped 2024-01-28 19:19:24 +00:00
Jim Shield
5a22651961 fix ConsumeSuccess and other typos 2024-01-28 19:18:55 +00:00
Jim Shield
236689452e custom stash slot sizes at "register" 2024-01-28 19:17:57 +00:00
Jim Shield
b686f267e1 Remove debug print 2024-01-28 01:44:53 +00:00
Jim Shield
096e323409 Merge pull request #18 from jimathy/1.0.10
1.0.10
2024-01-27 14:27:44 +00:00
Jim Shield
b71ec14615 sendPhoneMail - mutli phone support 2024-01-27 12:55:56 +00:00
Jim Shield
5a2304b785 quick linting 2024-01-26 20:31:46 +00:00
Jim Shield
6f413c555d add basic canCarry function 2024-01-26 20:31:10 +00:00
Jim Shield
fbc92aea41 update common functions to be smurter 2024-01-26 19:02:02 +00:00
52 changed files with 11927 additions and 2713 deletions

12
.github/FUNDING.yml vendored Normal file
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@@ -0,0 +1,12 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: jixelpatterns
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
custom: ['https://jimathy666.tebex.io/']

1852
README.md

File diff suppressed because it is too large Load Diff

47
_versioncheck.lua Normal file
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@@ -0,0 +1,47 @@
function parseVersion(version)
local parts = {}
for num in version:gmatch("%d+") do
table.insert(parts, tonumber(num))
end
return parts
end
function compareVersions(current, newest)
local currentParts = parseVersion(current)
local newestParts = parseVersion(newest)
for i = 1, math.max(#currentParts, #newestParts) do
local c = currentParts[i] or 0
local n = newestParts[i] or 0
if c < n then return -1
elseif c > n then return 1 end
end
return 0 -- equal
end
function CheckBridgeVersion()
if IsDuplicityVersion() then
CreateThread(function()
Wait(4000)
local currentVersionRaw = GetResourceMetadata("jim_bridge", 'version')
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/jim_bridge/master/version.txt', function(err, newestVersionRaw, headers)
if not newestVersionRaw then
print("^1Unable to run version check for ^7'^3jim_bridge^7' (^3"..currentVersionRaw.."^7)")
return
end
newestVersionRaw = newestVersionRaw:match("[^\r\n]+")
local compareResult = compareVersions(currentVersionRaw, newestVersionRaw)
if compareResult == 0 then
print("^7'^3jim_bridge^7' - ^2You are running the latest version^7. ^7(^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^7'^3jim_bridge^7' - ^1You are running an outdated version^7! ^7(^3"..currentVersionRaw.."^7 → ^3"..newestVersionRaw.."^7)")
else
print("^7'^3jim_bridge^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..newestVersionRaw.."^7)")
end
end)
end)
end
end
CheckBridgeVersion()

View File

@@ -1,450 +0,0 @@
if IsDuplicityVersion() then
if GetResourceState(OXLibExport):find("start") then
createCallback(GetCurrentResourceName()..':server:GetStashItems', function(source, stashName) local stash = getStash(stashName) return stash end)
else
createCallback(GetCurrentResourceName()..':server:GetStashItems', function(source, cb, stashName) local stash = getStash(stashName) cb(stash) end)
end
end
local timeout, timing, stashItems = 0, false, {}
function GetStashTimeout(stashName, stop)
if stop then stashItems, timing, timeout = {}, false, 0 return end
if #stashItems > 0 then return true end
if timeout <= 0 then
stashItems = triggerCallback(GetCurrentResourceName()..':server:GetStashItems', stashName)
timeout = 10000
if not timing then
CreateThread(function()
timing = true
while timeout > 0 do timeout -= 1000 Wait(1000) end
timing, stashItems, timeout = false, {}, 0
end)
end
end
return false
end
local CraftLock = false
function craftingMenu(data)
if CraftLock then return end
if data.stashName and not GetStashTimeout(data.stashName) then
--triggerNotify(nil, "Chacking", "success")
end
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
local Menu, hasjob = {}, false
local Recipes = data.craftable.Recipes
for i = 1, #Recipes do
if not Recipes[i]["amount"] then Recipes[i]["amount"] = 1 end
for k, v in pairs(Recipes[i]) do
if k ~= "amount" and k ~= "job" and k ~= "gang" then
if Recipes[i].job then
for l, b in pairs(Recipes[i].job) do
hasjob = hasJob(l, nil, b)
if hasjob == true then break end
end
else hasjob = true end
local setheader, settext, disable = "", "", false
if hasjob then
local itemTable = {}
for l, b in pairs(Recipes[i][tostring(k)]) do
settext = settext..(settext ~= "" and br or "")..(Items[l] and Items[l].label or "error - "..l)..(b > 1 and " x"..b or "")
itemTable[l] = b
Wait(0)
end
if Config.System.Debug then print("^6Bridge^7: ^2Checking"..(data.stashName and " ^7'^6"..data.stashName.."^7'" or "").." ^2ingredients^7 - ^6"..k.."^7") end
if data.stashName then disable = not stashhasItem(stashItems, itemTable)
else disable = not hasItem(itemTable) end
setheader = (Items[tostring(k)] and Items[tostring(k)].label or "error - "..tostring(k))..(Recipes[i]["amount"] > 1 and " x"..Recipes[i]["amount"] or "")..(not disable and " ✔️" or "")
Menu[#Menu + 1] = {
isMenuHeader = disable,
icon = invImg(tostring(k)),
header = setheader, txt = settext,
onSelect = function()
local transdata = { item = k, craft = data.craftable.Recipes[i], craftable = data.craftable, coords = data.coords, stashName = data.stashName, onBack = data.onBack }
if Config.Crafting.MultiCraft then multiCraft(transdata) else makeItem(transdata) end
end,
}
end
end
Wait(0)
end
end
openMenu(Menu, { header = data.craftable.Header, onBack = data.onBack or nil, canClose = true, onExit = function() end, })
lookEnt(data.coords)
end
function multiCraft(data) local Menu = {}
local success = Config.Crafting.MultiCraftAmounts
if data.stashName and not GetStashTimeout(data.stashName) then
--triggerNotify(nil, "Refreshing stashinfo", "success")
end
Menu[#Menu+1] = {
isMenuHeader = true,
icon = invImg(data.item),
header = Items[data.item].label,
}
for k in pairsByKeys(success) do
local settext = ""
local itemTable = {}
for l, b in pairs(data.craft[data.item]) do
itemTable[l] = (b * k)
settext = settext..(settext ~= "" and br or "")..Items[l].label..(b*k > 1 and "- x"..b*k or "")
Wait(0)
end
local disable = false
if Config.System.Debug then print("^6Bridge^7: ^2Checking "..(data.stashName and "^7'^6"..data.stashName.."^7'" or "inventory").."^7x^5"..k.." ^2ingredients^7 - ^6"..data.item.."^7") end
if data.stashName then disable = not stashhasItem(stashItems, itemTable)
else disable = not hasItem(itemTable) end
Menu[#Menu + 1] = {
isMenuHeader = disable,
arrow = not disable,
header = "Craft - x"..k * data.craft.amount,
txt = settext,
onSelect = function ()
makeItem({item = data.item, craft = data.craft, craftable = data.craftable, amount = k, coords = data.coords, stashName = data.stashName, onBack = data.onBack })
end,
}
end
openMenu(Menu, { header = data.craftable.Header, onBack = function() craftingMenu(data) end, })
end
function makeItem(data)
if CraftLock then return end
CraftLock = true
local bartime = data.craftable.progressBar and data.craftable.progressBar.time or 5000
local bartext = data.craftable.progressBar and data.craftable.progressBar.label or Loc[Config.Lan].progressbar["progress_make"]
local animDict = data.craftable.Anims.animDict or "amb@prop_human_parking_meter@male@idle_a"
local anim = data.craftable.Anims.anim or "idle_a"
local amount = data.amount and (data.amount ~= 1) and data.amount or 1
local crafted, crafting = true, true
local cam = createTempCam(PlayerPedId(), data.coords)
startTempCam(cam)
for i = 1, amount do
for k, v in pairs(data.craft) do
if k ~= "amount" and k ~= "job" then
if type(v) == "table" then
for l, b in pairs(v) do
if crafting and progressBar({
label = "Using "..b.." "..Items[l].label,
time = 1000,
cancel = true,
dict = 'pickup_object',
anim = "putdown_low",
flag = 48,
icon = l,
}) then
--TriggerEvent('inventory:client:ItemBox', Items[l], "use", b) -- Show item box for each item
else
crafted, crafting = false, false
break
end
Wait(200)
end
if crafted then
if crafting and progressBar({
label = bartext..Items[data.item].label,
time = bartime,
cancel = true,
dict = animDict,
anim = anim,
flag = 8,
icon = data.item,
}) then
TriggerServerEvent(GetCurrentResourceName()..":Crafting:GetItem", data.item, data.craft, data.stashName)
else
crafting = false
break
end
end
end
end
end
Wait(500)
end
stopTempCam()
CraftLock = false
lockInv(false)
craftingMenu(data)
ClearPedTasks(PlayerPedId())
end
RegisterNetEvent(GetCurrentResourceName()..":Crafting:GetItem", function(ItemMake, craftable, stashName)
local src, amount, stashItems = source, craftable and craftable.amount or 1, stashName and getStash(stashName)
if stashName then
local itemRemove = {}
for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end
end
end
stashRemoveItem(stashItems, stashName, itemRemove)
else
if craftable then
for k, v in pairs(craftable[ItemMake] or {}) do
TriggerEvent(GetCurrentResourceName()..":server:toggleItem", false, tostring(k), v, src)
end
end
end
TriggerEvent(GetCurrentResourceName()..":server:toggleItem", true, ItemMake, amount, src)
if GetResourceState("core_skills"):find("start") then exports["core_skills"]:AddExperience(src, 2) end
end)
--[[SHOPS]]--
function openShop(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if GetResourceState(OXInv):find("start") then
exports[OXInv]:openInventory('shop', { type = data.shop })
else
TriggerServerEvent(Config.General.JimShops and "jim-shops:ShopOpen" or "inventory:server:OpenInventory", "shop", data.items.label, data.items)
end
lookEnt(data.coords)
end
-- Client & Server side
function hasItem(items, amount, src) local amount = amount and amount or 1
local grabInv = nil
local foundInv = ""
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
if GetResourceState(OXInv):find("start") then
foundInv = OXInv
grabInv = src and exports.ox_inventory:GetInventoryItems(src) or exports[OXInv]:GetPlayerItems()
elseif GetResourceState(QSInv):find("start") then
foundInv = QSInv
grabInv = src and exports[QSInv]:GetInventory(src) or exports[QSInv]:getUserInventory()
elseif GetResourceState(OrigenInv):find("start") then
foundInv = OrigenInv
grabInv = src and exports[OrigenInv]:getPlayerInventory(src) or exports[OrigenInv]:getPlayerInventory()
elseif GetResourceState(CoreInv):find("start") then
foundInv = CoreInv
if src then
if GetResourceState(QBExport):find("start") or GetResourceState(QBXExport):find("start") then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
elseif GetResourceState(ESXExport):find("start") then
local Player = ESX.GetPlayerFromId(src)
grabInv = Player.getInventory(false)
end
else
local p = promise.new()
Core.Functions.TriggerCallback('core_inventory:server:getInventory', function(cb) p:resolve(cb) end)
local result = Citizen.Await(p)
if type(result) == "string" then result = json.decode(result) end
grabInv = result
end
elseif GetResourceState(CodeMInv):find("start") then
foundInv = CodeMInv
grabInv = src and exports[CodeMInv]:GetUserInventory(src) or exports[CodeMInv]:GetClientPlayerInventory()
elseif GetResourceState(QBInv):find("start") then
foundInv = QBInv
grabInv = src and Core.Functions.GetPlayer(src).PlayerData.items or Core.Functions.GetPlayerData().items
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
end
if grabInv then
local hasTable = {}
for item, amount in pairs(items) do
if not Items[item] then print("^4ERROR^7: ^2Script can't find ingredient item in Shared Items - ^1"..item.."^7") end
local count = 0
for _, itemData in pairs(grabInv) do
if itemData and (itemData.name == item) then count += (itemData.count or itemData.amount or 1) end
end
foundInv = foundInv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
local foundMessage = "^6Bridge^7: ^3hasItem^7[^6"..foundInv.."^7]: "..tostring(item).." ^3"..count.."^7/^3"..amount
if count >= amount then foundMessage = foundMessage.." ^5FOUND^7" else foundMessage = foundMessage .." ^1NOT FOUND^7" end
if Config.System.Debug then print(foundMessage) end
hasTable[item] = { hasItem = count >= amount, count = count }
end
for k, v in pairs(hasTable) do if not v.hasItem then return false, hasTable end end
return true, hasTable
end
end
-- Stash Items
function openStash(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if GetResourceState(OXInv):find("start") then
exports[OXInv]:openInventory('stash', data.stash)
elseif GetResourceState(CodeMInv):find("start") then
exports[CodeMInv]:OpenStash(data.stash, 400000, 100)
else
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
end
lookEnt(data.coords)
end
function getStash(stashName) local stashResource = ""
local stashItems, items = {}, {}
if GetResourceState(OXInv):find("start") then stashResource = OXInv
stashItems = exports[OXInv]:Inventory(stashName).items
elseif GetResourceState(QSInv):find("start") then stashResource = QSInv
stashItems = exports[QSInv]:GetStashItems(stashName)
elseif GetResourceState(CoreInv):find("start") then stashResource = CoreInv
stashItems = exports[CoreInv]:getInventory(stashName)
elseif GetResourceState(CodeMInv):find("start") then stashResource = CodeMInv
stashItems = exports[CodeMInv]:GetInventoryItems('Stash', stashName)
elseif GetResourceState(OrigenInv):find("start") then stashResource = OrigenInv
stashItems = exports[OrigenInv]:GetStashItems(stashName)
elseif GetResourceState(QBInv):find("start") then stashResource = QBInv
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
if result then stashItems = json.decode(result) end
end
if Config.System.Debug then print("^6Bridge^7: ^2Retrieving ^3Stash^2 with ^7"..stashResource) end
if stashItems then
for _, item in pairs(stashItems) do
local itemInfo = Items[item.name:lower()]
if itemInfo then
local indexNum = #items+1 -- Added to help recreate missing slot numbers
items[(item.slot and item.slot) or indexNum] = {
name = itemInfo.name or nil,
amount = tonumber(item.amount) or tonumber(item.count),
info = item.info or "",
label = itemInfo.label or nil,
description = itemInfo.description or "",
weight = itemInfo.weight or nil,
type = itemInfo.type or nil,
unique = itemInfo.unique or nil,
useable = itemInfo.useable or nil,
image = itemInfo.image or nil,
slot = (item.slot and item.slot) or indexNum,
}
end
end
if Config.System.Debug then print("^6Bridge^7: ^3GetStashItems^7: ^2Stash information for ^7'^6"..stashName.."^7' ^2retrieved^7") end
end
return items
end
function stashRemoveItem(stashItems, stashName, items) local amount = amount and amount or 1
if GetResourceState(OXInv):find("start") then
for k, v in pairs(items) do
exports[OXInv]:RemoveItem(stashName, k, v)
if Config.System.Debug then print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v) end
end
elseif GetResourceState(QSInv):find("start") then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
if Config.System.Debug then
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
end
stashItems[l] = nil
else
if Config.System.Debug then
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end
exports[QSInv]:RemoveItemIntoStash(stashName, k, v, l)
end
end
end
end
elseif GetResourceState(CoreInv):find("start") then
for k, v in pairs(items) do
exports[CoreInv]:removeItemExact(stashName, k, v)
if Config.System.Debug then print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CoreInv, k, v) end
end
elseif GetResourceState(CodeMInv):find("start") then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
if Config.System.Debug then
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
end
stashItems[l] = nil
else
if Config.System.Debug then
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CodeMInv, k, v)
end
stashItems[l].amount -= v
end
end
end
end
if Config.System.Debug then
print("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
end
elseif GetResourceState(OrigenInv):find("start") then
for k, v in pairs(items) do
exports[OrigenInv]:RemoveItem(stashName, k, v)
if Config.System.Debug then print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OrigenInv, k, v) end
end
elseif GetResourceState(QBInv):find("start") then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
if Config.System.Debug then
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
end
stashItems[l] = nil
else
if Config.System.Debug then
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end
stashItems[l].amount -= v
end
end
end
end
if Config.System.Debug then
print("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
end
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { ['stash'] = stashName, ['items'] = json.encode(stashItems) })
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
end
end
RegisterNetEvent(GetCurrentResourceName()..":server:stashRemoveItem", stashRemoveItem)
function stashhasItem(stashItems, items, amount)
local invs = {OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, QBInv}
local foundInv = ""
for _, inv in ipairs(invs) do
if GetResourceState(inv):find("start") then
foundInv = inv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
break
end
end
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
local hasTable = {}
for item, amount in pairs(items) do
local count = 0
for _, itemData in pairs(stashItems) do
if itemData and (itemData.name == item) then
count += (itemData.amount or 1)
end
end
local debugMsg = string.format("^6Bridge^7: ^3stashHasItem^7[^6%s^7]: %s '%s' ^3%d^7/^3%d^7", foundInv, (count >= amount and "^5FOUND^7" or "^1NOT FOUND^7"), item, count, amount)
if Config.System.Debug then print(debugMsg) end
hasTable[item] = { hasItem = (count >= amount), count = count }
end
for k, v in pairs(hasTable) do if v.hasItem == false then return false, hasTable end end
return true, hasTable
end

View File

@@ -1,20 +0,0 @@
Exports = {
QBExport = "qb-core",
QBXExport = "qbx_core",
ESXExport = "es_extended",
OXCoreExport = "ox_core",
OXInv = "ox_inventory",
QBInv = "qb-inventory",
QSInv = "qs-inventory",
CoreInv = "core_inventory",
CodeMInv = "codem-inventory",
OrigenInv = "origen_inventory",
OXLibExport = "ox_lib",
QBMenuExport = "qb-menu",
QBTargetExport = "qb-target",
OXTargetExport = "ox_target"
}

View File

@@ -1,910 +0,0 @@
onDuty = false
function jobCheck(job)
canDo = true
if not hasJob(job) or not onDuty then
triggerNotify(nil, Loc[Config.Lan].error["not_clockedin"])
canDo = false
end
return canDo
end
local time = 100
function loadModel(model)
if not HasModelLoaded(model) then if Config.System.Debug then print("^6Bridge^7: ^2Loading Model^7: '^6"..model.."^7'") end
while not HasModelLoaded(model) do if time > 0 then time -= 1 RequestModel(model)
else time = 1000 print("^6Bridge^7: ^3LoadModel^7: ^2Timed out loading model ^7'^6"..model.."^7'") break end
Wait(10) end
end
end
function unloadModel(model) if Config.System.Debug then print("^6Bridge^7: ^2Removing Model^7: '^6"..model.."^7'") end SetModelAsNoLongerNeeded(model) end
function loadAnimDict(dict) if Config.System.Debug then print("^6Bridge^7: ^2Loading Anim Dictionary^7: '^6"..dict.."^7'") end while not HasAnimDictLoaded(dict) do RequestAnimDict(dict) Wait(5) end end
function unloadAnimDict(dict) if Config.System.Debug then print("^6Bridge^7: ^2Removing Anim Dictionary^7: '^6"..dict.."^7'") end RemoveAnimDict(dict) end
function loadPtfxDict(dict) if Config.System.Debug then if not HasNamedPtfxAssetLoaded(dict) then print("^6Bridge^7: ^2Loading Ptfx Dictionary^7: '^6"..dict.."^7'") end end while not HasNamedPtfxAssetLoaded(dict) do RequestNamedPtfxAsset(dict) Wait(5) end end
function unloadPtfxDict(dict) if Config.System.Debug then print("^6Bridge^7: ^2Removing Ptfx Dictionary^7: '^6"..dict.."^7'") end RemoveNamedPtfxAsset(dict) end
function loadTextureDict(dict) if Config.System.Debug then print("^6Bridge^7: ^2Loading Texture Dictionary^7: '^6"..dict.."^7'") end while not HasStreamedTextureDictLoaded(dict) do RequestNamedPtfxAsset(dict) Wait(5) end end
function countTable(table) local i = 0 for keys in pairs(table) do i += 1 end return i end
function pairsByKeys(t) local a = {} for n in pairs(t) do a[#a+1] = n end table.sort(a) local i = 0 local iter = function() i += 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end
function playAnim(animDict, animName, duration, flag, ped)
loadAnimDict(animDict)
TaskPlayAnim(ped and ped or PlayerPedId(), animDict, animName, 8.0, -8.0, duration or 30000, flag or 50, 1, false, false, false)
end
function stopAnim(animDict, animName)
StopAnimTask(PlayerPedId(), animName, animDict)
unloadAnimDict(animDict)
end
function makeVeh(model, coords)
loadModel(model)
local veh = CreateVehicle(model, coords.x, coords.y, coords.z, coords.w, true, false)
SetVehicleHasBeenOwnedByPlayer(veh, true)
SetNetworkIdCanMigrate(NetworkGetNetworkIdFromEntity(veh), true)
Wait(100)
SetVehicleNeedsToBeHotwired(veh, false)
SetVehRadioStation(veh, 'OFF')
SetVehicleFuelLevel(veh, 100.0)
SetVehicleModKit(veh, 0)
SetVehicleOnGroundProperly(veh)
if Config.System.Debug then
local coords = { string.format("%.2f", coords.x), string.format("%.2f", coords.y), string.format("%.2f", coords.z), (string.format("%.2f", coords.w or 0.0)) }
print("^6Bridge^7: ^1Veh ^2Created^7: '^6"..veh.."^7' | ^2Hash^7: ^7'^6"..(model).."^7' | ^2Coord^7: ^5vec4^7(^6"..(coords[1]).."^7, ^6"..(coords[2]).."^7, ^6"..(coords[3]).."^7, ^6"..(coords[4]).."^7)")
end
unloadModel(model)
return veh
end
local Peds = {}
local Props = {}
function makePed(model, coords, freeze, collision, scenario, anim, synced)
loadModel(model)
local ped = CreatePed(0, model, coords.x, coords.y, coords.z-1.03, coords.w, synced and synced or true, false)
SetEntityInvincible(ped, true)
SetBlockingOfNonTemporaryEvents(ped, true)
FreezeEntityPosition(ped, freeze and freeze or true)
if collision then SetEntityNoCollisionEntity(ped, PlayerPedId(), false) end
if scenario then TaskStartScenarioInPlace(ped, scenario, 0, true) end
if anim then
loadAnimDict(anim[1])
TaskPlayAnim(ped, anim[1], anim[2], 0.5, 1.0, -1, 1, 0.2, 0, 0, 0)
end
if Config.System.Debug then
local coords = { string.format("%.2f", coords.x), string.format("%.2f", coords.y), string.format("%.2f", coords.z), (string.format("%.2f", coords.w or 0.0)) }
print("^6Bridge^7: ^1Ped ^2Created^7: '^6"..ped.."^7' | ^2Hash^7: ^7'^6"..(model).."^7' | ^2Coord^7: ^5vec4^7(^6"..(coords[1]).."^7, ^6"..(coords[2]).."^7, ^6"..(coords[3]).."^7, ^6"..(coords[4]).."^7)")
end
unloadModel(model)
Peds[#Peds+1] = ped
return ped
end
function makeProp(data, freeze, synced)
loadModel(data.prop)
local prop = CreateObject(data.prop, data.coords.x, data.coords.y, data.coords.z-1.03, synced or false, synced or false, false)
SetEntityHeading(prop, data.coords.w + 180.0)
FreezeEntityPosition(prop, freeze and freeze or 0)
if Config.System.Debug then
local coords = { string.format("%.2f", data.coords.x), string.format("%.2f", data.coords.y), string.format("%.2f", data.coords.z), (string.format("%.2f", data.coords.w or 0.0)) }
print("^6Bridge^7: ^1Prop ^2Created^7: '^6"..prop.."^7' | ^2Hash^7: ^7'^6"..(data.prop).."^7' | ^2Coord^7: ^5vec4^7(^6"..(coords[1]).."^7, ^6"..(coords[2]).."^7, ^6"..(coords[3]).."^7, ^6"..(coords[4]).."^7)")
end
unloadModel(data.prop)
Props[#Props+1] = prop
return prop
end
function cv(amount)
local formatted = amount or "0"
while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if (k==0) then break end Wait(0) end
return formatted
end
function DrawText3D(x, y, z, text)
SetTextScale(0.35, 0.35)
SetTextFont(4)
SetTextProportional(true)
SetTextColour(255, 255, 255, 215)
BeginTextCommandDisplayText("STRING")
SetTextCentre(true)
AddTextComponentSubstringPlayerName(text)
SetDrawOrigin(x,y,z, 0)
EndTextCommandDisplayText(0.0, 0.0)
local factor = string.len(text) / 370
DrawRect(0.0, 0.0 + 0.0125, 0.017 + factor, 0.03, 0, 0, 0, 75)
ClearDrawOrigin()
end
AddEventHandler('onResourceStop', function(r)
if r ~= GetCurrentResourceName() then return end
stopSpinner()
for i = 1, #Peds do DeletePed(Peds[i]) end
for i = 1, #Props do destroyProp(Props[i]) end
end)
function instantLookEnt(ent, ent2)
local p1 = GetEntityCoords(ent, true)
local p2 = GetEntityCoords(ent2, true)
local dx = p2.x - p1.x
local dy = p2.y - p1.y
local heading = GetHeadingFromVector_2d(dx, dy)
SetEntityHeading( ent, heading )
end
function lookEnt(entity) local ped = PlayerPedId()
if entity then
if type(entity) == "vector3" or type(entity) == "vector4" then
if not IsPedHeadingTowardsPosition(ped, entity.xyz, 30.0) then
TaskTurnPedToFaceCoord(ped, entity.xyz, 1500)
if Config.System.Debug then print("^6Bridge^7: ^2Turning Player to^7: '^6"..json.encode(entity).."^7'") end
Wait(1500)
end
else
if DoesEntityExist(entity) then
if not IsPedHeadingTowardsPosition(ped, GetEntityCoords(entity), 30.0) then
TaskTurnPedToFaceCoord(ped, GetEntityCoords(entity), 1500)
if Config.System.Debug then print("^6Bridge^7: ^2Turning Player to^7: '^6"..entity.."^7'") end
Wait(1500)
end
end
end
end
end
function destroyProp(entity)
if entity then
if Config.System.Debug then print("^6Bridge^7: ^2Destroying Prop^7: '^6"..entity.."^7'") end
if IsEntityAttachedToEntity(entity, PlayerPedId()) then
SetEntityAsMissionEntity(entity)
DetachEntity(entity, true, true)
end
DeleteObject(entity)
end
end
function pushVehicle(entity)
SetVehicleModKit(entity, 0)
if entity ~= 0 and DoesEntityExist(entity) then
if not NetworkHasControlOfEntity(entity) then
if Config.System.Debug then print("^6Bridge^7: ^3pushVehicle^7: ^2Requesting network control of vehicle^7.") end
NetworkRequestControlOfEntity(entity)
local timeout = 2000
while timeout > 0 and not NetworkHasControlOfEntity(entity) do
Wait(100)
timeout = timeout - 100
end
if NetworkHasControlOfEntity(entity) and Config.System.Debug then print("^6Bridge^7: ^3pushVehicle^7: ^2Network has control of entity^7.") end
end
if not IsEntityAMissionEntity(entity) then
if Config.System.Debug then print("^6Bridge^7: ^3pushVehicle^7: ^2Setting vehicle as a ^7'^2mission^7' &2entity^7.") end
SetEntityAsMissionEntity(entity, true, true)
local timeout = 2000
while timeout > 0 and not IsEntityAMissionEntity(entity) do
Wait(100)
timeout = timeout - 100
end
if IsEntityAMissionEntity(entity) and Config.System.Debug then print("^6Bridge^7: ^3pushVehicle^7: ^2Vehicle is a ^7'^2mission^7'^2 entity^7.") end
end
end
end
function ensureNetToVeh(vehNetID)
if Config.System.Debug then print("^6Bridge^7: ^3ensureNetToVeh^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..vehNetID.."^7)") end
local timeout = 100
while not NetworkDoesNetworkIdExist(vehNetID) and timeout > 0 do timeout -= 1 Wait(10) end
if not NetworkDoesNetworkIdExist(vehNetID) then return 0 end
timeout = 100
local vehicle = NetToVeh(vehNetID)
while not DoesEntityExist(vehicle) and vehicle ~= 0 and timeout > 0 do timeout -= 1 Wait(10) end
if not DoesEntityExist(vehicle) then return 0 end
return vehicle
end
function makeBlip(data)
local blip = AddBlipForCoord(data.coords)
SetBlipAsShortRange(blip, true)
SetBlipSprite(blip, data.sprite or 106)
SetBlipColour(blip, data.col or 5)
SetBlipScale(blip, data.scale or 0.7)
SetBlipDisplay(blip, (data.disp or 6))
if data.category then SetBlipCategory(blip, data.category) end
BeginTextCommandSetBlipName('STRING')
AddTextComponentString(tostring(data.name))
EndTextCommandSetBlipName(blip)
if Config.System.Debug then print("^6Bridge^7: ^6Blip ^2created for location^7: '^6"..data.name.."^7'") end
return blip
end
function makeEntityBlip(data)
AddBlipForEntity(data.entity)
local blip = GetBlipFromEntity(data.entity)
SetBlipAsShortRange(blip, true)
SetBlipSprite(blip, data.sprite or 106)
SetBlipColour(blip, data.col or 5)
SetBlipScale(blip, data.scale or 0.7)
SetBlipDisplay(blip, (data.disp or 6))
if data.category then SetBlipCategory(blip, data.category) end
BeginTextCommandSetBlipName('STRING')
AddTextComponentString(tostring(data.name))
EndTextCommandSetBlipName(blip)
if Config.System.Debug then print("^6Bridge^7: ^6Blip ^2created for Entity^7: '^6"..data.name.."^7'") end
return blip
end
function lockInv(toggle)
FreezeEntityPosition(PlayerPedId(), toggle)
LocalPlayer.state:set("inv_busy", toggle, true)
TriggerEvent('inventory:client:busy:status', toggle)
TriggerEvent('canUseInventoryAndHotbar:toggle', not toggle)
end
function createTempCam(ent, coords)
local cam = nil
if Config.Crafting.craftCam then
if Config.System.Debug then
triggerNotify(nil, "ModCam Created", "success")
end
local camCoords = nil
if type(ent) ~= "vector3" then
camCoords = GetOffsetFromEntityInWorldCoords(ent, 1.2, -0.3, 0.8)
else
camCoords = ent
end
--local pedCoords = GetEntityCoords(PlayerPedId())
cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", camCoords.x, camCoords.y, camCoords.z+0.5, 1.0, 0.0, 0.0, 60.00, false, 0)
PointCamAtCoord(cam, coords)
end
return cam
end
function keyGen()
local charset = {
"q","w","e","r","t","y","u","i","o","p","a","s","d","f","g","h","j","k","l","z","x","c","v","b","n","m",
"Q","W","E","R","T","Y","U","I","O","P","A","S","D","F","G","H","J","K","L","Z","X","C","V","B","N","M",
"1","2","3","4","5","6","7","8","9","0"
}
local GeneratedID = ""
for i = 1, 3 do GeneratedID = GeneratedID..charset[math.random(1, #charset)] end
return GeneratedID
end
function startTempCam(cam)
if Config.Crafting.craftCam then
SetCamActive(cam, true)
RenderScriptCams(true, true, 1000, true, true)
end
end
function stopTempCam()
if Config.Crafting.craftCam then
CreateThread(function()
Wait(1000)
RenderScriptCams(false, true, 500, true, true)
DestroyAllCams()
end)
end
end
local inProgress = false
function progressBar(data)
local result = nil
if data.cam then
startTempCam(data.cam)
end
if Config.System.ProgressBar == "ox" then
if exports[OXLibExport]:progressBar({
duration = Config.System.Debug and 1000 or data.time,
label = data.label,
useWhileDead = data.dead and data.dead or false,
canCancel = data.cancel and data.cancel or true,
anim = {
dict = data.dict,
clip = data.anim,
flag = (data.flag == 8 and 32 or data.flag) or nil,
scenario = data.task
},
disable = {
combat = true
},
}) then
result = true
lockInv(false)
if data.cam then stopTempCam(data.cam) end
else
result = false
lockInv(false)
if data.cam then stopTempCam(data.cam) end
end
elseif Config.System.ProgressBar == "qb" then
Core.Functions.Progressbar("mechbar",
data.label,
Config.System.Debug and 1000 or data.time,
data.dead and data.dead or false,
data.cancel or true,
{ disableMovement = true, disableCarMovement = true, disableMouse = false, disableCombat = true, },
{ animDict = data.dict, anim = data.anim, flags = data.flag and data.flag or 32, task = data.task }, {}, {},
function()
result = true
lockInv(false)
if data.cam then
stopTempCam(data.cam)
end
end, function()
result = false
lockInv(false)
if data.cam then
stopTempCam(data.cam)
end
end, data.icon)
elseif Config.System.ProgressBar == "esx" then
ESX.Progressbar(data.label, Config.System.Debug and 1000 or data.time, {
FreezePlayer = true,
animation ={
type =data.anim,
dict = data.dict,
scenario = data.task,
},
onFinish = function()
result = true
FreezeEntityPosition(PlayerPedId(), false)
lockInv(false)
if data.cam then
stopTempCam(data.cam)
end
end, onCancel = function()
result = false
FreezeEntityPosition(PlayerPedId(), false)
lockInv(false)
if data.cam then
stopTempCam(data.cam)
end
end
})
elseif Config.System.ProgressBar == "gta" then
local wait, inProgress = (Config.System.Debug and 1000 or data.time), true
--local wait = data.time
inProgress = true
if not (data.dead and data.dead or false) then
lockInv(true)
displaySpinner(data.label)
local ped = PlayerPedId()
if data.dict then
playAnim(data.dict, data.anim, -1, (data.flag == 8 and 32 or data.flag) or nil)
end
if data.task then
TaskStartScenarioInPlace(ped, data.task, -1, true)
end
while inProgress and wait > 0 do wait -= 15
local waitTimer = 0
DisablePlayerFiring(ped, true)
DisableControlAction(0, 25, true)
DisableControlAction(0, 21, true)
DisableControlAction(0, 30, true)
DisableControlAction(0, 31, true)
DisableControlAction(0, 36, true)
if data.cam ~= nil then
DisableControlAction(0, 1, true)
DisableControlAction(0, 2, true)
DisableControlAction(0, 106, true)
end
if data.cancel then
if IsControlJustReleased(0, 202) or IsControlJustReleased(0, 77) then
inProgress = false
waitTimer = 1500
displaySpinner(Loc[Config.Lan].error["cancel"])
end
end
Wait(waitTimer)
end
inProgress = false
if data.cam then stopTempCam(data.cam) end
if data.dict then stopAnim(data.dict, data.anim, ped) end
ClearPedTasks(ped)
end
lockInv(false)
stopSpinner()
result = (wait <= 0)
end
while result == nil do Wait(10) end
return result
end
function displaySpinner(text)
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(text)
EndTextCommandBusyspinnerOn(4)
end
function stopSpinner() if not IsDuplicityVersion() then BusyspinnerOff() end end
function stopPropgressBar()
if Config.System.ProgressBar == "ox" then
exports[OXLibExport]:cancelProgress()
elseif Config.System.ProgressBar == "qb" then
TriggerEvent("progressbar:client:cancel")
elseif Config.System.ProgressBar == "gta" then
inProgress = false
BusyspinnerOff()
end
end
-- [[ OTHER ]] --
function washHands(data)
lookEnt(data.coords)
local cam = createTempCam(PlayerPedId(), data.coords)
if progressBar({
label = Loc[Config.Lan].progressbar["progress_washing"],
time = 5000,
cancel = true,
dict = "mp_arresting",
anim = "a_uncuff",
flag = 32,
icon = "fas fa-hand-holding-droplet",
cam = cam
}) then
triggerNotify(nil, Loc[Config.Lan].success["washed_hands"], "success")
else
triggerNotify(nil, Loc[Config.Lan].error["cancel"], 'error')
end
ClearPedTasks(PlayerPedId())
end
function useToilet(data)
if data.urinal then
if progressBar({
label = "Using Urinal",
time = 5000,
cancel = true,
dict = "misscarsteal2peeing",
anim = "peeing_loop",
flag = 32
}) then
TriggerServerEvent(GetCurrentResourceName().."server:Urinal")else
lockInv(false)
triggerNotify(nil, Loc[Config.Lan].error["cancelled"], 'error')
end
else
TaskStartScenarioAtPosition(PlayerPedId(), "PROP_HUMAN_SEAT_CHAIR_MP_PLAYER", data.sitcoords.x, data.sitcoords.y, data.sitcoords.z, data.sitcoords[4], 0, 1, true)
if progressBar({
label = "Using Toilet",
time = 10000,
cancel = true
}) then
TriggerServerEvent(GetCurrentResourceName().."server:Urinal")
ClearPedTasks(PlayerPedId())
else
lockInv(false)
triggerNotify(nil, Loc[Config.Lan].error["cancelled"], 'error')
end
end
end
RegisterNetEvent(GetCurrentResourceName()..":server:Urinal", function()
local src = source
local Player = getPlayer(src)
local thirstamt = math.random(10,30)
local thirst = Player.thirst - thirstamt
setThirst(src, getPlayer(src).thirst - thirst)
end)
RegisterNetEvent(GetCurrentResourceName()..":server:setNeed", function(type, amount) local src = source
if type == "thirst" then
setThirst(src, amount)
elseif type == "thirst" then
setHunger(src, amount)
end
end)
function setThirst(src, thirst)
if GetResourceState(ESXExport):find("start") then
TriggerClientEvent('esx_status:add', src, 'thirst', thirst)
elseif GetResourceState(QBExport):find("start") or GetResourceState(QBXExport):find("start") then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('thirst', thirst)
TriggerClientEvent("hud:client:UpdateNeeds", src, thirst, Player.PlayerData.metadata.thirst)
end
end
function setHunger(src, hunger)
if GetResourceState(ESXExport):find("start") then
TriggerClientEvent('esx_status:add', src, 'hunger', hunger)
elseif GetResourceState(QBExport):find("start") or GetResourceState(QBXExport):find("start") then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('hunger', hunger)
TriggerClientEvent("hud:client:UpdateNeeds", src, hunger, Player.PlayerData.metadata.hunger)
end
end
function useDoor(data)
DoScreenFadeOut(500)
while not IsScreenFadedOut() do Wait(10) end
SetEntityCoords(PlayerPedId(), data.telecoords.xyz, 0, 0, 0, false)
SetEntityHeading(PlayerPedId(), data.telecoords.w)
DoScreenFadeIn(1000)
Wait(100)
end
-- [[CONSUME]] --
function ConsumeSuccess(itemName, type)
ExecuteCommand("e c")
toggleItem(false, itemName, 1)
if GetResourceState(ESXEport):find("start") then
if Items[itemName].hunger then
TriggerServerEvent(GetCurrentResourceName()..":server:setNeed", "hunger", Items[itemName].hunger * 10000)
end
if Items[itemName].thirst then
TriggerServerEvent(GetCurrentResourceName()..":server:setNeed", "thirst", Items[itemName].thirst * 10000)
end
else
if Items[itemName].hunger then
TriggerServerEvent(GetCurrentResourceName()..":server:setNeed", "hunger", Core.Functions.GetPlayerData().metadata["hunger"] + Items[itemName].hunger)
end
if Items[itemName].thirst then
TriggerServerEvent(GetCurrentResourceName()..":server:setNeed", "thirst", Core.Functions.GetPlayerData().metadata["thirst"] + Items[itemName].thirst)
end
end
if type == "alcohol" then alcoholCount += 1
if alcoholCount > 1 and alcoholCount < 4 then TriggerEvent("evidence:client:SetStatus", "alcohol", 200) elseif alcoholCount >= 4 then TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200) AlienEffect() end
end
if Config.RewardItem == itemName then toggleItem(true, Config.RewardPool[math.random(1, #Config.RewardPool)], 1) end
end
function addItem(item, amount, info)
TriggerServerEvent(GetCurrentResourceName()..":server:toggleItem", true, item, amount)
end
function removeItem(item, amount)
TriggerServerEvent(GetCurrentResourceName()..":server:toggleItem", false, item, amount)
end
RegisterNetEvent(GetCurrentResourceName()..":server:toggleItem", function(give, item, amount, newsrc)
local src = newsrc or source
local addremove = (tostring(give) == "true" and "addItem" or "removeItem")
if Config.System.Debug then
print("^6Bridge^7: ^3toggleItem ^2triggered^7: ^6"..addremove.."^7 - '"..tostring(item).."' x"..(tostring(amount) or "1"))
end
local remamount = (amount and amount or 1)
if item == nil then return end
if give == 0 or give == false then
if hasItem(item, amount and amount or 1, src) then -- check if you still have the item
if GetResourceState(OXInv):find("start") then
local success = exports[OXInv]:RemoveItem(src, item, (amount and amount or 1), nil)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..OXInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(QSInv):find("start") then
local success = exports[QSInv]:RemoveItem(src, item, amount)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..QSInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(CoreInv):find("start") then
if GetResourceState(QBExport):find("start") then
Core.Functions.GetPlayer(src).Functions.RemoveItem(item, amount, nil)
elseif GetResourceState(ESXExport):find("start") then
ESX.GetPlayerFromId(src).removeInventoryItem(item, count)
end
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..CoreInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(OrigenInv):find("start") then
local success = exports[OrigenInv]:RemoveItem(src, item, amount)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..OrigenInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(CodeMInv):find("start") then
local success = exports[CodeMInv]:RemoveItem(src, item, amount)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..CodeMInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(QBInv):find("start") then
while remamount > 0 do
if Core.Functions.GetPlayer(src).Functions.RemoveItem(item, 1) then end
remamount -= 1
end
if Config.Crafting.showItemBox then
TriggerClientEvent('inventory:client:ItemBox', src, Items[item], "remove", (amount and amount or 1))
end
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..QBInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
end
else
dupeWarn(src, item) -- if not boot the player
end
else
local amount = amount and amount or 1
if GetResourceState(OXInv):find("start") then
local success = exports[OXInv]:AddItem(src, item, amount or 1, nil)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..OXInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(QSInv):find("start") then
local success = exports[QSInv]:AddItem(src, item, amount)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..QSInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(CoreInv):find("start") then
if GetResourceState(QBExport):find("start") or GetResourceState(QBXExport):find("start") then
Core.Functions.GetPlayer(src).Functions.AddItem(item, amount, nil, nil)
elseif GetResourceState(ESXExport):find("start") then
ESX.GetPlayerFromId(src).addInventoryItem(item, amount)
end
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..CoreInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(CodeMInv):find("start") then
local success = exports[CodeMInv]:AddItem(src, item, amount)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..CodeMInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(OrigenInv):find("start") then
local success = exports[OrigenInv]:AddItem(src, item, amount)
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..OrigenInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
elseif GetResourceState(QBInv):find("start") then
if Core.Functions.GetPlayer(src).Functions.AddItem(item, amount or 1) then
--if Config.Crafting.showItemBox then
TriggerClientEvent("inventory:client:ItemBox", src, Items[item], "add", amount and amount or 1)
--end
end
if Config.System.Debug then
print("^6Bridge^7: ^3"..addremove.."^7[^6"..QBInv.."^7] ^2Player^7("..src..") ^6"..Items[item].label.."^7("..item..") x^5"..(amount and amount or "1").."^7")
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
end
end
end)
--Item Exploit protection
function dupeWarn(src, item)
print("^5DupeWarn^7: (^1"..tostring(src).."^7) ^2Tried to remove item ^7('^3"..item.."^7')^2 but it wasn't there^7")
if Config.System.Debug == false then
DropPlayer(src, src.." ^1Kicked for attempting to duplicate items")
end
print("^5DupeWarn:^7: (^1"..tostring(src).."^7) ^2Dropped from server - exploit protection detected an item not being found in players inventory^7")
end
function toggleDuty()
if GetResourceState(QBExport):find("start") or GetResourceState(QBXExport):find("start") then
TriggerServerEvent("QBCore:ToggleDuty")
else
onDuty = not onDuty
if onDuty then
triggerNotify(nil, "Now on duty", "success")
else
triggerNotify(nil, "Now off duty", "success")
end
end
end
local function CheckVersion()
if IsDuplicityVersion() then
local currentVersion = "^3"..GetResourceMetadata(GetCurrentResourceName(), 'version'):gsub("%.", "^7.^3").."^7"
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/UpdateVersions/master/'..GetCurrentResourceName()..'.txt', function(err, newestVersion, headers)
if not newestVersion then
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/'..GetCurrentResourceName()..'/master/version.txt', function(err, freeVersion, headers)
if not freeVersion then print("^1Currently unable to run a version check for ^7'^3"..GetCurrentResourceName().."^7' ("..currentVersion.."^7)") return end
local currentVersion = "^3"..GetResourceMetadata(GetCurrentResourceName(), 'version'):gsub("%.", "^7.^3").."^7"
freeVersion = "^3"..freeVersion:sub(1, -2):gsub("%.", "^7.^3"):gsub("%\r", "").."^7"
print("^6Version Check^7: ^2Running^7: "..currentVersion.." ^2Latest^7: "..freeVersion)
print(freeVersion == currentVersion and "^7'^3"..GetCurrentResourceName().."^7' - ^6You are running the latest version.^7 ("..currentVersion..")" or "^7'^3"..GetCurrentResourceName().."^7' - ^1You are currently running an outdated version^7, ^1please update^7!")
end)
else
newestVersion = "^3"..newestVersion:sub(1, -2):gsub("%.", "^7.^3"):gsub("%\r", "").."^7"
print("^6Version Check^7: ^2Running^7: "..currentVersion.." ^2Latest^7: "..newestVersion)
print(newestVersion == currentVersion and '^6You are running the latest version.^7 ('..currentVersion..')' or "^1You are currently running an outdated version^7, ^1please update^7!")
end
end)
end
end
CheckVersion()
--Screen Effects
local alienEffect = false
function AlienEffect()
if alienEffect then return else alienEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3AlienEffect^7() ^2activated") end
AnimpostfxPlay("DrugsMichaelAliensFightIn", 3.0, 0)
Wait(math.random(5000, 8000))
local Ped = PlayerPedId()
local animDict = "MOVE_M@DRUNK@VERYDRUNK"
loadAnimDict(animDict)
SetPedCanRagdoll(Ped, true)
ShakeGameplayCam('DRUNK_SHAKE', 2.80)
SetTimecycleModifier("Drunk")
SetPedMovementClipset(Ped, animDict, 1)
SetPedMotionBlur(Ped, true)
SetPedIsDrunk(Ped, true)
Wait(1500)
SetPedToRagdoll(Ped, 5000, 1000, 1, 0, 0, 0)
Wait(13500)
SetPedToRagdoll(Ped, 5000, 1000, 1, 0, 0, 0)
Wait(120500)
ClearTimecycleModifier()
ResetScenarioTypesEnabled()
ResetPedMovementClipset(Ped, 0)
SetPedIsDrunk(Ped, false)
SetPedMotionBlur(Ped, false)
AnimpostfxStopAll()
ShakeGameplayCam('DRUNK_SHAKE', 0.0)
AnimpostfxPlay("DrugsMichaelAliensFight", 3.0, 0)
Wait(math.random(45000, 60000))
AnimpostfxPlay("DrugsMichaelAliensFightOut", 3.0, 0)
AnimpostfxStop("DrugsMichaelAliensFightIn")
AnimpostfxStop("DrugsMichaelAliensFight")
AnimpostfxStop("DrugsMichaelAliensFightOut")
alienEffect = false
if Config.System.Debug then print("^5Debug^7: ^3AlienEffect^7() ^2stopped") end
end
local weedEffect = false
function WeedEffect()
if weedEffect then return else weedEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3WeedEffect^7() ^2activated") end
AnimpostfxPlay("DrugsMichaelAliensFightIn", 3.0, 0)
Wait(math.random(3000, 20000))
AnimpostfxPlay("DrugsMichaelAliensFight", 3.0, 0)
Wait(math.random(15000, 20000))
AnimpostfxPlay("DrugsMichaelAliensFightOut", 3.0, 0)
AnimpostfxStop("DrugsMichaelAliensFightIn")
AnimpostfxStop("DrugsMichaelAliensFight")
AnimpostfxStop("DrugsMichaelAliensFightOut")
weedEffect = false
if Config.System.Debug then print("^5Debug^7: ^3WeedEffect^7() ^2stopped") end
end
local trevorEffect = false
function TrevorEffect()
if trevorEffect then return else trevorEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3TrevorEffect^7() ^2activated") end
AnimpostfxPlay("DrugsTrevorClownsFightIn", 3.0, 0)
Wait(3000)
AnimpostfxPlay("DrugsTrevorClownsFight", 3.0, 0)
Wait(30000)
AnimpostfxPlay("DrugsTrevorClownsFightOut", 3.0, 0)
AnimpostfxStop("DrugsTrevorClownsFight")
AnimpostfxStop("DrugsTrevorClownsFightIn")
AnimpostfxStop("DrugsTrevorClownsFightOut")
trevorEffect = false
if Config.System.Debug then print("^5Debug^7: ^3TrevorEffect^7() ^2stopped") end
end
local turboEffect = false
function TurboEffect()
if turboEffect then return else turboEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3TurboEffect^7() ^2activated") end
AnimpostfxPlay('RaceTurbo', 0, true)
SetTimecycleModifier('rply_motionblur')
ShakeGameplayCam('SKY_DIVING_SHAKE', 0.25)
Wait(30000)
StopGameplayCamShaking(true)
SetTransitionTimecycleModifier('default', 0.35)
Wait(1000)
ClearTimecycleModifier()
AnimpostfxStop('RaceTurbo')
turboEffect = false
if Config.System.Debug then print("^5Debug^7: ^3TurboEffect^7() ^2stopped") end
end
local rampageEffect = false
function RampageEffect()
if rampageEffect then return else rampageEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3RampageEffect^7() ^2activated") end
AnimpostfxPlay('Rampage', 0, true)
SetTimecycleModifier('rply_motionblur')
ShakeGameplayCam('SKY_DIVING_SHAKE', 0.25)
Wait(30000)
StopGameplayCamShaking(true)
SetTransitionTimecycleModifier('default', 0.35)
Wait(1000)
ClearTimecycleModifier()
AnimpostfxStop('Rampage')
rampageEffect = false
if Config.System.Debug then print("^5Debug^7: ^3RampageEffect^7() ^2stopped") end
end
local focusEffect = false
function FocusEffect()
if focusEffect then return else focusEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3FocusEffect^7() ^2activated") end
Wait(1000)
AnimpostfxPlay('FocusIn', 0, true)
Wait(30000)
AnimpostfxStop('FocusIn')
focusEffect = false
if Config.System.Debug then print("^5Debug^7: ^3FocusEffect^7() ^2stopped") end
end
local NightVisionEffect = false
function NightVisionEffect()
if NightVisionEffect then return else NightVisionEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3NightVisionEffect^7() ^2activated") end
SetNightvision(true)
Wait(math.random(3000, 4000)) -- FEEL FREE TO CHANGE THIS
SetNightvision(false)
SetSeethrough(false)
NightVisionEffect = false
if Config.System.Debug then print("^5Debug^7: ^3NightVisionEffect^7() ^2stopped") end
end
local thermalEffect = false
function ThermalEffect()
if thermalEffect then return else thermalEffect = true end
if Config.System.Debug then print("^5Debug^7: ^3ThermalEffect^7() ^2activated") end
SetNightvision(true)
SetSeethrough(true)
Wait(math.random(2000, 3000)) -- FEEL FREE TO CHANGE THIS
SetNightvision(false)
SetSeethrough(false)
thermalEffect = false
if Config.System.Debug then print("^5Debug^7: ^3ThermalEffect^7() ^2stopped") end
end
--Built-in Buff effects
local healEffect = false
function HealEffect(data)
if healEffect then return end
if Config.System.Debug then print("^5Debug^7: ^3HealEffect^7() ^2activated") end
healEffect = true
local count = (data[1] / 1000)
while count > 0 do
Wait(1000)
count -= 1
SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) + data[2])
end
healEffect = false
if Config.System.Debug then print("^5Debug^7: ^3HealEffect^7() ^2stopped") end
end
local staminaEffect = false
function StaminaEffect(data)
if staminaEffect then return end
if Config.System.Debug then print("^5Debug^7: ^3StaminaEffect^7() ^2activated") end
staminaEffect = true
local startStamina = (data[1] / 1000)
SetRunSprintMultiplierForPlayer(PlayerId(), 1.49)
while startStamina > 0 do
Wait(1000)
if math.random(5, 100) < 10 then RestorePlayerStamina(PlayerId(), data[2]) end
startStamina -= 1
if math.random(5, 100) < 51 then end
end
startStamina = 0
SetRunSprintMultiplierForPlayer(PlayerId(), 1.0)
staminaEffect = false
if Config.System.Debug then print("^5Debug^7: ^3StaminaEffect^7() ^2stopped") end
end
function StopEffects() -- Used to clear up any effects stuck on screen
if Config.System.Debug then print("^5Debug^7: ^2All screen effects stopped") end
ShakeGameplayCam('DRUNK_SHAKE', 0.0)
SetPedToRagdoll(PlayerPedId(), 5000, 1000, 1, 0, 0, 0)
ClearTimecycleModifier()
ResetScenarioTypesEnabled()
ResetPedMovementClipset(PlayerPedId(), 0)
SetPedIsDrunk(PlayerPedId(), false)
SetPedMotionBlur(PlayerPedId(), false)
SetNightvision(false)
SetSeethrough(false)
AnimpostfxStop("DrugsMichaelAliensFightIn")
AnimpostfxStop("DrugsMichaelAliensFight")
AnimpostfxStop("DrugsMichaelAliensFightOut")
AnimpostfxStop("DrugsTrevorClownsFight")
AnimpostfxStop("DrugsTrevorClownsFightIn")
AnimpostfxStop("DrugsTrevorClownsFightOut")
AnimpostfxStop('RaceTurbo')
AnimpostfxStop('FocusIn')
AnimpostfxStop('Rampage')
end

View File

@@ -1,14 +1,19 @@
name "Jim_Bridge"
author "Jimathy"
version "1.0.9"
version "2.0.03"
description "Framework Bridge By Jimathy"
fx_version "cerulean"
game "gta5"
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'
games { 'gta5', 'rdr3' }
lua54 'yes'
files {
'exports.lua',
'functions.lua',
'wrapper.lua',
'crafting.lua',
'starter.lua',
'shared/*.lua',
'shared/make/*.lua',
'shared/scaleforms/*.lua',
}
-- Version checker
server_scripts { '_versioncheck.lua' }

149
shared/_eventDebug.lua Normal file
View File

@@ -0,0 +1,149 @@
-- IN NO WAY PERFECT -- ** Experimental debugging
function toggleDebug()
Config.System.Debug = not Config.System.Debug
print("Debug Prints = "..tostring(Config.System.Debug))
end
exports("toggleDebug", toggleDebug)
function getDebug() return Config.System.Debug end
exports("getDebug", getDebug)
local origRegisterNetEvent = RegisterNetEvent
local origTriggerEvent = TriggerEvent
local origTriggerServerEvent = TriggerServerEvent
local origTriggerClientEvent = TriggerClientEvent
local origExecuteCommand = ExecuteCommand
local origRegisterCommand = RegisterCommand
local origPairs = pairs
local origiPairs = ipairs
function getDebugInfo(info)
local info = info
local level = 2
if info and info.short_src:match("scheduler.lua") then
repeat
info = debug.getinfo(level, "nSl")
level += 1
local found = false
for _, v in pairs({
"deffered.lua",
"scheduler.lua",
"_eventDebug.lua",
"targets.lua",
"init.lua",
"MySQL.lua",
"helpers.lua",
}) do
if info and info.short_src:match(v) then
found = true
end
end
until not info or (info.short_src and found == false)
end
return " ^7[^3"..(info and info.short_src:match("^.+/(.+)$") or "unknown").."^7:^3"..(info and info.currentline or "unknown").."^7]"
end
--This is just a for debugging, not important, just announces which events are being registered triggered when these functions are used
function RegisterNetEvent(name, funct)
if Config.System.EventDebug then
if name:find("__ox_cb_") then
print("^6Bridge^7: ^2Registered ^3"..(isServer() and "Server" or "Client").." ^2Callback^7: ^6"..name:gsub("__ox_cb_", ""):gsub("%:", "^7:^4").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
else
print("^6Bridge^7: ^2Registering ^3"..(isServer() and "Server" or "Client").." ^2Net event^7: ^6"..name:gsub("%:", "^7:^4").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
end
end
origRegisterNetEvent(name, funct)
end
function TriggerEvent(name, ...)
local data = {...}
if Config.System.EventDebug then
if name:find("__cfx_export") then
print("^6Bridge^7: "..GetPrintTime().." ^2Triggering ^3"..(isServer() and "Server" or "Client").." ^2Export^7: ^6"..name:gsub("__cfx_export_", ""):gsub("%:", "^7:^4").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
else
print("^6Bridge^7: "..GetPrintTime().." ^2Triggering ^3"..(isServer() and "Server" or "Client").." ^2Net event^7: ^6"..name:gsub("%:", "^7:^4").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
end
for i, value in ipairs(data) do
if value then
local valueStr = (type(value) == "table" and json.encode(value) or tostring(value))
print(string.format("^6Bridge^7: ^7[^3%d^7]: ^7(^5%s^7): %s".."^7", i, type(value), valueStr))
end
end end
origTriggerEvent(name, ...)
end
function TriggerServerEvent(name, ...) -- Client side, trigger a server event
local data = {...}
if Config.System.EventDebug then
if name:find("__ox_cb") then
print("^6Bridge^7: "..GetPrintTime().." ^2Triggered ^3Server ^2Callback: ^6"..name:gsub("__ox_cb_", "").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
else
print("^6Bridge^7: "..GetPrintTime().." ^2Triggering ^3Server ^2Net event^7: ^6"..name:gsub("%:", "^7:^4").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
end
for i, value in ipairs(data) do
if value then
local valueStr = (type(value) == "table" and json.encode(value) or tostring(value))
print(string.format("^6Bridge^7: ^7[^3%d^7]: ^7(^5%s^7): %s".."^7", i, type(value), valueStr))
end
end end
origTriggerServerEvent(name, ...)
end
function TriggerClientEvent(name, ...) -- Server side, trigger a client event
local data = {...}
if Config.System.EventDebug then
if name:find("__ox_cb") then
print("^6Bridge^7: "..GetPrintTime().." ^2Triggered ^3Client ^2Callback: ^6"..name:gsub("__ox_cb_", "").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
else
print("^6Bridge^7: "..GetPrintTime().." ^2Triggering ^3Client ^2Net event^7: ^6"..name:gsub("%:", "^7:^4").."^7"..getDebugInfo(debug.getinfo(2, "nSl")))
end
for i, value in ipairs(data) do
if value then
local valueStr = (type(value) == "table" and json.encode(value) or tostring(value))
print(string.format("^6Bridge^7: ^7[^3%d^7]: ^7(^5%s^7): %s".."^7", i, type(value), valueStr))
end
end end
origTriggerClientEvent(name, ...)
end
function RegisterCommand(command, funct, restrict)
if Config.System.EventDebug then
print("^6Bridge^7: ^2Registering ^2Command^7: /"..command.." ^7| ^4Funct^7: "..tostring(funct):gsub("function: ", "").." ^7| ^4Admin^7: "..(restict and "true" or "false")..getDebugInfo(debug.getinfo(2, "nSl")))
end
origRegisterCommand(command, funct, restrict)
end
function ExecuteCommand(comm) -- Client side, execute /command
if Config.System.EventDebug then
print("^6Bridge^7: "..GetPrintTime().." ^2Triggering ^3ExecuteCommand^7: /"..comm..getDebugInfo(debug.getinfo(2, "nSl")))
end
origExecuteCommand(comm)
end
function pairs(tbl)
if not tbl then
print("^1Error^7: ^1nil ^2for ^3pairs^7(), ^2setting to ^7{} ^2to prevent break^7"..getDebugInfo(debug.getinfo(2, "nSl")))
return origPairs({})
end
return origPairs(tbl)
end
function ipairs(tbl)
local tbl = tbl
if not tbl then
if Config.System.EventDebug then
print("^1Error^7: ^3iPairs^7() ^1nil ^2recieved^7, ^2setting to ^7{} ^2to prevent break^7"..getDebugInfo(debug.getinfo(2, "nSl")))
end
tbl = {}
end
return pairsByKeys(tbl) -- change to pairsByKeys for less errors
end
--[[
local origPrint = print
function print(...)
origPrint(getDebugInfo(debug.getinfo(2, "nSl"))..":")
origPrint(...)
end
]]

178
shared/_loaders.lua Normal file
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--[[
Player & Resource Event Utility Functions
-------------------------------------------
This module provides functions to:
• Execute code when the player character is loaded or unloaded.
• Execute code on resource start and stop.
• Wait for the player to be logged in before proceeding.
]]
-------------------------------------------------------------
-- Player Loaded and Unloaded Events
-------------------------------------------------------------
--- Executes a function when the player character is loaded.
--- If onStart is true, the function will also run on resource start (after ensuring the player is logged in).
---
--- @param func function The function to execute when the player is loaded.
--- @param onStart boolean (optional) If true, also execute on resource start. Default is false.
--- @usage
--- ```lua
--- onPlayerLoaded(function()
--- print("Player logged in")
--- -- Your initialization code here.
--- end, true)
--- ```
function onPlayerLoaded(func, onStart)
local onPlayerFramework = ""
local loaded = false
if onStart then
onResourceStart(function()
if not waitForLogin() then return end
loaded = true
debugPrint("^6Bridge^7: ^3onResourceStart^7()^2 executed through ^3onPlayerLoaded^7()")
Wait(2000)
func()
end, true)
end
if not loaded then
local tempFunc = function()
debugPrint("^6Bridge^7: ^2Executing onPlayerLoaded")
func()
end
if isStarted(QBExport) or isStarted(QBXExport) then
onPlayerFramework = QBExport
AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then
onPlayerFramework = ESXExport
AddEventHandler('esx:playerLoaded', tempFunc)
elseif isStarted(OXCoreExport) then
onPlayerFramework = OXCoreExport
AddEventHandler('ox:playerLoaded', tempFunc)
elseif isStarted(RSGExport) then
onPlayerFramework = RSGExport
AddEventHandler('RSGCore:Client:OnPlayerLoaded', tempFunc)
end
if onPlayerFramework ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^3onPlayerLoaded^7()^2 with ^3" .. onPlayerFramework.."^7")
else
print("^4ERROR^7: No supported core detected for onPlayerLoaded - Check starter.lua")
end
end
end
--- Executes a function when the player character is unloaded.
--- @param func function The function to execute when the player unloads.
--- @usage
--- ```lua
--- onPlayerUnload(function()
--- print("Player has logged out of their character")
--- -- Your cleanup code here.
--- end)
--- ```
function onPlayerUnload(func)
AddEventHandler('QBCore:Client:OnPlayerUnload', function() func() end)
AddEventHandler('ox:playerLogout', function() func() end)
AddEventHandler('RSGCore:Client:OnPlayerUnload', function() func() end)
--AddEventHandler('esx:playerLogout', function() func() end)
-- ^ Only server side for now, need a way to send it to client if not already available
end
-------------------------------------------------------------
-- Resource Start and Stop Events
-------------------------------------------------------------
--- Executes a function when the resource starts.
--- @param func function The function to execute.
--- @param thisScript boolean (optional) If true, only runs when this resource starts (default true).
--- @usage
--- ```lua
--- onResourceStart(function()
--- print("Script ensured")
--- -- Initialization code on resource start.
--- end, true)
--- ```
function onResourceStart(func, thisScript)
debugPrint("^6Bridge^7: Registering ^3onResourceStart^7()")
AddEventHandler('onResourceStart', function(resourceName)
if getScript() == resourceName and (thisScript or true) then
func()
end
end)
end
--- Executes a function when the resource stops.
--- @param func function The function to execute.
--- @param thisScript boolean (optional) If true, only runs when this resource stops (default true).
--- @usage
--- ```lua
--- onResourceStop(function()
--- -- Cleanup code here.
--- end, true)
--- ```
function onResourceStop(func, thisScript)
debugPrint("^6Bridge^7: ^2Registering ^3onResourceStop^7()")
AddEventHandler('onResourceStop', function(resourceName)
if getScript() == resourceName and (thisScript or true) then
func()
end
end)
end
-------------------------------------------------------------
-- Wait for Login
-------------------------------------------------------------
--- Blocks execution until the player is logged in.
--- @usage
--- waitForLogin()
function waitForLogin()
local timeout = 10000 -- 10 seconds in milliseconds
local startTime = GetGameTimer()
local loggedIn = false
if isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3ESX waitForLogin^7() ^2running^7")
while (GetGameTimer() - startTime) < timeout do
while not ESX do Wait(100) end
local playerData = ESX.GetPlayerData()
if playerData and playerData.job then
loggedIn = true
break
end
Wait(100)
end
elseif isStarted(OXCoreExport) then
if OxPlayer["stateId"] then
loggedIn = true
end
while not OxPlayer["stateId"] do
Wait(1000)
debugPrint("Waiting for stateId to class as logged in")
if OxPlayer.get["stateId"] then
loggedIn = true
break
end
end
else
-- For other frameworks, use LocalPlayer.state.isLoggedIn.
while not LocalPlayer.state.isLoggedIn and (GetGameTimer() - startTime) < timeout do
Wait(100)
end
loggedIn = LocalPlayer.state.isLoggedIn
end
if not loggedIn then
print("^4Error^7: ^2Timeout reached while waiting for player login^7.")
return false
else
debugPrint("^6Bridge^7: ^2Player Login Detected^7.")
return true
end
end

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function parseVersion(version)
local parts = {}
for num in version:gmatch("%d+") do
table.insert(parts, tonumber(num))
end
return parts
end
function compareVersions(current, newest)
local currentParts = parseVersion(current)
local newestParts = parseVersion(newest)
for i = 1, math.max(#currentParts, #newestParts) do
local c = currentParts[i] or 0
local n = newestParts[i] or 0
if c < n then return -1
elseif c > n then return 1 end
end
return 0 -- equal
end
function capitalize(str)
return (str:gsub("^%l", string.upper):gsub("%-%l", function(letter) return "-" .. string.upper(letter:sub(2)) end))
end
local scriptName = ("^2"..capitalize(getScript()):gsub("%-", "^7-^2"):gsub("%_", "^7_^2")) or ""
local scriptVersion = ("^5"..GetResourceMetadata(getScript(), 'version', nil):gsub("%.", "^7.^5")) or ""
local scriptDescription = ("^2"..GetResourceMetadata(getScript(), 'description', nil)) or ""
local scriptAuthor = ("^2by ^4"..GetResourceMetadata(getScript(), 'author', nil):gsub("%and", "^7and^4")) or ""
print(scriptName.." ^7v"..scriptVersion.."^7 - "..scriptDescription.." "..scriptAuthor.."^7")
function CheckVersion()
if isServer() then
CreateThread(function()
Wait(4000)
local script = getScript()
local currentVersionRaw = GetResourceMetadata(script, 'version')
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/UpdateVersions/master/'..script..'.txt', function(err, newestVersionRaw, headers)
if not newestVersionRaw then
PerformHttpRequest('https://raw.githubusercontent.com/jimathy/'..script..'/master/version.txt', function(err, fallbackVersionRaw, headers)
if not fallbackVersionRaw then
print("^1Currently unable to run a version check for ^7'^3"..script.."^7' (^3"..currentVersionRaw.."^7)")
return
end
fallbackVersionRaw = fallbackVersionRaw:match("[^\r\n]+"):gsub("v", "")
local compareResult = compareVersions(currentVersionRaw, fallbackVersionRaw)
if compareResult == 0 then
print("^7'^3"..script.."^7' - ^2You are running the latest version^7. (^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^7'^3"..script.."^7' - ^1You are currently running an outdated version^7! (^3"..currentVersionRaw.."^7 → ^3"..fallbackVersionRaw.."^7)")
else
print("^7'^3"..script.."^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..fallbackVersionRaw.."^7)")
end
end)
else
newestVersionRaw = newestVersionRaw:match("[^\r\n]+"):gsub("v", "")
local compareResult = compareVersions(currentVersionRaw, newestVersionRaw)
if compareResult == 0 then
print("^7'^3"..script.."^7' - ^2You are running the latest version^7. (^3"..currentVersionRaw.."^7)")
elseif compareResult < 0 then
print("^7'^3"..script.."^7' - ^1You are currently running an outdated version^7! (^3"..currentVersionRaw.."^7 → ^3"..newestVersionRaw.."^7)")
else
print("^7'^3"..script.."^7' - ^5You are running a newer version ^7(^3"..currentVersionRaw.."^7 ← ^3"..newestVersionRaw.."^7)")
end
end
end)
end)
end
end
CheckVersion()

87
shared/callback.lua Normal file
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--- Registers a callback function with the appropriate framework.
---
--- This function checks which framework is started (e.g., OX, QB, ESX) and registers the callback accordingly.
--- It adapts the callback function to match the expected signature for the framework.
---
---@param callbackName string The name of the callback to register.
---@param funct function The function to be called when the callback is triggered.
---
---@usage
--- ```lua
--- local table = { ["info"] = "HI" }
--- createCallback('myCallback', function(source, ...)
--- return table
--- end)
---
--- createCallback("callback:checkVehicleOwned", function(source, plate)
--- local result = isVehicleOwned(plate)
--- if result then
--- return true
--- else
--- return false
--- end
--- end)
--- ```
function createCallback(callbackName, funct)
if isServer() then
debugPrint("^6Bridge^7: ^3Registering callback^7:", callbackName)
if isStarted(OXLibExport) then
lib.callback.register(callbackName, funct)
else
local adaptedFunction = function(source, cb, ...)
local result = funct(source, ...)
cb(result)
end
if isStarted(QBExport) then
Core = Core or exports[QBExport]:GetCoreObject()
Core.Functions.CreateCallback(callbackName, adaptedFunction)
elseif isStarted(ESXExport) then
ESX.RegisterServerCallback(callbackName, adaptedFunction)
else
print("^6Bridge^7: ^1ERROR^7: ^3Can't find any script to register callback with", callbackName)
end
end
end
end
--- Triggers a server callback and returns the result.
---
--- This function triggers a server callback using the appropriate framework's method and awaits the result.
---
---@param callbackName string The name of the callback to trigger.
---@param ... any Additional arguments to pass to the callback.
---
---@return any any The result returned by the callback function.
---
---@usage
--- ```lua
--- local result = triggerCallback('myCallback')
--- jsonPrint(result)
---
--- local result = triggerCallback("callback:checkVehicleOwned", plate)
--- print(result)
--- ```
function triggerCallback(callbackName, ...)
local result = nil
debugPrint("^6Bridge^7: ^3Triggering callback^7:", callbackName)
if isStarted(OXLibExport) then
result = lib.callback.await(callbackName, false, ...)
elseif isStarted(QBExport) then
local p = promise.new()
Core.Functions.TriggerCallback(callbackName, function(cbResult)
p:resolve(cbResult)
end, ...)
result = Citizen.Await(p)
Wait(10)
elseif isStarted(ESXExport) then
local p = promise.new()
ESX.TriggerServerCallback(callbackName, function(cbResult)
p:resolve(cbResult)
end, ...)
result = Citizen.Await(p)
else
print("^6Bridge^7: ^1ERROR^7: ^3Can't find any script to trigger callback with", callbackName)
end
return result
end

315
shared/contextmenus.lua Normal file
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--[[
Menu Opening Module
---------------------
This module provides a unified function to open menus using the configured menu system.
Supported systems include:
• jim_bridge (built-in nui menu that works on any framework)
• ox (or ox_context)
• qb (using QBMenuExport)
• gta (using WarMenu)
• esx (using ESX.UI.Menu)
]]
--- Opens a menu using the configured menu system.
---
--- This function translates code and creates menus in several different menu scripts, depending on the configured menu system specified in `Config.System.Menu`.
---
---@param Menu table A table containing the menu options to display.
--- Each menu item can include:
--- - header (`string`): The text to display for the menu item.
--- - txt (`string`, optional): Additional text or description.
--- - icon (`string`, optional): Icon to display with the menu item.
--- - onSelect (`function`, optional): Function to execute when the menu item is selected.
--- - arrow (`boolean`, optional): Whether to display an arrow next to the item (for certain menus).
--- - params (`table`, optional): Additional parameters, such as events and arguments.
--- - isMenuHeader (`boolean`, optional): Marks the item as a header.
--- - disabled (`boolean`, optional): Disables the menu item if `true`.
---
---@param data table A table containing configuration data for the menu.
--- - header (`string`): The header/title of the menu.
--- - headertxt (`string`, optional): Additional header text.
--- - onBack (`function`, optional): Function to call when the "Return" option is selected.
--- - onExit (`function`, optional): Function to call when the menu is exited.
--- - onSelected (`function`, optional): Function to call when a menu item is selected (for certain menu systems).
--- - canClose (`boolean`, optional): Whether the menu can be closed by the user.
---
---@usage
--- ```lua
--- openMenu({
--- { header = "Option 1", txt = "Description 1", onSelect = function() print("Option 1 selected") end },
--- { header = "Option 2", txt = "Description 2", onSelect = function() print("Option 2 selected") end },
--- }, {
--- header = "Main Menu",
--- headertxt = "Select an option",
--- onBack = function() print("Return selected") end,
--- onExit = function() print("Menu closed") end,
--- canClose = true,
--- })
--- ```
function openMenu(Menu, data)
if Config.System.Menu == "jim" then
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
header = " ",
txt = "Return",
params = {
isAction = true,
event = data.onBack,
},
})
elseif data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
header = " ",
txt = "Close",
params = {
isAction = true,
event = data.onExit and data.onExit or (function() exports[QBMenuExport]:closeMenu() end),
},
})
end
if data.header ~= nil then
local tempMenu = {}
for k, v in pairs(Menu) do tempMenu[k + 1] = v end
tempMenu[1] = { header = data.header, txt = data.headertxt or "", isMenuHeader = true }
Menu = tempMenu
end
for k in pairs(Menu) do
if not Menu[k].params or not Menu[k].params.event then
Menu[k].params = {
isAction = true,
event = Menu[k].onSelect or function() end,
}
end
if not Menu[k].header then Menu[k].header = " " end
if Menu[k].arrow then Menu[k].icon = "fas fa-angle-right" end
Menu[k].isMenuHeader = Menu[k].isMenuHeader or Menu[k].disable
end
TriggerEvent("jim_bridge:client:openMenu", Menu)
elseif Config.System.Menu == "ox" then
local index = nil
if data.onBack and not data.onSelected then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
title = "Return",
onSelect = data.onBack,
label = "Return",
})
end
for k in pairs(Menu) do
if data.onSelected and Menu[k].arrow then
Menu[k].icon = "fas fa-angle-right"
end
-- If no title, use header or txt as title/label.
if not Menu[k].title then
if Menu[k].header ~= nil and Menu[k].header ~= "" then
Menu[k].title = Menu[k].header
Menu[k].label = Menu[k].header
if Menu[k].txt then Menu[k].description = Menu[k].txt else Menu[k].description = "" end
else
Menu[k].title = Menu[k].txt
Menu[k].label = Menu[k].txt
end
end
-- Copy parameters from 'params' if available.
if Menu[k].params then
Menu[k].event = Menu[k].params.event
Menu[k].args = Menu[k].params.args or {}
end
if Menu[k].isMenuHeader then
Menu[k].readOnly = true
end
end
local menuID = 'Menu'
(data.onSelected and lib.registerMenu or lib.registerContext)({
id = menuID,
title = data.header..br..br..(data.headertxt and data.headertxt or ""),
position = 'top-right',
options = Menu,
canClose = data.canClose and data.canClose or nil,
onClose = (data.onBack and data.onBack) or (data.onExit and data.onExit) or nil,
onExit = data.onExit and data.onExit or nil,
onSelected = data.onSelected and (function(selected) index = selected end) or nil,
}, data.onSelected and (function(x, y, args)
if Menu[x].refresh then
if Menu[x].onSelect then
Menu[x].onSelect()
end
lib.showMenu(menuID, index)
else
if Menu[x].onSelect then
Menu[x].onSelect()
else
lib.showMenu(menuID, index)
end
end
end) or nil)
if data.onSelected then
lib.showMenu(menuID, 1)
else
lib.showContext(menuID)
end
elseif Config.System.Menu == "qb" then
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
header = " ",
txt = "Return",
params = {
isAction = true,
event = data.onBack,
},
})
elseif data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
header = " ",
txt = "Close",
params = {
isAction = true,
event = data.onExit and data.onExit or (function() exports[QBMenuExport]:closeMenu() end),
},
})
end
if data.header ~= nil then
local tempMenu = {}
for k, v in pairs(Menu) do tempMenu[k + 1] = v end
tempMenu[1] = { header = data.header, txt = data.headertxt or "", isMenuHeader = true }
Menu = tempMenu
end
for k in pairs(Menu) do
if not Menu[k].params or not Menu[k].params.event then
Menu[k].params = {
isAction = true,
event = Menu[k].onSelect or function() end,
}
end
if not Menu[k].header then Menu[k].header = " " end
if Menu[k].arrow then Menu[k].icon = "fas fa-angle-right" end
Menu[k].isMenuHeader = Menu[k].isMenuHeader or Menu[k].disable
end
exports[QBMenuExport]:openMenu(Menu)
elseif Config.System.Menu == "gta" then
WarMenu.CreateMenu(tostring(Menu), data.header, data.headertxt or " ", {
titleColor = { 222, 255, 255 },
maxOptionCountOnScreen = 15,
width = 0.25,
x = 0.7,
})
if WarMenu.IsAnyMenuOpened() then return end
WarMenu.OpenMenu(tostring(Menu))
CreateThread(function()
local close = true
while true do
if WarMenu.Begin(tostring(Menu)) then
if data.onBack then
if WarMenu.SpriteButton("Return", 'commonmenu', "arrowleft", 127, 127, 127) then
WarMenu.CloseMenu()
Wait(10)
data.onBack()
end
end
for k in pairs(Menu) do
local pressed = WarMenu.Button(Menu[k].header)
if not Menu[k].header then
Menu[k].header = Menu[k].txt
Menu[k].txt = nil
end
if Menu[k].txt and Menu[k].txt ~= "" and WarMenu.IsItemHovered() then
if Menu[k].disabled or Menu[k].isMenuHeader then
WarMenu.ToolTip("~r~"..Menu[k].txt, 0.18, true)
else
WarMenu.ToolTip(
(Menu[k].blip and "~BLIP_".."8".."~ " or "")..
Menu[k].txt:gsub("%:", ":~g~"):gsub("%\n", "\n~s~"), 0.18,
true)
end
end
if pressed and not Menu[k].isMenuHeader then
WarMenu.CloseMenu()
close = false
Menu[k].onSelect()
end
end
WarMenu.End()
else
return
end
if not WarMenu.IsAnyMenuOpened() and close then
stopTempCam(cam)
if data.onExit then data.onExit() end
end
Wait(0)
end
end)
elseif Config.System.Menu == "esx" then
for k in pairs(Menu) do
Menu[k].label = Menu[k].header
Menu[k].name = "button"..k
end
if data.canClose then
table.insert(Menu, 1, {
icon = "fas fa-circle-xmark",
label = "Close",
name = "close",
onSelect = data.onExit,
})
end
if data.onBack then
table.insert(Menu, 1, {
icon = "fas fa-circle-arrow-left",
label = "Return",
name = "return",
onSelect = data.onBack,
})
end
ESX.UI.Menu.Open("default", getScript(), "Example_Menu", {
title = data.header,
align = 'top-right',
elements = Menu,
},
function(menuData, menu)
for k in pairs(Menu) do
if menuData.current.name == Menu[k].name then
menu.close()
Wait(10)
Menu[k].onSelect()
end
end
end,
function(data, menu)
menu.close()
end)
end
end
--- A line break constant used for menu header formatting.
br = (Config.System.Menu == "ox" or Config.System.Menu == "gta") and "\n" or "<br>"
--- Checks if the current menu system is 'ox' or 'gta' for formatting purposes.
--- @return boolean boolean True if using ox or gta menus, otherwise false.
--- @usage
--- ```lua
--- if isOx() then
--- -- Use specific formatting
--- end
--- ```
function isOx() return (Config.System.Menu == "ox" or Config.System.Menu == "gta") end
--- Checks if any WarMenu menu is currently open.
---
--- @return boolean boolean Returns `true` if a WarMenu menu is open; otherwise, `false`.
---
--- @usage
--- ```lua
--- if isWarMenuOpen() then
--- -- Do something
--- end
--- ```
function isWarMenuOpen() if Config.System.Menu == "gta" then return WarMenu.IsAnyMenuOpened() else return false end end

292
shared/coreloader.lua Normal file
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--[[
Resource Initialization Module
--------------------------------
This module initializes and loads shared data (Items, Vehicles, Jobs, Gangs) from the
various frameworks/inventory systems (OX, QB, ESX, etc.). It also corrects export names,
caches framework exports into simple variables, and prints debug information if enabled.
]]
-------------------------------------------------------------
-- Global Variable Initialization
-------------------------------------------------------------
Items, Vehicles, Jobs, Gangs, Core, ESX = {}, nil, nil, nil, nil, nil
-------------------------------------------------------------
-- Correct QB Inventory Export
-------------------------------------------------------------
-- Ensure that the QB inventory export is corrected from 'qb-inventory' to 'ps-inventory' or 'lj-inventory' if needed.
Exports.QBInv = (isStarted("ps-inventory") and "ps-inventory") or (isStarted("lj-inventory") and "lj-inventory") or Exports.QBInv
-------------------------------------------------------------
-- Framework Exports and Inventory Identifiers
-------------------------------------------------------------
OXLibExport, QBXExport, QBExport, ESXExport, OXCoreExport =
Exports.OXLibExport or "",
Exports.QBXExport or "",
Exports.QBExport or "",
Exports.ESXExport or "",
Exports.OXCoreExport or ""
OXInv, QBInv, PSInv, QSInv, CoreInv, CodeMInv, OrigenInv =
Exports.OXInv or "",
Exports.QBInv or "",
Exports.PSInv or "",
Exports.QSInv or "",
Exports.CoreInv or "",
Exports.CodeMInv or "",
Exports.OrigenInv or ""
RSGExport, RSGInv =
Exports.RSGExport or "",
Exports.RSGInv or ""
QBMenuExport = Exports.QBMenuExport or ""
QBTargetExport, OXTargetExport = Exports.QBTargetExport or "", Exports.OXTargetExport or ""
-------------------------------------------------------------
-- Debug: Print Found Exports
-------------------------------------------------------------
-- Print a list of all exports that are currently started (if debugMode is enabled).
for _, v in pairs(Exports) do
if isStarted(v) then
debugPrint("^6Bridge^7: '^3"..v.."^7' export found")
end
end
OxPlayer = nil
if isStarted(OXCoreExport) then
if not isServer() then
OxPlayer = Ox.GetPlayer()
end
end
-------------------------------------------------------------
-- Resource Variables for Items, Jobs, and Vehicles
-------------------------------------------------------------
local itemResource, jobResource, vehResource = "", "", ""
-------------------------------------------------------------
-- Loading Items
-------------------------------------------------------------
-- Load and compile shared items from the detected inventory system.
if isStarted(OXInv) then
itemResource = OXInv
Items = exports[OXInv]:Items()
for k, v in pairs(Items) do
if v.client and v.client.image then
Items[k].image = (v.client.image):gsub("nui://"..OXInv.."/web/images/", "")
else
Items[k].image = k..".png"
end
Items[k].hunger = v.client and v.client.hunger or nil
Items[k].thirst = v.client and v.client.thirst or nil
end
elseif isStarted(QBExport) then
itemResource = QBExport
Core = Core or exports[QBExport]:GetCoreObject()
Items = Core and Core.Shared.Items or nil
if isStarted(QBExport) and not isStarted(QBXExport) then
RegisterNetEvent('QBCore:Client:UpdateObject', function()
Core = Core or exports[QBExport]:GetCoreObject()
Items = Core and Core.Shared.Items or nil
end)
end
elseif isStarted(ESXExport) then
itemResource = ESXExport
ESX = exports[ESXExport]:getSharedObject()
while ESX == nil do
print("Waiting for ESX")
Wait(0)
end
CreateThread(function()
while not ESX do Wait(0) end
if isServer() then
Items = ESX.GetItems()
while not createCallback do Wait(100) end
createCallback(getScript()..":getItems", function(source)
return Items
end)
end
if not isServer() then
Items = triggerCallback(getScript()..":getItems")
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Items).." ^3Items^2 from ^7"..itemResource)
end
end)
elseif isStarted(RSGExport) then
itemResource = RSGExport
Core = Core or exports[RSGExport]:GetCoreObject()
Items = Core and Core.Shared.Items or nil
if isStarted(RSGExport) and not isStarted(QBXExport) then
RegisterNetEvent('QBCore:Client:UpdateObject', function()
Core = Core or exports[RSGExport]:GetCoreObject()
Items = Core and Core.Shared.Items or nil
end)
end
end
if itemResource == nil then
print("^4ERROR^7: ^2No Item info detected ^7- ^2Check ^3starter^1.^2lua^7")
else
while not Items do Wait(100) end
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Items).." ^3Items^2 from ^7"..itemResource)
end
-------------------------------------------------------------
-- Loading Vehicles
-------------------------------------------------------------
-- Compile vehicles from the detected frameworks into a unified table.
if isStarted(QBXExport) or isStarted(QBExport) then
Core = Core or exports[QBExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles
if isStarted(QBExport) and not isStarted(QBXExport) then
RegisterNetEvent('QBCore:Client:UpdateObject', function()
Core = Core or exports[QBExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles
end)
end
vehResource = QBExport
elseif isStarted(OXCoreExport) then
Vehicles = {}
for k, v in pairs(Ox.GetVehicleData()) do
Vehicles[k] = { model = k, hash = GetHashKey(k), price = v.price, name = v.name, brand = v.make }
end
vehResource = OXCoreExport
elseif isStarted(ESXExport) then
CreateThread(function()
if isServer() then
vehResource = ESXExport
createCallback(getScript()..":getVehiclesPrices", function(source)
return Vehicles
end)
while not MySQL do Wait(2000) print("^1Waiting for MySQL to exist") end
Vehicles = MySQL.query.await('SELECT model, price, name FROM vehicles')
--jsonPrint(Vehicles)
--while not createCallback do print("waiting") Wait(100) end
end
if not isServer() then
--while not triggerCallback do print("waiting") Wait(100) end
local TempVehicles = triggerCallback(getScript()..":getVehiclesPrices")
for _, v in pairs(TempVehicles) do
Vehicles = Vehicles or {}
Vehicles[v.model] = {
model = v.model,
hash = GetHashKey(v.model),
price = v.price,
name = v.name,
brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper)
}
end
end
end)
elseif isStarted(RSGExport) then
Core = Core or exports[RSGExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles
if isStarted(RSGExport) then
RegisterNetEvent('RSGExport:Client:UpdateObject', function()
Core = Core or exports[RSGExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles
end)
end
vehResource = RSGExport
end
if vehResource == nil then
print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7")
else
CreateThread(function()
while not Vehicles do Wait(1000) print("Waiting") end
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Vehicles).." ^3Vehicles^2 from ^7"..vehResource)
end)
end
-------------------------------------------------------------
-- Loading Jobs and Gangs
-------------------------------------------------------------
-- Compile jobs and gangs from the detected framework.
if isStarted(QBXExport) then
jobResource = QBXExport
Core = Core or exports[QBExport]:GetCoreObject()
Jobs, Gangs = exports[QBXExport]:GetJobs(), exports[QBXExport]:GetGangs()
elseif isStarted(OXCoreExport) then
jobResource = OXExport
CreateThread(function()
if isServer() then
createCallback(getScript()..":getOxGroups", function(source)
Jobs = MySQL.query.await('SELECT * FROM `ox_groups`')
return Jobs
end)
else
local TempJobs = triggerCallback(getScript()..":getOxGroups")
Jobs = {}
for k, v in pairs(TempJobs) do
local grades = {}
--for i = 1, #v.grades do
-- grades[i] = { name = v.grades[i], isboss = (i == #v.grades) }
--end
Jobs[v.name] = { label = v.label, grades = grades }
end
Gangs = Jobs
end
end)
elseif isStarted(QBExport) then
jobResource = QBExport
Core = Core or exports[QBExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
if isStarted(QBExport) and not isStarted(QBXExport) then
RegisterNetEvent('QBCore:Client:UpdateObject', function()
Core = exports[QBExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
end)
end
elseif isStarted(ESXExport) then
ESX = exports[ESXExport]:getSharedObject()
if isServer() then
Jobs = ESX.GetJobs()
for k, v in pairs(Jobs) do
local count = countTable(Jobs[k].grades) - 1
Jobs[k].grades[tostring(count)].isBoss = true
end
Gangs = Jobs
end
CreateThread(function()
while not ESX do Wait(0) end
if isServer() then
createCallback(getScript()..":getJobs", function(source)
return Jobs
end)
end
if not isServer() then
Jobs = triggerCallback(getScript()..":getJobs")
Gangs = Jobs
end
end)
elseif isStarted(RSGExport) then
jobResource = RSGExport
Core = Core or exports[RSGExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
if isStarted(RSGExport) and not isStarted(QBXExport) then
RegisterNetEvent('QBCore:Client:UpdateObject', function()
Core = exports[RSGExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
end)
end
end
if jobResource == nil then
print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7")
else
while not Jobs do Wait(100) end
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Jobs).." ^3Jobs^2 from ^7"..jobResource)
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Gangs).." ^3Gangs^2 from ^7"..jobResource)
end

468
shared/crafting.lua Normal file
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--[[
Crafting, Selling, and Shop Module
-----------------------------------
This module provides functions for opening crafting menus, handling multi-crafting,
performing the crafting process (with animations and progress bars), selling items,
and opening shop interfaces. It integrates with various inventory and menu systems,
and uses server callbacks to check item carry capacity.
]]
-------------------------------------------------------------
-- Global Variables
-------------------------------------------------------------
CraftLock = false
-- helper filter table for crafting menus
local excludeKeys = {
amount = true, metadata = true, description = true, info = true,
job = true, gang = true, oneUse = true, slot = true,
blueprintRef = true, craftingLevel = true, craftedItems = true,
hasCrafted = true, exp = true, anim = true, time = true,
}
-------------------------------------------------------------
-- Crafting Menu
-------------------------------------------------------------
--- Opens the crafting menu based on provided data.
--- Checks job restrictions, builds the recipe menu, and opens the menu.
---
--- @param data table Crafting menu configuration containing:
--- - craftable (`table`) Table with Header, Recipes, Anims, and (optionally) craftedItems.
--- - coords (`vector3`) The coordinates where the crafting menu is being opened.
--- - stashTable|stashName (`string\table`) Name(s) of the stash for checking item availability.
--- - job|gang (`string`) Job or gang requirements.
--- - onBack (optional): Function to call when returning.
---
--- @usage
--- ```lua
--- craftingMenu({
--- craftable = {
--- Header = "Weapon Crafting",
--- Recipes = {
--- [1] = {
--- ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 },
--- amount = 1,
--- },
--- -- More recipes...
--- },
--- Anims = {
--- animDict = "amb@prop_human_parking_meter@male@idle_a",
--- anim = "idle_a",
--- },
--- },
--- coords = vector3(100.0, 200.0, 300.0),
--- stashTable = "crafting_stash",
--- job = "mechanic",
--- onBack = function() print("Returning to previous menu") end,
--- })
function craftingMenu(data)
if CraftLock then return end
-- Job or gang check; exit if not authorized.
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
-- Display a temporary "thinking" notification.
if Config.System.Menu == "jim" then
triggerNotify(nil, "Thinking", "info")
else
openMenu({ { header = "Thinking...", icon = "fas fa-hourglass-end", isMenuHeader = true } }, { header = "Crafting Menu" } )
end
-- Normalize stash name.
data.stashName = data.stashTable or data.stashName
local Menu = {}
local Recipes = data.craftable.Recipes
local craftedItems = {}
local tempCarryTable = {}
-- Build a table of all required ingredients (default quantity is 1).
for i = 1, #Recipes do
for k in pairs(Recipes[i]) do
if k == "hasCrafted" and not data.craftable.craftedItems then
-- Retreive list of already crafted items from playermetadata to see if we should class this recipe as "new"
craftedItems = GetMetadata(nil, "craftedItems") or {}
data.craftable.craftedItems = craftedItems
end
if k ~= "amount" and k ~= "metadata" and k ~= "job" and k ~= "gang" then
tempCarryTable[k] = Recipes[i].amount or 1
end
end
end
-- Check if the player can carry the required items (server callback).
local canCarryTable = triggerCallback(getScript()..':server:canCarry', tempCarryTable)
-- Process each recipe to create menu entries.
for i = 1, #Recipes do
if not Recipes[i]["amount"] then Recipes[i]["amount"] = 1 end
for k, _ in pairs(Recipes[i]) do
if not excludeKeys[k] then
local hasjob = true
if Recipes[i].job then
for l, b in pairs(Recipes[i].job) do
hasjob = hasJob(l, nil, b)
if hasjob then break end
end
end
if hasjob then
local setheader, settext, disable, metadata = "", "", false, (Recipes[i]["metadata"] or Recipes[i]["info"] or nil)
local itemTable = {}
local metaTable = {}
-- Build ingredient details.
for l, b in pairs(Recipes[i][tostring(k)]) do
settext = settext..(settext ~= "" and br or "")..(Items[l] and Items[l].label or "error - "..l)..(b > 1 and " x"..b or "")
metaTable[Items[l] and Items[l].label or "error - "..l] = b
itemTable[l] = b
Wait(0)
end
while not canCarryTable do Wait(0) end
disable = not checkStashItem(data.stashName, itemTable)
setheader = ((metadata and metadata.label) or (Items[tostring(k)] and Items[tostring(k)].label) or "error - "..tostring(k))
..(Recipes[i]["amount"] > 1 and " x"..Recipes[i]["amount"] or "")
if not disable then
if not canCarryTable[k] then
setheader = setheader.." 📦"
else
setheader = setheader.." ✔️"
end
elseif not canCarryTable[k] then
setheader = setheader.." 📦"
end
if Recipes[i]["hasCrafted"] ~= nil and craftedItems[k] == nil then
setheader = ""..setheader
end
Menu[#Menu + 1] = {
arrow = not disable and canCarryTable[k],
isMenuHeader = disable or not canCarryTable[k],
icon = invImg((metadata and metadata.image) or tostring(k)),
image = invImg((metadata and metadata.image) or tostring(k)),
header = setheader..((disable or not canCarryTable[k]) and "" or ""),
txt = (isStarted(QBMenuExport) or disable) and settext or nil,
metadata = metaTable,
onSelect = (not disable and canCarryTable[k]) and function()
local transdata = {
item = k,
craft = data.craftable.Recipes[i],
craftable = data.craftable,
coords = data.coords,
stashName = data.stashName,
onBack = data.onBack,
metadata = metadata,
}
if Config.Crafting.MultiCraft then
multiCraft(transdata)
else
makeItem(transdata)
end
end or nil,
}
end
end
Wait(0)
end
end
openMenu(Menu, {
header = data.craftable.Header,
headertxt = data.craftable.Headertxt,
onBack = data.onBack or nil,
canClose = true,
onExit = data.onExit or (function() end),
})
lookEnt(data.coords)
end
-------------------------------------------------------------
-- Multi-Craft Menu
-------------------------------------------------------------
--- Opens a menu for selecting the quantity to craft.
---
--- Presents the player with multiple crafting quantities based on Config.Crafting.MultiCraftAmounts.
---
--- @param data table Crafting configuration containing:
--- - item `string`) The item to craft.
--- - craft (`table`) The crafting recipe.
--- - craftable (`table`) Crafting options.
--- - coords (`vector3`) where crafting occurs.
--- - stashName (`string`) The stash name(s) for item availability.
--- - onBack (`function`) Callback when returning.
--- - metadata (`table`) (optional): Metadata for the crafted item.
---
--- @usage
--- ```lua
--- multiCraft({
--- item = "weapon_pistol",
--- craft = { ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 }, amount = 1 },
--- craftable = craftingOptions,
--- coords = vector3(100,200,300),
--- stashName = "crafting_stash",
--- onBack = function() craftingMenu(data) end,
--- metadata = { label = "Custom Pistol", image = "custom_pistol.png" },
--- })
--- ```
function multiCraft(data)
local max = 0
local stashName = nil
for i = 1, 100 do
local itemTable = {}
for l, b in pairs(data.craft[data.item]) do
debugPrint("")
itemTable[l] = (b * i)
end
if data.stashName then
debugPrint("")
local hasItems, stashname = checkStashItem(data.stashName, itemTable)
if hasItems == true then
max += 1
stashName = stashname
else
break
end
else
debugPrint("")
local has, _ = hasItem(itemTable, nil, nil)
if has then
max += 1
else
break
end
end
Wait(10)
end
local dialog = createInput(data.craftable.Header, {
((Config.System.Menu == "ox") and {
type = "slider",
label = "How many to craft?",
required = true,
default = 1,
min = 1,
max = max
}) or nil,
((Config.System.Menu == "qb") and {
type = "number",
label = "How many to craft?"..br.."Max: "..max,
name = "amount",
isRecuired = true,
default = 1,
}) or nil,
})
if dialog then
if Config.System.Menu == "ox" then
end
if Config.System.Menu == "qb" then
if dialog["amount"] > max or dialog["amount"] < 1 or dialog["amount"] == nil or dialog["amount"] == "" then
triggerNotify(nil, "Invalid Amount", "error")
craftingMenu(data)
return
end
end
makeItem({
item = data.item,
craft = data.craft,
craftable = data.craftable,
amount = dialog["amount"] or dialog[1],
coords = data.coords,
stashName = stashName or nil,
--stashTable = data.stashName,
onBack = data.onBack,
metadata = data.metadata,
})
end
end
-------------------------------------------------------------
-- Crafting Process
-------------------------------------------------------------
--- Initiates the crafting process for a specified item.
---
--- Plays crafting animations, shows progress bars, removes ingredients, and triggers item creation.
---
--- @param data table Crafting configuration containing:
--- - item `string`) The item to craft.
--- - craft (`table`) The crafting recipe.
--- - craftable (`table`) Crafting options.
--- - amount (`number`) (optional): Quantity to craft (default 1).
--- - coords (`vector3`) where crafting occurs.
--- - stashName (`string`) The stash name(s) for item availability.
--- - onBack (`function`) Callback when returning.
--- - metadata (`table`) (optional): Metadata for the crafted item.
---
--- @usage
--- ```lua
--- makeItem({
--- item = "weapon_pistol",
--- craft = { ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 }, amount = 1 },
--- craftable = craftingOptions,
--- amount = 2,
--- coords = vector3(100,200,300),
--- stashName = "crafting_stash",
--- onBack = function() craftingMenu(data) end,
--- metadata = { label = "Custom Pistol", image = "custom_pistol.png" },
--- })
--- ```
function makeItem(data)
if CraftLock then return end
CraftLock = true
data.stashName = data.stashTable or data.stashName
local bartime = (data.craftable.progressBar and data.craftable.progressBar.time) or 5000
local bartext = (data.craftable.progressBar and data.craftable.progressBar.label)
or (Loc[Config.Lan].progressbar and Loc[Config.Lan].progressbar["progress_make"])
or "Making "
local animDict = (data.craftable.Anims and data.craftable.Anims.animDict) or "amb@prop_human_parking_meter@male@idle_a"
local anim = (data.craftable.Anims and data.craftable.Anims.anim) or "idle_a"
local craftAmount = (data.amount and data.amount ~= 1) and data.amount or 1
local metadata = data.metadata or nil
local prop = data.craftable.Anims and data.craftable.Anims.prop or nil
local canReturn = true
local crafted, crafting = true, true
local cam = createTempCam(PlayerPedId(), data.coords)
startTempCam(cam)
for i = 1, craftAmount do
for k, v in pairs(data.craft) do
if not excludeKeys[k] then
if type(v) == "table" then
for l, b in pairs(v) do
if crafting and progressBar({
label = "Using "..b.." "..Items[l].label,
time = 1000,
cancel = true,
dict = 'pickup_object',
anim = "putdown_low",
flag = 48,
icon = l,
}) then
TriggerEvent((isStarted(QBInv) and QBInvNew and "qb-" or "")..'inventory:client:ItemBox', Items[l], "use", b)
else
crafted, crafting = false, false
break
end
Wait(200)
end
if crafted then
local craftProp = nil
if prop then
craftProp = makeProp({ prop = prop.model, coords = vec4(0, 0, 0, 0), true, true })
AttachEntityToEntity(craftProp, PlayerPedId(), GetPedBoneIndex(PlayerPedId(), prop.bone), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 1, true)
end
if data.sound then
local s = data.sound
PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0)
end
if crafting and progressBar({
label = bartext..((metadata and metadata.label) or Items[data.item].label),
time = bartime,
cancel = true,
dict = animDict,
anim = anim,
flag = 49,
icon = data.item,
}) then
TriggerServerEvent(getScript()..":Crafting:GetItem", data.item, data.craft, data.stashName, metadata)
CreateThread(function()
if data.craft["hasCrafted"] ~= nil then
debugPrint("hasCrafted Found, marking '"..data.item.."' as crafted for player")
data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:SetMetadata", "craftedItems", data.craftable.craftedItems)
end
Wait(100)
if data.craft["exp"] ~= nil then
craftingLevel += data.craft["exp"].give
jsonPrint(data.craft["exp"])
debugPrint("exp found, giving exp for '"..data.item.."'")
triggerCallback(getScript()..":server:SetMetadata", "craftingLevel", craftingLevel)
end
end)
if data.craftable.Recipes[1].oneUse == true then
removeItem("craftrecipe", 1, nil, data.craftable.Recipes[1].slot)
local breakId = GetSoundId()
PlaySoundFromEntity(breakId, "Drill_Pin_Break", PlayerPedId(), "DLC_HEIST_FLEECA_SOUNDSET", 1, 0)
canReturn = false
end
if data.sound then
StopSound(data.sound.soundId)
end
if data.requiredItemfunc then
data.requiredItemfunc()
end
else
crafting = false
break
end
if craftProp then destroyProp(craftProp) end
end
end
end
end
Wait(500)
end
stopTempCam()
CraftLock = false
lockInv(false)
if canReturn then craftingMenu(data) end
ClearPedTasks(PlayerPedId())
end
-------------------------------------------------------------
-- Server Event Handler: Crafted Item
-------------------------------------------------------------
--- Server event handler for giving the crafted item to the player.
---
--- Removes required ingredients from the player's inventory or stash,
--- then adds the crafted item to their inventory.
---
--- @param ItemMake string The item being crafted.
--- @param craftable table The crafting recipe and details.
--- @param stashName string|table The stash name(s) to remove ingredients from.
--- @param metadata table (optional) Metadata for the crafted item.
--- @usage
RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable, stashName, metadata)
local src = source
local hasItems, hasTable = hasItem(ItemMake, 1, src)
if stashName then
local itemRemove = {}
if type(stashName) == "table" then
for _, name in pairs(stashName) do
stashItems = getStash(name)
for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end
end
end
end
else
stashItems = getStash(stashName)
for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end
end
end
end
stashRemoveItem(stashItems, stashName, itemRemove)
else
if craftable then
for k, v in pairs(craftable[ItemMake] or {}) do
removeItem(tostring(k), v, src)
end
end
end
addItem(ItemMake, craftable.amount or 1, metadata, src)
-- Optionally, add experience here:
-- for example:
-- if isStarted("core_skills") then exports["core_skills"]:AddExperience(src, 2) end
end)

98
shared/drawText.lua Normal file
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--[[
Text Drawing Module
---------------------
This module provides functions to display and hide text on screen using
various frameworks: QB, OX, GTA, and ESX.
]]
--- Displays text on the screen using the configured draw text system.
---
--- Depending on Config.System.drawText, this function will use different methods to
--- display text along with optional images/icons.
---
--- @param image string|nil Optional image/icon identifier to display with the text.
--- @param input table An array of strings; each string is a line of text to display.
--- @param style string|nil Optional style code for default GTA popups (e.g., "~g~" for green).
--- @param oxStyleTable table|nil Optional table specifying style parameters for the OX text UI.
---
---@usage
--- ```lua
--- drawText("img_link", { "Test line 1", "Test Line 2" }, "~g~")
--- ```
function drawText(image, input, style, oxStyleTable)
local text = ""
if not radarTable then radarTable = {} end
if Config.System.drawText == "qb" then
-- Concatenate lines for QB system with HTML line breaks.
for i = 1, #input do
text = text..input[i].."</span>"..(input[i + 1] and "<br>" or "")
end
text = text:gsub("%:", ":<span style='color:yellow'>")
if image then
text = '<img src="'..(radarTable[image] or "")..'" style="width:12px;height:12px">'..text
end
exports[QBExport]:DrawText(text, 'left')
elseif Config.System.drawText == "ox" then
-- Append newline spacing to each input line.
for k, v in pairs(input) do
input[k] = v.." \n"
end
lib.showTextUI(table.concat(input), { icon = (image and radarTable[image] or image) or nil, position = 'left-center', style = oxStyleTable })
elseif Config.System.drawText == "gta" then
-- Concatenate input lines and apply GTA style formatting.
for i = 1, #input do
if input[i] ~= "" then
text = text..input[i].."\n~s~"
end
end
if image then
text = "~BLIP_"..image.."~ "..text
end
DisplayHelpMsg(text:gsub("%:", ":~"..(style or "g").."~"))
elseif Config.System.drawText == "esx" then
-- ESX-based text UI uses similar HTML formatting as QB.
for i = 1, #input do
text = text..input[i].."</span>"..(input[i + 1] and "<br>" or "")
end
text = text:gsub("%:", ":<span style='color:yellow'>")
if image then
text = '<img src="'..(radarTable[image] or "")..'" style="width:12px;height:12px">'..text
end
ESX.TextUI(text, nil)
elseif Config.System.drawText == "red" then
-- Concatenate input lines and apply GTA style formatting.
for i = 1, #input do
if input[i] ~= "" then
text = text..input[i].."\n~q~"
end
end
TriggerEvent("jim-redui:DrawText", text)
end
end
--- Hides any text currently displayed on the screen.
---
--- Clears the text using the appropriate method for the configured draw text system.
---
--- @usage
--- ```lua
--- hideText()
--- ```
function hideText()
if Config.System.drawText == "qb" then
exports[QBExport]:HideText()
elseif Config.System.drawText == "ox" then
lib.hideTextUI()
elseif Config.System.drawText == "gta" then
ClearAllHelpMessages()
elseif Config.System.drawText == "esx" then
ESX.HideUI()
elseif Config.System.drawText == "red" then
TriggerEvent("jim-redui:HideText")
end
end

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if gameName ~= "rdr3" then
--[[
DUI Module (Experimental)
--------------------------
This module handles the creation, modification, and removal of custom DUI (Display UI)
elements using runtime textures. It supports both client and server functionality to update DUI
images dynamically.
]]
-- Create a runtime texture dictionary on the client if not running on the server.
scriptTxd = not isServer() and CreateRuntimeTxd(getScript()..'scriptTxd') or nil
customDUIList = {}
-------------------------------------------------------------
-- DUI Client Functions
-------------------------------------------------------------
--- Creates or updates a DUI element.
---
--- @param name string The unique name for the DUI element.
--- @param http string The URL to load into the DUI.
--- @param size table A table with .x and .y fields specifying the DUI dimensions.
--- @param txd table The runtime texture dictionary where the DUI texture will be created.
--- @usage
--- ```lua
--- createDui("logo", "https://example.com/logo.png", { x = 512, y = 256 }, scriptTxd)
--- ```
function createDui(name, http, size, txd)
if not customDUIList[name] then
local newDui = CreateDui(http, math.floor(size.x), math.floor(size.y))
while not GetDuiHandle(newDui) do Wait(0) end
CreateRuntimeTextureFromDuiHandle(txd, name, GetDuiHandle(newDui))
customDUIList[name] = newDui
SetDuiUrl(customDUIList[name], http)
else
SetDuiUrl(customDUIList[name], http)
end
end
--- Opens a DUI selection input allowing the user to change the DUI image URL.
---
--- @param data table A table containing DUI data:
--- - name: The key name in the DUI list.
--- - texn: The texture name.
--- - texd: The texture dictionary.
--- - size: A table with .x and .y dimensions.
---
--- @usage
--- ```lua
--- DuiSelect({ name = "logo", texn = "logoTex", texd = "someTxd", size = { x = 512, y = 256 } })
--- ```
function DuiSelect(data)
local imagePreview = "![test]("..data.url..")"
--local imagePreview = "<center>- Current Image -<br>" ..
-- "<img src="..data.url.." width=150px><br>" ..
-- "Size: ["..math.floor(data.size.x)..", "..math.floor(data.size.y).."]<br><br>"
local dialog = createInput(imagePreview, {
{ type = "text", text = "dui_url", name = "url", isRequired = true },
})
if dialog then
data.url = dialog.url or dialog[1]
-- Scan URL for valid image extension and banned words.
local searchList = { "png", "jpg", "jpeg", "gif", "webp", "bmp" }
local banList = { "porn" }
local searchFound = false
for _, ext in pairs(searchList) do
if string.find(tostring(data.url), ext) then
searchFound = true
break
end
end
for _, banned in pairs(banList) do
if string.find(tostring(data.url), banned) then
searchFound = false
print("BANNED WORD: "..banned)
break
end
end
if searchFound then
TriggerServerEvent(getScript()..":Server:ChangeDUI", data)
end
end
end
--- Client event handler to update DUI elements.
RegisterNetEvent(getScript()..":Client:ChangeDUI", function(data)
debugPrint("^6Bridge^7: ^2Receiving new DUI ^7- ^6"..data.url.."^7")
if tostring(data.url) ~= "-" then
createDui(data.texn, tostring(data.url), data.size, scriptTxd)
AddReplaceTexture(tostring(data.texd), tostring(data.texn), getScript().."scriptTxd", tostring(data.texn))
end
end)
--- Client event handler to clear DUI elements.
RegisterNetEvent(getScript()..":Client:ClearDUI", function(data)
if customDUIList[tostring(data.texn)] then
RemoveReplaceTexture(tostring(data.texd), tostring(data.texn))
if IsDuiAvailable(customDUIList[tostring(data.texn)]) then
SetDuiUrl(customDUIList[data.name], nil)
end
end
end)
-------------------------------------------------------------
-- DUI Server Functions
-------------------------------------------------------------
--- Server event handler to change DUI settings.
--- If no URL is provided, resets to the preset value.
RegisterNetEvent(getScript()..":Server:ChangeDUI", function(data)
if not data.url then
debugPrint("^6Bridge^7: ^2Preset: ^6"..tostring(data.preset).."^7")
data.url = data.preset
else
for k, v in pairs(Locations[data.name].duiList) do
if v.tex.texn == data.texn then
Locations[data.name].duiList[k].url = data.url
end
end
end
debugPrint("^6Bridge^7: ^3DUI^2 Sending new DUI to all players^7 - ^6"..data.url.."^7")
TriggerClientEvent(getScript()..":Client:ChangeDUI", -1, data)
end)
--- Server event handler to clear DUI settings.
RegisterNetEvent(getScript()..":Server:ClearDUI", function(data)
if data.url == "-" then
for k, v in pairs(Locations[data.name].duiList) do
if v.tex.texn == data.texn then
Locations[data.name].duiList[k].url = "-"
end
end
end
TriggerClientEvent(getScript()..":Client:ClearDUI", -1, data)
end)
-------------------------------------------------------------
-- Resource Cleanup
-------------------------------------------------------------
onResourceStop(function()
for k, v in pairs(duiList or {}) do
for i = 1, #v do
RemoveReplaceTexture(tostring(v[i].tex.texd), tostring(v[i].tex.texn))
end
end
end, true)
-------------------------------------------------------------
-- DUI List Callback (Server)
-------------------------------------------------------------
if isServer() then
createCallback(getScript()..":Server:duiList", function(source)
return duiList
end)
end
end

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--Screen Effects
local alienEffect = false
function AlienEffect()
if alienEffect then return else alienEffect = true end
debugPrint("^5Debug^7: ^3AlienEffect^7() ^2activated")
AnimpostfxPlay("DrugsMichaelAliensFightIn", 3.0, 0)
Wait(math.random(5000, 8000))
local Ped = PlayerPedId()
local animDict = "MOVE_M@DRUNK@VERYDRUNK"
loadAnimDict(animDict)
SetPedCanRagdoll(Ped, true)
ShakeGameplayCam('DRUNK_SHAKE', 2.80)
SetTimecycleModifier("Drunk")
SetPedMovementClipset(Ped, animDict, 1)
SetPedMotionBlur(Ped, true)
SetPedIsDrunk(Ped, true)
Wait(1500)
SetPedToRagdoll(Ped, 5000, 1000, 1, 0, 0, 0)
Wait(13500)
SetPedToRagdoll(Ped, 5000, 1000, 1, 0, 0, 0)
Wait(120500)
ClearTimecycleModifier()
ResetScenarioTypesEnabled()
ResetPedMovementClipset(Ped, 0)
SetPedIsDrunk(Ped, false)
SetPedMotionBlur(Ped, false)
AnimpostfxStopAll()
ShakeGameplayCam('DRUNK_SHAKE', 0.0)
AnimpostfxPlay("DrugsMichaelAliensFight", 3.0, 0)
Wait(math.random(45000, 60000))
AnimpostfxPlay("DrugsMichaelAliensFightOut", 3.0, 0)
AnimpostfxStop("DrugsMichaelAliensFightIn")
AnimpostfxStop("DrugsMichaelAliensFight")
AnimpostfxStop("DrugsMichaelAliensFightOut")
alienEffect = false
debugPrint("^5Debug^7: ^3AlienEffect^7() ^2stopped")
end
local weedEffect = false
function WeedEffect()
if weedEffect then return else weedEffect = true end
debugPrint("^5Debug^7: ^3WeedEffect^7() ^2activated")
AnimpostfxPlay("DrugsMichaelAliensFightIn", 3.0, 0)
Wait(math.random(3000, 20000))
AnimpostfxPlay("DrugsMichaelAliensFight", 3.0, 0)
Wait(math.random(15000, 20000))
AnimpostfxPlay("DrugsMichaelAliensFightOut", 3.0, 0)
AnimpostfxStop("DrugsMichaelAliensFightIn")
AnimpostfxStop("DrugsMichaelAliensFight")
AnimpostfxStop("DrugsMichaelAliensFightOut")
weedEffect = false
debugPrint("^5Debug^7: ^3WeedEffect^7() ^2stopped")
end
local trevorEffect = false
function TrevorEffect()
if trevorEffect then return else trevorEffect = true end
debugPrint("^5Debug^7: ^3TrevorEffect^7() ^2activated")
AnimpostfxPlay("DrugsTrevorClownsFightIn", 3.0, 0)
Wait(3000)
AnimpostfxPlay("DrugsTrevorClownsFight", 3.0, 0)
Wait(30000)
AnimpostfxPlay("DrugsTrevorClownsFightOut", 3.0, 0)
AnimpostfxStop("DrugsTrevorClownsFight")
AnimpostfxStop("DrugsTrevorClownsFightIn")
AnimpostfxStop("DrugsTrevorClownsFightOut")
trevorEffect = false
debugPrint("^5Debug^7: ^3TrevorEffect^7() ^2stopped")
end
local turboEffect = false
function TurboEffect()
if turboEffect then return else turboEffect = true end
debugPrint("^5Debug^7: ^3TurboEffect^7() ^2activated")
AnimpostfxPlay('RaceTurbo', 0, true)
SetTimecycleModifier('rply_motionblur')
ShakeGameplayCam('SKY_DIVING_SHAKE', 0.25)
Wait(30000)
StopGameplayCamShaking(true)
SetTransitionTimecycleModifier('default', 0.35)
Wait(1000)
ClearTimecycleModifier()
AnimpostfxStop('RaceTurbo')
turboEffect = false
debugPrint("^5Debug^7: ^3TurboEffect^7() ^2stopped")
end
local rampageEffect = false
function RampageEffect()
if rampageEffect then return else rampageEffect = true end
debugPrint("^5Debug^7: ^3RampageEffect^7() ^2activated")
AnimpostfxPlay('Rampage', 0, true)
SetTimecycleModifier('rply_motionblur')
ShakeGameplayCam('SKY_DIVING_SHAKE', 0.25)
Wait(30000)
StopGameplayCamShaking(true)
SetTransitionTimecycleModifier('default', 0.35)
Wait(1000)
ClearTimecycleModifier()
AnimpostfxStop('Rampage')
rampageEffect = false
debugPrint("^5Debug^7: ^3RampageEffect^7() ^2stopped")
end
local focusEffect = false
function FocusEffect()
if focusEffect then return else focusEffect = true end
debugPrint("^5Debug^7: ^3FocusEffect^7() ^2activated")
Wait(1000)
AnimpostfxPlay('FocusIn', 0, true)
Wait(30000)
AnimpostfxStop('FocusIn')
focusEffect = false
debugPrint("^5Debug^7: ^3FocusEffect^7() ^2stopped")
end
local nightVisionEffect = false
function NightVisionEffect()
if nightVisionEffect then return else nightVisionEffect = true end
debugPrint("^5Debug^7: ^3NightVisionEffect^7() ^2activated")
SetNightvision(true)
Wait(math.random(3000, 4000)) -- FEEL FREE TO CHANGE THIS
SetNightvision(false)
SetSeethrough(false)
nightVisionEffect = false
debugPrint("^5Debug^7: ^3NightVisionEffect^7() ^2stopped")
end
local thermalEffect = false
function ThermalEffect()
if thermalEffect then return else thermalEffect = true end
debugPrint("^5Debug^7: ^3ThermalEffect^7() ^2activated")
SetNightvision(true)
SetSeethrough(true)
Wait(math.random(2000, 3000)) -- FEEL FREE TO CHANGE THIS
SetNightvision(false)
SetSeethrough(false)
thermalEffect = false
debugPrint("^5Debug^7: ^3ThermalEffect^7() ^2stopped")
end
--Built-in Buff effects
local healEffect = false
function HealEffect(data)
if healEffect then return end
debugPrint("^5Debug^7: ^3HealEffect^7() ^2activated")
healEffect = true
local count = (data[1] / 1000)
while count > 0 do
Wait(1000)
count -= 1
SetEntityHealth(PlayerPedId(), GetEntityHealth(PlayerPedId()) + data[2])
end
healEffect = false
debugPrint("^5Debug^7: ^3HealEffect^7() ^2stopped")
end
local staminaEffect = false
function StaminaEffect(data)
if staminaEffect then return end
debugPrint("^5Bridge^7: ^3StaminaEffect^7() ^2activated")
staminaEffect = true
local startStamina = (data[1] / 1000)
SetRunSprintMultiplierForPlayer(PlayerId(), 1.49)
while startStamina > 0 do
Wait(1000)
if math.random(5, 100) < 10 then RestorePlayerStamina(PlayerId(), data[2]) end
startStamina -= 1
if math.random(5, 100) < 51 then end
end
startStamina = 0
SetRunSprintMultiplierForPlayer(PlayerId(), 1.0)
staminaEffect = false
debugPrint("^5Bridge^7: ^3StaminaEffect^7() ^2stopped")
end
function StopEffects() -- Used to clear up any effects stuck on screen
debugPrint("^5Bridge^7: ^2All screen effects stopped")
ShakeGameplayCam('DRUNK_SHAKE', 0.0)
SetPedToRagdoll(PlayerPedId(), 5000, 1000, 1, 0, 0, 0)
ClearTimecycleModifier()
ResetScenarioTypesEnabled()
ResetPedMovementClipset(PlayerPedId(), 0)
SetPedIsDrunk(PlayerPedId(), false)
SetPedMotionBlur(PlayerPedId(), false)
SetNightvision(false)
SetSeethrough(false)
AnimpostfxStop("DrugsMichaelAliensFightIn")
AnimpostfxStop("DrugsMichaelAliensFight")
AnimpostfxStop("DrugsMichaelAliensFightOut")
AnimpostfxStop("DrugsTrevorClownsFight")
AnimpostfxStop("DrugsTrevorClownsFightIn")
AnimpostfxStop("DrugsTrevorClownsFightOut")
AnimpostfxStop('RaceTurbo')
AnimpostfxStop('FocusIn')
AnimpostfxStop('Rampage')
end

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shared/helpers.lua Normal file
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--[[
Utility Functions for Resource Management and Debugging
----------------------------------------------------------
This script provides a set of utility functions for managing resources,
debugging, and handling common tasks in the game environment.
It includes functions to check resource states, generate unique keys,
format numbers and coordinates, handle JSON data, perform raycasts, and more.
]]
-------------------------------------------------------------
-- Resource and Environment Checks
-------------------------------------------------------------
--- Checks if a specific resource is started.
--- @param script string The name of the resource.
--- @return boolean boolean True if the resource state contains "start", false otherwise.
---@usage
--- ```lua
--- if isStarted("myResource") then
--- print("Resource is running")
--- end
--- ```
function isStarted(script)
return GetResourceState(script):find("start") ~= nil
end
local scriptName = nil
--- Retrieves the current resource name, caching it for efficiency.
--- @return string string The current resource name.
--- @usage
--- ```lua
--- local currentScript = getScript()
--- print("Current script:", currentScript)
--- ```
function getScript()
if not scriptName then scriptName = GetCurrentResourceName() end
return scriptName
end
--- Determines if the current context is the server.
--- @return boolean boolean True if running on the server, false otherwise.
---@usage
--- ```lua
--- if isServer() then
--- -- Server-specific code
--- else
--- -- Client-specific code
--- end
--- ```
function isServer()
return IsDuplicityVersion()
end
-------------------------------------------------------------
-- Debugging and JSON Utilities
-------------------------------------------------------------
--- Prints debug messages if debugMode is enabled.
--- Concatenates all arguments and prints them with debug info.
--- @param ... any One or more values to print.
--- @usage
--- ```lua
--- debugPrint("Player has joined:", playerName)
--- ```
function debugPrint(...)
if debugMode then
local args = {...}
local output = table.concat(args, " ")
print(output, getDebugInfo(debug.getinfo(2, "nSl")))
end
end
--- Prints event-related debug messages if event debugging is enabled.
--- @param ... any One or more values to print.
--- @usage
--- ```lua
--- eventPrint("Event triggered:", eventName)
--- ```
function eventPrint(...)
if Config.System.EventDebug then
print(...)
end
end
--- Returns the keys of a table in sorted order.
--- @param tbl table The table to sort keys for.
--- @return table table A sorted array of keys.
function getSortedKeys(tbl)
local keys = {}
for k in pairs(tbl) do keys[#keys + 1] = k end
table.sort(keys, function(a, b)
local numA, numB = tonumber(a), tonumber(b)
if numA and numB then return numA < numB else return tostring(a) < tostring(b) end
end)
return keys
end
--- Recursively colorizes a table for debug printing.
--- @param tbl table The table to colorize.
--- @return table table A new table with colorized keys and values.
--- ```lua
--- local colorizedData = colorizeTable(myTable)
--- jsonPrint(colorizedData)
--- ```
function colorizeTable(tbl)
local newData, sortedKeys = {}, getSortedKeys(tbl)
for _, k in ipairs(sortedKeys) do
local v = tbl[k]
newData["^6"..tostring(k).."^7"] =
(type(v) == "table" and colorizeTable(v))
or (tostring(type(v)):find("vector") and formatCoord(v))
or "^2"..tostring(v).."^7"
end
return newData
end
--- Encodes a table into an ordered JSON string with indentation.
--- @param data table The table to encode.
--- @param indent string The indentation string (e.g., " ").
--- @param level number The current level of indentation.
--- @return string The formatted JSON string.
--- @usage
--- ```lua
--- local jsonString = encodeOrderedJSON(myTable, " ", 0)
--- print(jsonString)
--- ```
function encodeOrderedJSON(data, indent, level)
local jsonParts, prefix, sortedKeys = {"{"}, string.rep(indent, level), getSortedKeys(data)
for i, k in ipairs(sortedKeys) do
jsonParts[#jsonParts + 1] = (i > 1 and ",\n" or "\n")..prefix..indent..json.encode(k)..": "
jsonParts[#jsonParts + 1] = (type(data[k]) == "table") and encodeOrderedJSON(data[k], indent, level + 1) or json.encode(data[k])
end
jsonParts[#jsonParts + 1] = "\n"..prefix.."}"
return table.concat(jsonParts)
end
--- Prints a table as a colorized and ordered JSON string if debugMode is enabled.
--- @param data table The table to print.
--- @usage
--- ```lua
--- jsonPrint(myTable)
--- ```
function jsonPrint(data)
if debugMode then
print(encodeOrderedJSON(colorizeTable(data), " ", 0), getDebugInfo(debug.getinfo(2, "nSl")))
end
end
--- Retrieves the current time formatted for debug prints.
--- @return string string The formatted time string, e.g., "^7(14:23:45)".
--- @usage
--- ```lua
--- local currentTime = GetPrintTime()
--- debugPrint("Current Time:", currentTime)
--- ```
function GetPrintTime()
if isServer() then
local hour, min, sec = os.date('%H'), os.date('%M'), os.date('%S')
return "^7("..string.format("%02d", hour)..":"..string.format("%02d", min)..":"..string.format("%02d", sec)..")"
else
local _, _, _, hour, min, sec = GetLocalTime()
return "^7("..string.format("%02d", hour)..":"..string.format("%02d", min)..":"..string.format("%02d", sec)..")"
end
end
--- Generates a unique 3-character alphanumeric key.
--- @return string string The generated key.
--- @usage
--- ```lua
--- local uniqueKey = keyGen()
--- print("Generated Key:", uniqueKey)
--- ```
function keyGen()
local charset = {
"q","w","e","r","t","y","u","i","o","p",
"a","s","d","f","g","h","j","k","l",
"z","x","c","v","b","n","m",
"Q","W","E","R","T","Y","U","I","O","P",
"A","S","D","F","G","H","J","K","L",
"Z","X","C","V","B","N","M",
"1","2","3","4","5","6","7","8","9","0"
}
local GeneratedID = ""
for i = 1, 3 do
GeneratedID = GeneratedID..charset[math.random(1, #charset)]
end
return GeneratedID
end
-------------------------------------------------------------
-- Formatting and Vector Math Functions
-------------------------------------------------------------
--- Formats a number with commas as thousand separators.
--- @param amount number The number to format.
--- @return string string The formatted number.
--- @usage
--- ```lua
--- local formattedNumber = cv(1000000) -- "1,000,000"
--- print(formattedNumber)
--- ``
function cv(amount)
local formatted = tostring(amount or "0")
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if k == 0 then break end
Wait(0)
end
return formatted
end
--- Formats a coordinate vector for debug printing.
--- @param coord table A vector3 or vector4 with x, y, z (and optional w).
--- @return string string The formatted coordinate string.
--- @usage
--- ```lua
--- local formattedCoord = formatCoord(vector3(100.0, 200.0, 300.0))
--- debugPrint("Player Position:", formattedCoord)
--- ```
function formatCoord(coord)
local vecType = type(coord):gsub("tor", "")
local components = {
[1] = coord.x and ("^6"..string.format("%.1f", coord.x)) or "",
[2] = coord.y and ("^7, ^6"..string.format("%.1f", coord.y)) or "",
[3] = coord.z and ("^7, ^6"..string.format("%.1f", coord.z)) or "",
[4] = coord.w and ("^7, ^6"..string.format("%.1f", coord.w)) or "",
}
return "^5"..vecType.."^7("..components[1]..components[2]..components[3]..components[4].."^7)"
end
--- Calculates the center point of a list of coordinates.
--- @param tbl table An array of vector3 coordinates.
--- @return vector3 vector3 The center coordinate.
--- @usage
--- ```lua
--- local center = getCenterOfZones({vector3(100, 200, 300), vector3(110, 210, 310)})
--- print("Center of Zones:", center)
--- ```
function getCenterOfZones(tbl)
local totalX, totalY, totalZ = 0, 0, 0
for _, coord in ipairs(tbl) do
totalX = totalX + coord.x
totalY = totalY + coord.y
totalZ = totalZ + coord.z
end
local count = #tbl
return vector3(totalX / count, totalY / count, totalZ / count)
end
--- Counts the number of keys in a table.
--- @param tbl table The table to count.
--- @return number number The key count.
--- @usage
--- ```lua
--- local count = countTable(myTable)
--- print("Number of keys:", count)
--- ```
function countTable(tbl)
local i = 0
for _ in pairs(tbl) do i = i + 1 end
return i
end
--- Returns an iterator over a table's keys in sorted order.
--- @param t table The table to iterate over.
--- @return function An iterator function for sorted keys.
--- @usage
--- ```lua
--- for k, v in pairsByKeys(myTable) do
--- print(k, v)
--- end
--- ```
function pairsByKeys(t)
if not t then
print("^1Error^7: ^3Nil ^2table recieved for ^3pairsByKeys^7(), ^2setting to ^7{} ^2to prevent break^7")
t = {}
end
local a = {} for n in pairs(t) do a[#a+1] = n end table.sort(a) local i = 0 local iter = function() i += 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter
end
--- Creates a new table with consecutive numerical indices sorted by the 'id' field.
--- @param originalTable table The table containing entries with an 'id' field.
--- @return table table A sorted table with consecutive indices.
--- @usage
--- ```lua
--- local sortedTable = createConsecutiveTable(originalTable)
--- for i, entry in ipairs(sortedTable) do
--- print(i, entry)
--- end
--- ```
function createConsecutiveTable(originalTable)
local sortedEntries = {}
for _, entry in pairs(originalTable) do table.insert(sortedEntries, entry) end
table.sort(sortedEntries, function(a, b) return a.id < b.id end)
local newTable = {}
for newIndex, entry in ipairs(sortedEntries) do
entry.id = newIndex
newTable[newIndex] = entry
end
return newTable
end
--- Concatenates a table of strings into a single string separated by newlines.
--- @param tbl table The table containing strings.
--- @return string string The concatenated string.
--- @usage
--- ```lua
--- local combinedText = concatenateText({"Line 1", "Line 2", "Line 3"})
--- print(combinedText)
--- ```
function concatenateText(tbl)
local result = ""
for i = 1, #tbl do
result = result..tbl[i]..(i < #tbl and "\n" or "")
end
return result
end
--- Converts a rotation (degrees) to a direction vector.
--- @param rot vector3 A vector3 with rotation values.
--- @return vector3 vector3 The forward direction vector.
--- @usage
--- ```lua
--- local direction = RotationToDirection({ z = 90 })
--- print(direction)
--- ```
function RotationToDirection(rot)
local adjust = math.pi / 180
return vec3(
-math.sin(adjust * rot.z) * math.abs(math.cos(adjust * rot.x)),
math.cos(adjust * rot.z) * math.abs(math.cos(adjust * rot.x)),
math.sin(adjust * rot.x)
)
end
--- Creates a basic progress bar string.
--- @param percentage number Completion percentage (0-100).
--- @return string string The progress bar (e.g., "█████░░░░░").
--- @usage
--- ```lua
--- local bar = basicBar(50) -- "█████░░░░░"
--- print(bar)
--- ```
function basicBar(percentage)
local perc = math.ceil(percentage)
local total = 10
local filled = math.floor((perc / 100) * total)
local empty = total - filled
return string.rep("", filled)..string.rep("", empty)
end
--- Normalizes a 3D vector.
--- @param vec vector3 A vector3 table.
--- @return vector3 vector3 A normalized vector.
--- @usage
--- ```lua
--- local normalizedVec = normalizeVector(vector3(1, 2, 3))
--- print(normalizedVec)
--- ```
function normalizeVector(vec)
local len = math.sqrt(vec.x^2 + vec.y^2 + vec.z^2)
if len ~= 0 then
return vec3(vec.x / len, vec.y / len, vec.z / len)
else
return vec3(0, 0, 0)
end
end
-------------------------------------------------------------
-- Drawing and Raycasting Functions
-------------------------------------------------------------
--- Draws a line between two coordinates (for debugging).
--- @param startCoords vector3 The starting coordinate.
--- @param endCoords vector3 The ending coordinate.
--- @param col vector4 A vector4 specifying color and opacity.
--- @usage
--- ```lua
--- drawLine(vector3(100, 200, 300), vector3(150, 250, 350), vector4(255, 0, 0, 255))
--- ```
function drawLine(startCoords, endCoords, col)
if debugMode then
CreateThread(function()
local count = 1000
while count >= 0 do
DrawLine(startCoords.x, startCoords.y, startCoords.z, endCoords.x, endCoords.y, endCoords.z, col.x, col.y, col.z, col.w)
count -= 10
Wait(0)
end
end)
end
end
--- Draws a sphere at the specified coordinates (for debugging).
--- @param coords vector3 The center of the sphere.
--- @param col vector4 A vector4 specifying color and opacity.
--- @usage
--- ```lua
--- drawSphere(vector3(100, 200, 300), vector4(0, 255, 0, 255))
--- ```
function drawSphere(coords, col)
if debugMode then
CreateThread(function()
local count = 1000
while count >= 0 do
DrawSphere(coords.x, coords.y, coords.z, 0.5, col.x, col.y, col.z, col.w)
count -= 1
Wait(10)
end
end)
end
end
--- Performs a raycast between two coordinates and returns the results.
--- @param startCoords vector3 The starting coordinate.
--- @param endCoords vector3 The ending coordinate.
--- @param entity number|nil An entity to ignore.
--- @param flags number|nil Optional raycast flags (default: 4294967295).
--- @return multiple Multiple values returned by GetShapeTestResultIncludingMaterial.
--- @usage
--- ```lua
--- local hit, hitPos, material = PerformRaycast(startVec, endVec, playerPed, 1)
--- if hit == 1 then
--- print("Hit at position:", hitPos)
--- print("Material:", material)
--- end
--- ```
function PerformRaycast(startCoords, endCoords, entity, flags)
drawLine(startCoords, endCoords, vec4(0,0,255,255))
local val1, val2, val3, val4, val5, val6 = GetShapeTestResult(
StartExpensiveSynchronousShapeTestLosProbe(
startCoords.x, startCoords.y, startCoords.z,
endCoords.x, endCoords.y, endCoords.z,
flags or 4294967295, entity, 0
)
)
return val1, val2, val3, val4, val5, val6
end
--- Adjusts the Z-coordinate of a position to the ground level.
--- @param coords vector4 A vector3 or vector4 with x, y, z (and optional w).
--- @return vector3|vector4 vector The coordinates adjusted for ground level.
--- @usage
--- ```lua
--- local groundCoords = adjustForGround(playerCoords)
--- print("Ground Position:", groundCoords)
--- ```
function adjustForGround(coords)
local foundGround, zPos = GetGroundZFor_3dCoord(coords.x, coords.y, coords.z + 1.0)
if foundGround then
if coords.w then
return vec4(coords.x, coords.y, zPos, coords.w)
else
return vec3(coords.x, coords.y, zPos)
end
else
return coords
end
end
--- Ensures a network vehicle exists from its network ID.
--- @param vehNetID number The network ID.
--- @return number number The vehicle entity, or 0 if not found.
--- @usage
--- ```lua
--- local vehicle = ensureNetToVeh(netID)
--- if vehicle ~= 0 then
--- print("Vehicle exists:", vehicle)
--- end
--- ```
function ensureNetToVeh(vehNetID)
debugPrint("^6Bridge^7: ^3ensureNetToVeh^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..vehNetID.."^7)")
local timeout = 100
while not NetworkDoesNetworkIdExist(vehNetID) and timeout > 0 do
timeout -= 1
Wait(10)
end
if not NetworkDoesNetworkIdExist(vehNetID) then return 0 end
timeout = 100
local vehicle = NetToVeh(vehNetID)
while not DoesEntityExist(vehicle) and vehicle ~= 0 and timeout > 0 do
timeout -= 1
Wait(10)
end
if not DoesEntityExist(vehicle) then return 0 end
return vehicle
end
--- Ensures a network entity exists from its network ID.
--- @param entNetID number The network ID.
--- @return number number The entity, or 0 if not found.
--- @usage
--- ```lua
--- local entity = ensureNetToEnt(netID)
--- if entity ~= 0 then
--- print("Entity exists:", entity)
--- end
--- ```
function ensureNetToEnt(entNetID)
debugPrint("^6Bridge^7: ^3ensureNetToEnt^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..entNetID.."^7)")
local timeout = 100
while not NetworkDoesNetworkIdExist(entNetID) and timeout > 0 do
timeout -= 1
Wait(10)
end
if not NetworkDoesNetworkIdExist(entNetID) then return 0 end
timeout = 100
local entity = NetworkGetEntityFromNetworkId(entNetID)
while not DoesEntityExist(entity) and entity ~= 0 and timeout > 0 do
timeout -= 1
Wait(10)
end
if not DoesEntityExist(entity) then return 0 end
return entity
end
function sendLog(text)
local Player = getPlayer()
local coords = GetEntityCoords(PlayerPedId())
local _, _, _, hour, min, sec = GetLocalTime()
local data = {
script = debug.getinfo(2, "nSl"),
coords = coords,
localTime = { hour = hour, min = min, sec = sec },
firstname = Player.firstname,
lastname = Player.lastname,
source = Player.source,
id = Player.citizenId,
text = text,
}
debugPrint("^5Log Message^7: "..getScript().." - "..Player.firstname.." "..Player.lastname.."("..Player.source..") ["..Player.citizenId.."]", text)
TriggerServerEvent(getScript()..":server:sendlog", data)
end
function sendServerLog(data)
local hour, min, sec = os.date('%H'), os.date('%M'), os.date('%S')
data.serverTime = { house = hour, min = min, sec = sec }
--jsonPrint(data)
debugPrint("^5Log Message^7: "..getScript().." - "..data.firstname.." "..data.lastname.."("..data.source..") ["..data.id.."]", data.text)
-- Add your logger here
end
RegisterNetEvent(getScript()..":server:sendlog", sendServerLog)
-------------------------------------------------------------
-- Material and Prop Functions
-------------------------------------------------------------
--- A table mapping material names to their corresponding hash values.
---
--- Used for identifying materials based on hash codes.
local materials = {
none = -1,
Unknown = -1775485061,
concrete = 1187676648,
concrete_pothole = 359120722,
concrete_dusty = -1084640111,
tarmac = 282940568,
tarmac_painted = -1301352528,
tarmac_pothole = 1886546517,
rumble_strip = -250168275,
breeze_block = -954112554,
rock = -840216541,
rock_mossy = -124769592,
stone = 765206029,
cobblestone = 576169331,
brick = 1639053622,
marble = 1945073303,
paving_slab = 1907048430,
sandstone_solid = 592446772,
sandstone_brittle = 1913209870,
sand_loose = -1595148316,
sand_compact = 510490462,
sand_wet = 909950165,
sand_track = -1907520769,
sand_underwater = -1136057692,
sand_dry_deep = 509508168,
sand_wet_deep = 1288448767,
ice = -786060715,
ice_tarmac = -1931024423,
snow_loose = -1937569590,
snow_compact = -878560889,
snow_deep = 1619704960,
snow_tarmac = 1550304810,
gravel_small = 951832588,
gravel_large = 2128369009,
gravel_deep = -356706482,
gravel_train_track = 1925605558,
dirt_track = -1885547121,
mud_hard = -1942898710,
mud_pothole = 312396330,
mud_soft = 1635937914,
mud_underwater = -273490167,
mud_deep = 1109728704,
marsh = 223086562,
marsh_deep = 1584636462,
soil = -700658213,
clay_hard = 1144315879,
clay_soft = 560985072,
grass_long = -461750719,
grass = 1333033863,
grass_short = -1286696947,
hay = -1833527165,
bushes = 581794674,
twigs = -913351839,
leaves = -2041329971,
woodchips = -309121453,
tree_bark = -1915425863,
metal_solid_small = -1447280105,
metal_solid_medium = -365631240,
metal_solid_large = 752131025,
metal_hollow_small = 15972667,
metal_hollow_medium = 1849540536,
metal_hollow_large = -583213831,
metal_chainlink_small = 762193613,
metal_chainlink_large = 125958708,
metal_corrugated_iron = 834144982,
metal_grille = -426118011,
metal_railing = 2100727187,
metal_duct = 1761524221,
metal_garage_door = -231260695,
metal_manhole = -754997699,
wood_solid_small = -399872228,
wood_solid_medium = 555004797,
wood_solid_large = 815762359,
wood_solid_polished = 126470059,
wood_floor_dusty = -749452322,
wood_hollow_small = 1993976879,
wood_hollow_medium = -365476163,
wood_hollow_large = -925419289,
wood_chipboard = 1176309403,
wood_old_creaky = 722686013,
wood_high_density = -1742843392,
wood_lattice = 2011204130,
ceramic = -1186320715,
roof_tile = 1755188853,
roof_felt = -1417164731,
fibreglass = 1354180827,
tarpaulin = -642658848,
plastic = -2073312001,
plastic_hollow = 627123000,
plastic_high_density = -1625995479,
plastic_clear = -1859721013,
plastic_hollow_clear = 772722531,
plastic_high_density_clear = -1338473170,
fibreglass_hollow = -766055098,
rubber = -145735917,
rubber_hollow = -783934672,
linoleum = 289630530,
laminate = 1845676458,
carpet_solid = 669292054,
carpet_solid_dusty = 158576196,
carpet_floorboard = -1396484943,
cloth = 122789469,
plaster_solid = -574122433,
plaster_brittle = -251888898,
cardboard_sheet = 236511221,
cardboard_box = -1409054440,
paper = 474149820,
foam = 808719444,
feather_pillow = 1341866303,
polystyrene = -1756927331,
leather = -570470900,
tvscreen = 1429989756,
slatted_blinds = 673696729,
glass_shoot_through = 937503243,
glass_bulletproof = 244521486,
glass_opaque = 1500272081,
perspex = -1619794068,
car_metal = -93061983,
car_plastic = 2137197282,
car_softtop = -979647862,
car_softtop_clear = 2130571536,
car_glass_weak = 1247281098,
car_glass_medium = 602884284,
car_glass_strong = 1070994698,
car_glass_bulletproof = -1721915930,
car_glass_opaque = 513061559,
water = 435688960,
blood = 5236042,
oil = -634481305,
petrol = -1634184340,
fresh_meat = 868733839,
dried_meat = -1445160429,
emissive_glass = 1501078253,
emissive_plastic = 1059629996,
vfx_metal_electrified = -309134265,
vfx_metal_water_tower = 611561919,
vfx_metal_steam = -691277294,
vfx_metal_flame = 332778253,
phys_no_friction = 1666473731,
phys_golf_ball = -1693813558,
phys_tennis_ball = -256704763,
phys_caster = -235302683,
phys_caster_rusty = 2016463089,
phys_car_void = 1345867677,
phys_ped_capsule = -291631035,
phys_electric_fence = -1170043733,
phys_electric_metal = -2013761145,
phys_barbed_wire = -1543323456,
phys_pooltable_surface = 605776921,
phys_pooltable_cushion = 972939963,
phys_pooltable_ball = -748341562,
buttocks = 483400232,
thigh_left = -460535871,
shin_left = 652772852,
foot_left = 1926285543,
thigh_right = -236981255,
shin_right = -446036155,
foot_right = -1369136684,
spine0 = -1922286884,
spine1 = -1140112869,
spine2 = 1457572381,
spine3 = 32752644,
clavicle_left = -1469616465,
upper_arm_left = -510342358,
lower_arm_left = 1045062756,
hand_left = 113101985,
clavicle_right = -1557288998,
upper_arm_right = 1501153539,
lower_arm_right = 1777921590,
hand_right = 2000961972,
neck = 1718294164,
head = -735392753,
animal_default = 286224918,
car_engine = -1916939624,
puddle = 999829011,
concrete_pavement = 2015599386,
brick_pavement = -1147361576,
phys_dynamic_cover_bound = -2047468855,
vfx_wood_beer_barrel = 998201806,
wood_high_friction = -2140087047,
rock_noinst = 127813971,
bushes_noinst = 1441114862,
metal_solid_road_surface = -729112334,
stunt_ramp_surface = -2088174996,
temp_01 = 746881105,
temp_02 = -1977970111,
temp_03 = 1911121241,
temp_04 = 1923995104,
temp_05 = -1393662448,
temp_06 = 1061250033,
temp_07 = -1765523682,
temp_08 = 1343679702,
temp_09 = 1026054937,
temp_10 = 63305994,
temp_11 = 47470226,
temp_12 = 702596674,
temp_13 = -1637485913,
temp_14 = -645955574,
temp_15 = -1583997931,
temp_16 = -1512735273,
temp_17 = 1011960114,
temp_18 = 1354993138,
temp_19 = -801804446,
temp_20 = -2052880405,
temp_21 = -1037756060,
temp_22 = -620388353,
temp_23 = 465002639,
temp_24 = 1963820161,
temp_25 = 1952288305,
temp_26 = -1116253098,
temp_27 = 889255498,
temp_28 = -1179674098,
temp_29 = 1078418101,
temp_30 = 13626292
}
--- Retrieves the ground material at a given position.
--- @param coords vector3 The coordinate to test.
--- @return number|nil number The material hash if hit, nil otherwise.
--- @return string string The material name.
--- @usage
--- ```lua
--- local matHash, matName = GetGroundMaterialAtPosition(vector3(100,200,300))
--- print("Material:", matName)
--- ```
function GetGroundMaterialAtPosition(coords)
local endX, endY, endZ = coords.x, coords.y, coords.z - 1.0
local rayHandle = StartShapeTestCapsule(coords.x, coords.y, coords.z, endX, endY, endZ, 1.0, 1, playerPed, 7)
local _, hit, _, _, materialHash, _ = GetShapeTestResultIncludingMaterial(rayHandle)
local materialName = "Unknown"
for k, v in pairs(materials) do
if v == materialHash then
materialName = k
break
end
end
if hit then return materialHash, materialName else return nil, materialName end
end
--- Retrieves the dimensions (width, depth, height) of a prop/model.
--- @param model string The name or hash of the model.
--- @return number number The width of the prop.
--- @return number number The depth of the prop.
--- @return number number The height of the prop.
---
--- @usage
--- ```lua
--- local width, depth, height = GetPropDimensions("prop_barrel_01a")
--- print("Dimensions:", width, depth, height)
--- ```
function GetPropDimensions(model)
loadModel(model)
local minDim, maxDim = GetModelDimensions(model)
local width, depth, height = maxDim.x - minDim.x, maxDim.y - minDim.y, maxDim.z - minDim.z
return width, depth, height
end
--- Retrieves the forward direction vector of an entity based on its heading.
---
--- This function calculates the forward direction vector using the entity's heading angle.
---
--- @param entity number The entity whose forward vector is to be calculated.
--- @return vector3 vector3 The forward direction vector.
---
--- @usage
--- ```lua
--- local forwardVec = GetEntityForwardVector(playerPed)
--- print("Forward Vector:", forwardVec)
--- ```
function GetEntityForwardVector(entity)
local heading = math.rad(GetEntityHeading(entity) + 90)
return vec3(math.cos(heading), math.sin(heading), 0.0)
end

241
shared/input.lua Normal file
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--[[
Input Dialog Module
---------------------
This module provides a function to create a simple input dialog compatible with
multiple menu systems (OX, QB, GTA/WarMenu, and ESX). It supports various input
types such as radio buttons, numbers, text, and select dropdowns.
]]
--- Creates a simple input dialog using the configured menu system.
---
--- @param title string The title or header of the input dialog.
--- @param opts table A table of input option definitions. Each option should include:
--- - type (string): The input type ("radio", "number", "text", "select").
--- - label (string, optional): A label for the input (used in radio/select for OX).
--- - text (string, optional): The text prompt for the input.
--- - name (string): The identifier for the input.
--- - isRequired (boolean, optional): Whether input is mandatory.
--- - default (any, optional): The default value.
--- - options (table, optional): A table of choices for "radio" and "select" types.
--- - min (number, optional): Minimum value (for "number" and "select").
--- - max (number, optional): Maximum value.
--- - txt (string, optional): Additional description.
---
--- @return table|nil table Returns the user's input as a table if submitted, otherwise nil.
---
---@usage
--- ```lua
--- local userInput = createInput("Enter Details", {
--- { type = "text", text = "Name", name = "playerName", isRequired = true },
--- { type = "number", text = "Age", name = "playerAge", min = 18, max = 99 },
--- { type = "radio", label = "Gender", name = "playerGender", options = {
--- { text = "Male", value = "male" },
--- { text = "Female", value = "female" },
--- { text = "Other", value = "other" },
--- }},
--- })
--- ```
function createInput(title, opts)
local dialog = nil
local options = {}
local currentNum = 0
if Config.System.Menu == "ox" then
for i = 1, #opts do
currentNum += 1
if opts[i] == nil then currentNum -= 1 goto skip end
if opts[i].type == "radio" then
-- Convert radio options to select type for OX
for k in pairs(opts[i].options) do
opts[i].options[k].label = opts[i].options[k].text
end
options[currentNum] = {
type = "select",
isRequired = opts[i].isRequired,
label = opts[i].label or opts[i].text,
name = opts[i].name,
default = opts[i].default or opts[i].options[1].value,
options = opts[i].options,
}
end
if opts[i].type == "number" then
options[currentNum] = {
type = opts[i].type,
label = (opts[i].label or opts[i].text)..(opts[i].txt and " - "..opts[i].txt or ""),
isRequired = opts[i].isRequired,
name = opts[i].name,
options = opts[i].options,
}
end
if opts[i].type == "text" then
options[currentNum] = {
type = "input",
label = opts[i].text..(opts[i].txt and " - "..opts[i].txt or ""),
default = opts[i].default,
isRequired = opts[i].isRequired,
}
end
if opts[i].type == "select" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].text..(opts[i].txt and " - "..opts[i].txt or ""),
isRequired = opts[i].isRequired,
name = opts[i].name,
options = opts[i].options,
min = opts[i].min,
max = opts[i].max,
default = opts[i].default,
}
end
if opts[i].type == "checkbox" then
jsonPrint(opts[i])
for k in pairs(opts[i].options) do
if options[currentNum] then currentNum += 1 end
options[currentNum] = {
type = opts[i].type,
label = opts[i].options[k].text..(opts[i].txt and " - "..opts[i].txt or ""),
name = opts[i].options[k].value,
}
end
end
if opts[i].type == "color" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].label,
isRequired = opts[i].isRequired,
format = opts[i].format,
default = opts[i].default,
}
end
if opts[i].type == "slider" then
options[currentNum] = {
type = opts[i].type,
label = opts[i].label,
isRequired = opts[i].required,
min = opts[i].min,
max = opts[i].max,
default = opts[i].default,
}
end
::skip::
end
dialog = exports[OXLibExport]:inputDialog(title, options)
return dialog
elseif Config.System.Menu == "qb" then
for k, v in pairs(opts) do
currentNum += 1
if opts[k] == nil then
currentNum -= 1
else
options[currentNum] = opts[k]
end
end
dialog = exports['qb-input']:ShowInput(
{ header = title, submitText = "Accept", inputs = options }
)
return dialog
elseif Config.System.Menu == "gta" then
WarMenu.CreateMenu(tostring(opts),
title,
" ",
{
titleColor = { 222, 255, 255 },
maxOptionCountOnScreen = 15,
width = 0.25,
x = 0.7,
})
if WarMenu.IsAnyMenuOpened() then return end
WarMenu.OpenMenu(tostring(opts))
local close = true
local _comboBoxItems = {}
local _comboBoxIndex = { 1, 1 }
while true do
if WarMenu.Begin(tostring(opts)) then
for i = 1, #opts do
if opts[i].type == "radio" then
for k in pairs(opts[i].options) do
if not _comboBoxItems[i] then _comboBoxItems[i] = {} end
_comboBoxItems[i][k] = opts[i].options[k].text
end
local _, comboBoxIndex = WarMenu.ComboBox(opts[i].label, _comboBoxItems[i], _comboBoxIndex[i])
if _comboBoxIndex[i] ~= comboBoxIndex then
_comboBoxIndex[i] = comboBoxIndex
end
end
if opts[i].type == "number" then
for b = 1, opts[i].max do
if not _comboBoxItems[i] then _comboBoxItems[i] = {} end
_comboBoxItems[i][b] = b
end
local _, comboBoxIndex = WarMenu.ComboBox(opts[i].text, _comboBoxItems[i], _comboBoxIndex[i])
if _comboBoxIndex[i] ~= comboBoxIndex then
_comboBoxIndex[i] = comboBoxIndex
end
end
end
local pressed = WarMenu.Button("Pay")
if pressed then
WarMenu.CloseMenu()
close = false
local result = {}
for i = 1, #_comboBoxIndex do
result[i] = _comboBoxItems[i][_comboBoxIndex[i]]
end
return result
end
WarMenu.End()
else
return
end
if not WarMenu.IsAnyMenuOpened() and close then
if data.onExit then data.onExit() end
end
Wait(0)
end
elseif Config.System.Menu == "esx" then -- horrible input dialog, not even worth using, get OX
local results = {}
for i, opt in ipairs(opts) do
local prompt = opt.text or opt.label or "Enter value"
-- For radio/select types, append available options in the prompt.
if (opt.type == "radio" or opt.type == "select") and opt.options then
local choices = ""
for j, choice in ipairs(opt.options) do
choices = choices .. choice.text .. " (" .. tostring(choice.value) .. ")"
if j < #opt.options then choices = choices .. ", " end
end
prompt = prompt .. " [" .. choices .. "]"
elseif opt.type == "number" then
prompt = prompt .. " (number between " .. (opt.min or 0) .. " and " .. (opt.max or 100) .. ")"
end
local value = nil
ESX.UI.Menu.Open('dialog', getScript(), 'input_' .. i, {
title = prompt
}, function(data, menu)
value = data.value
menu.close()
end, function(data, menu)
menu.close()
end)
-- Wait until the player submits a value.
while value == nil do
Wait(0)
end
-- Convert to a number if needed.
if opt.type == "number" then
value = tonumber(value)
end
results[opt.name or i] = value
end
return results
end
end

163
shared/inventories.lua Normal file
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-------------------------------------------------------------
-- Item Availability & Inventory Retrieval
-------------------------------------------------------------
---
--- Locks or unlocks the player's inventory.
--- Freezes/unfreezes the player's position, sets inventory busy state, and toggles hotbar usage.
---
--- @param toggle boolean True to lock inventory; false to unlock.
---
--- @usage
--- ```lua
--- lockInv(true) -- Lock inventory.
--- lockInv(false) -- Unlock inventory.
--- ```
function lockInv(toggle)
FreezeEntityPosition(PlayerPedId(), toggle)
LocalPlayer.state:set("inv_busy", toggle, true)
TriggerEvent('inventory:client:busy:status', toggle)
TriggerEvent('canUseInventoryAndHotbar:toggle', not toggle)
end
--- Checks if a player has the specified items in their inventory.
---
--- Verifies whether the required quantities are present. Returns a boolean and a table of details.
---
--- @param items string|table A single item name or table with required amounts.
--- @param amount number The required quantity (default 1).
--- @param src number|nil Player source ID (defaults to caller).
--- @return boolean boolean True if all items are available; otherwise, false.
--- @return table|nil table Table detailing counts for each item.
---
---@usage
--- ```lua
--- local hasAll, details = hasItem({"health_potion", "mana_potion"}, 2, playerId)
--- if hasAll then
--- -- Proceed with action
--- else
--- -- Inform the player about missing items
--- end
--- ```
function hasItem(items, amount, src)
local amount = amount and amount or 1
local grabInv, foundInv = getPlayerInv(src)
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
if grabInv then
local hasTable = {}
for item, amt in pairs(items) do
if not Items[item] then print("^4ERROR^7: ^2Script can't find ingredient item in Shared Items - ^1"..item.."^7") end
local count = 0
for _, itemData in pairs(grabInv) do
if itemData and itemData.name == item then
count += (itemData.count or itemData.amount or 1)
end
end
foundInv = foundInv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
local foundMessage = "^6Bridge^7: ^3hasItem^7[^6"..foundInv.."^7]: "..tostring(item).." ^3"..count.."^7/^3"..amt
if count >= amt then foundMessage = foundMessage.." ^5FOUND^7" else foundMessage = foundMessage .." ^1NOT FOUND^7" end
debugPrint(foundMessage)
hasTable[item] = { hasItem = count >= amt, count = count }
end
for k, v in pairs(hasTable) do
if not v.hasItem then
return false, hasTable
end
end
return true, hasTable
end
end
--- Retrieves a player's inventory based on the active inventory system.
---
--- @param src number|nil The player source ID (if nil, retrieves current player's inventory).
--- @return table|nil table The inventory items.
--- @return string|nil string The name of the inventory system.
---
---@usage
--- ```lua
--- local inventory, system = getPlayerInv(playerId)
--- if inventory then
--- -- Process inventory
--- end
--- ```
function getPlayerInv(src)
local grabInv = nil
local foundInv = ""
if isStarted(OXInv) then
foundInv = OXInv
if src then
grabInv = exports[OXInv]:GetInventoryItems(src)
else
grabInv = exports[OXInv]:GetPlayerItems()
end
elseif isStarted(QSInv) then
foundInv = QSInv
if src then
grabInv = exports[QSInv]:GetInventory(src)
else
grabInv = exports[QSInv]:getUserInventory()
end
elseif isStarted(OrigenInv) then
foundInv = OrigenInv
if src then
grabInv = exports[OrigenInv]:getInventory(src)
else
grabInv = exports[OrigenInv]:getInventory()
end
elseif isStarted(CoreInv) then
foundInv = CoreInv
if src then
grabInv = exports[CoreInv]:getInventory(src)
else
grabInv = exports[CoreInv]:getInventory()
end
elseif isStarted(CodeMInv) then
foundInv = CodeMInv
if src then
grabInv = exports[CodeMInv]:GetInventory(src)
else
grabInv = exports[CodeMInv]:getUserInventory()
end
elseif isStarted(QBInv) then
foundInv = QBInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
elseif isStarted(PSInv) then
foundInv = PSInv
if src then grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else grabInv = Core.Functions.GetPlayerData().items end
elseif ESX and isStarted(ESXExport) then
foundInv = ESX
if src then
local xPlayer = ESX.GetPlayerFromId(src)
grabInv = xPlayer.inventory
else
local xPlayer = ESX.GetPlayerData() -- Client side, if available
grabInv = xPlayer.inventory
end
elseif isStarted(RSGInv) then
foundInv = RSGInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end
return grabInv, foundInv
end

284
shared/isAnimal.lua Normal file
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--[[
Animal Detection Module
-------------------------
This module determines whether a Ped is an animal and categorizes it as a cat, dog,
or other type (e.g., coyote). It uses predefined model hashes stored in the AnimalPeds table.
Global Flags:
- isCat, isDog, isBigDog, isSmallDog, isCoyote, isAnimal: Booleans to track the player's
current animal classification.
When running client-side (not on the server), the module checks the player's Ped after they load.
Usage Examples:
-- Check if the player's Ped is an animal:
local animalStatus = isPedAnimal()
-- Check if a given Ped is a cat:
if isCat(somePed) then print("This is a cat!") end
-- Determine if a Ped is a dog and whether it's big or small:
local isDogFlag, isBig = isDog(somePed)
-- Retrieve a flat list of all animal model hashes:
local allAnimalModels = getAnimalModels()
]]
-- Global animal classification flags.
isCat, isDog, isBigDog, isSmallDog, isCoyote, isAnimal = false, false, false, false, false, false
if not isServer() then
onPlayerLoaded(function()
Wait(2000)
-- Reset classification flags
isCat, isDog, isBigDog, isSmallDog, isCoyote = false, false, false, false, false
-- Check if the player's Ped is an animal.
isPedAnimal()
if isAnimal then
local ped = PlayerPedId()
local pedModel = GetEntityModel(ped)
-- Determine if the Ped is a cat:
-- Also treat 'ft-raccoon' as a cat unless it is 'ft-sphynx'
isCat = (isCat(ped) or pedModel == `ft-raccoon`) and (pedModel ~= `ft-sphynx`)
-- Determine if the Ped is a dog and whether it's big:
isDog, isBigDog = isDog(ped)
isSmallDog = not isBigDog
if isDog and pedModel == `a_c_coyote` then isDog = false end
-- Determine if the Ped is a coyote (special case):
isCoyote = (pedModel == `ft-sphynx` or pedModel == `a_c_coyote`)
-- Special override: if model is 'ft-capmonkey2', treat as a dog.
if pedModel == `ft-capmonkey2` then isDog = true end
end
end, true)
-------------------------------------------------------------
-- Animal Classification Functions
-------------------------------------------------------------
--- Determines whether a given Ped is classified as an animal.
---
--- Checks if the Ped's model hash appears in any of the animal categories defined in AnimalPeds.
---
--- @param ped number|nil Optional. The Ped entity to check. Defaults to the player's Ped.
--- @return boolean boolean True if the Ped is an animal, otherwise false.
---
--- @usage
--- ```lua
--- local isPlayerAnimal = isAnimal()
--- local isSpecificPedAnimal = isAnimal(somePedEntity)
--- ```
function isPedAnimal(ped)
local PedModel = GetEntityModel(ped or PlayerPedId())
for _, animalCategory in pairs(AnimalPeds) do
for animalModelHash, _ in pairs(animalCategory) do
if PedModel == animalModelHash then
isAnimal = true
debugPrint("^6Bridge^7: ^2Ped is Animal")
return true
end
end
end
return false
end
--- Checks if a given Ped is classified as a cat.
---
--- Iterates through the CatPeds table and returns true if the Ped's model matches.
---
--- @param ped number|nil Optional. The Ped entity to check. Defaults to the player's Ped.
--- @return boolean True if the Ped is a cat, otherwise false.
---
---@usage
--- ```lua
--- if isCat() then
--- print("Player is a cat!")
--- end
---
--- local anotherPed = GetPedInVehicleSeat(vehicle, -1)
--- if isCat(anotherPed) then
--- print("Driver is a cat!")
--- end
--- ```
function isCat(ped)
local PedModel = GetEntityModel(ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.CatPeds) do
if PedModel == modelHash then
return true
end
end
return false
end
--- Determines if a given Ped is a dog and identifies its size category.
---
--- Checks the BigDogs and SmallDogs tables to see if the Ped's model matches any dog model.
---
--- @param ped number|nil Optional. The Ped entity to check. Defaults to the player's Ped.
---@return boolean, boolean|nil boolean Returns `true` and `true` if the Ped is a big dog,
--- `true` and `false` if it's a small dog,
--- or `false` and `nil` if it's not a dog.
---
---@usage
--- ```lua
--- local isDog, isBigDog = isDog()
--- if isDog then
--- if isBigDog then
--- print("Player is a big dog!")
--- else
--- print("Player is a small dog!")
--- end
--- else
--- print("Player is not a dog.")
--- end
---
--- local somePed = GetPedInVehicleSeat(vehicle, 0)
--- local isPetDog, isLargeDog = isDog(somePed)
--- if isPetDog then
--- if isLargeDog then
--- print("Passenger is a big dog!")
--- else
--- print("Passenger is a small dog!")
--- end
--- end
--- ```
function isDog(ped)
local PedModel = GetEntityModel(ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.BigDogs) do
if PedModel == modelHash then
return true, true
end
end
for modelHash, _ in pairs(AnimalPeds.SmallDogs) do
if PedModel == modelHash then
return true, false
end
end
return false, nil
end
--- Compiles and returns a flat table of all animal model hashes.
---
--- Iterates through every category in AnimalPeds and collects all model hashes.
---
--- @return table table A table containing all animal model hashes.
---
---@usage
--- ```lua
--- local allAnimalModels = getAnimalModels()
--- for _, modelHash in ipairs(allAnimalModels) do
--- print("Animal Model Hash:", modelHash)
--- end
--- ```
function getAnimalModels()
local animalModels = {}
for _, animalCategory in pairs(AnimalPeds) do
for modelHash, _ in pairs(animalCategory) do
table.insert(animalModels, modelHash)
end
end
return animalModels
end
--- Compiles and returns a table of animal animations for the ped model.
---
--- Iterates through every category in AnimalPeds and collects all anims.
---
--- @return table table A table containing all current model anims.
---
---@usage
--- ```lua
--- local getAnim = getAnimalAnims(ped)
--- playAnim(getAnim.sitDict, getAnim.sitAnim, -1, 1)
--- ```
function getAnimalAnims(ped)
local model = GetEntityModel(ped)
local animalTable = {}
for _, animalCategory in pairs(AnimalPeds) do
for k, v in pairs(animalCategory) do
if k == model then
animalTable = v
break
end
end
end
return animalTable
end
end
-------------------------------------------------------------
-- Animal Models Data
-------------------------------------------------------------
-- Define the animal models and their associated animations.
AnimalPeds = {
BigDogs = {
[`a_c_chop`] = { deathAnim = "dead_right", deathDict = "creatures@chop@move", exitAnim = "getup_r", exitDict = "creatures@chop@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_k9`] = { deathAnim = "dead_right", deathDict = "creatures@chop@move", exitAnim = "getup_r", exitDict = "creatures@chop@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_husky`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_retriever`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_shepherd`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_rottweiler`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-aushep`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`golden_r`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-dobermanv2`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`doberman`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-gs`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`k9_husky`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-bloodhound`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`bernard`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-pterrier`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-labrador`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`dane`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft_malinois`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`abdog`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`dalmatian`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_dalmatian`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-boxer`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`ft-bs`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`chowchow`] = { deathAnim = "dead_right", deathDict = "creatures@rottweiler@move", exitAnim = "getup_r", exitDict = "creatures@rottweiler@getup", sitAnim = "sit", sitDict = "creatures@rottweiler@in_vehicle@std_car" },
[`a_c_coyote`] = { deathAnim = "dead_right", deathDict = "creatures@coyote@move", exitAnim = "getup_r", exitDict = "creatures@coyote@getup", sitAnim = "base", sitDict = "creatures@coyote@amb@world_coyote_howl@base" },
[`a_c_coyote_02`] = { deathAnim = "dead_right", deathDict = "creatures@coyote@move", exitAnim = "getup_r", exitDict = "creatures@coyote@getup", sitAnim = "base", sitDict = "creatures@coyote@amb@world_coyote_howl@base" },
},
SmallDogs = {
[`a_c_poodle`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
[`ft-chihuahua`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
[`a_c_pug`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
[`a_c_pug_02`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
[`a_c_westy`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
[`ft-pretriever`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
[`ft-shepk9`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
},
CatPeds = {
[`bshorthair`] = { deathAnim = "dead_right", deathDict = "creatures@cat@move", exitAnim = "getup_r", exitDict = "creatures@cat@getup", sitAnim = "base", sitDict = "creatures@cat@amb@world_cat_sleeping_ledge@base" },
[`a_c_cat_01`] = { deathAnim = "dead_right", deathDict = "creatures@cat@move", exitAnim = "getup_r", exitDict = "creatures@cat@getup", sitAnim = "base", sitDict = "creatures@cat@amb@world_cat_sleeping_ledge@base" },
[`ft-sphynx`] = { deathAnim = "dead_right", deathDict = "creatures@coyote@move", exitAnim = "getup_r", exitDict = "creatures@coyote@getup", sitAnim = "base", sitDict = "creatures@coyote@amb@world_coyote_howl@base" },
},
OtherPeds = {
[`ft-raccoon`] = { deathAnim = "dead_right", deathDict = "creatures@cat@move", exitAnim = "getup_r", exitDict = "creatures@cat@getup", sitAnim = "base", sitDict = "creatures@cat@amb@world_cat_sleeping_ledge@base" },
[`a_c_hen`] = { deathAnim = "dead_right", deathDict = "creatures@hen@move", exitAnim = "getup_r", exitDict = "creatures@hen@getup" },
[`a_c_rabbit_01`] = { deathAnim = "dead_right", deathDict = "creatures@rabbit@move", exitAnim = "getup_r", exitDict = "creatures@rabbit@getup", sitAnim = "idle_c", sitDict = "creatures@coyote@amb@world_coyote_howl@base" },
[`a_c_rabbit_02`] = { deathAnim = "dead_right", deathDict = "creatures@rabbit@move", exitAnim = "getup_r", exitDict = "creatures@rabbit@getup", sitAnim = "idle_c", sitDict = "creatures@coyote@amb@world_coyote_howl@base" },
[`a_c_rat`] = { deathAnim = "dead_right", deathDict = "creatures@rat@move", exitAnim = "getup_r", exitDict = "creatures@rat@getup" },
[`a_c_deer`] = { deathAnim = "dead_right", deathDict = "creatures@deer@move", exitAnim = "getup_r", exitDict = "creatures@deer@getup" },
[`a_c_boar`] = { deathAnim = "dead_right", deathDict = "creatures@boar@move", exitAnim = "getup_r", exitDict = "creatures@boar@getup" },
[`a_c_boar_02`] = { deathAnim = "dead_right", deathDict = "creatures@boar@move", exitAnim = "getup_r", exitDict = "creatures@boar@getup" },
[`a_c_chicken`] = { deathAnim = "dead_right", deathDict = "creatures@chicken@move", exitAnim = "getup_r", exitDict = "creatures@chicken@getup" },
[`a_c_pig`] = { deathAnim = "dead_right", deathDict = "creatures@pig@move", exitAnim = "getup_r", exitDict = "creatures@pig@getup" },
[`a_c_sharkhammer`] = { deathAnim = "dead_right", deathDict = "creatures@sharkhammer@move", exitAnim = "getup_r", exitDict = "creatures@sharkhammer@getup" },
[`a_c_sharktiger`] = { deathAnim = "dead_right", deathDict = "creatures@sharktiger@move", exitAnim = "getup_r", exitDict = "creatures@sharktiger@getup" },
[`a_c_crow`] = { deathAnim = "dead_down", deathDict = "creatures@crow@move", exitAnim = "nill", exitDict = "creatures@pug@move" },
[`a_c_pigeon`] = { deathAnim = "dead_down", deathDict = "creatures@pigeon@move", exitAnim = "nill", exitDict = "creatures@pug@move" },
},
Monekys = {
[`ft-chimpanzee`] = { deathAnim = "dead", deathDict = "dead_a", exitAnim = "get_up@sat_on_floor@to_stand", exitDict = "getup_0" },
[`a_c_chimp`] = { deathAnim = "dead", deathDict = "dead_a", exitAnim = "get_up@sat_on_floor@to_stand", exitDict = "getup_0" },
[`a_c_chimp_02`] = { deathAnim = "dead", deathDict = "dead_a", exitAnim = "get_up@sat_on_floor@to_stand", exitDict = "getup_0" },
[`a_c_rhesus`] = { deathAnim = "dead", deathDict = "dead_a", exitAnim = "get_up@sat_on_floor@to_stand", exitDict = "getup_0" },
[`ft-capmonkey2`] = { deathAnim = "dead_right", deathDict = "creatures@pug@move", exitAnim = "getup_r", exitDict = "creatures@pug@getup", sitAnim = "base", sitDict = "creatures@pug@amb@world_dog_sitting@base" },
}
}

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shared/itemcontrol.lua Normal file
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--[[
Usable Items & Inventory Utilities Module
-------------------------------------------
This module provides functions for:
• Registering items as usable across different inventory systems (ESX, QBcore, QBX).
• Retrieving an item's image as a NUI link.
• Adding and removing items from a player's inventory.
• Toggling items in inventory (with server event for exploit protection).
• Checking for item duplication exploits.
• Handling tool durability mechanics.
• Checking item availability and retrieving inventory.
• Granting random rewards from a reward pool.
• Checking if a player can carry specific items based on weight.
]]
validTokens = {}
-------------------------------------------------------------
-- Registering Usable Items
-------------------------------------------------------------
--- Registers an item as usable for ESX, QBcore, or QBX.
---
--- @param item string The name of the item.
--- @param funct function The function to execute when the item is used.
---
--- @usage
--- ```lua
--- createUseableItem("health_potion", function(source)
--- -- Code to consume the health potion
--- end)
--- ```
function createUseableItem(item, funct)
if isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7es_extended", item)
while not ESX do Wait(0) end
ESX.RegisterUsableItem(item, funct)
elseif isStarted(QBExport) and not isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7qb-core", item)
Core.Functions.CreateUseableItem(item, funct)
elseif isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7qbx_core", item)
exports[QBXExport]:CreateUseableItem(item, funct)
else
print("^4ERROR^7: No supported framework detected for registering usable item: ^3"..item.."^7")
end
end
-------------------------------------------------------------
-- Item Image Retrieval
-------------------------------------------------------------
--- Retrieves the NUI link for an item's image from the active inventory system.
---
--- @param item string The item name.
--- @return string string A `nui://` link to the item's image, or an empty string if not found.
---
--- @usage
--- ```lua
--- local imageLink = invImg("health_potion")
--- if imageLink ~= "" then print(imageLink) end
--- ```
function invImg(item)
local imgLink = ""
if item ~= "" and Items[item] then
if isStarted(OXInv) then
imgLink = "nui://"..OXInv.."/web/images/"..(Items[item].image or "")
elseif isStarted(QSInv) then
imgLink = "nui://"..QSInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(CoreInv) then
imgLink = "nui://"..CoreInv.."/html/img/"..(Items[item].image or "")
elseif isStarted(CodeMInv) then
imgLink = "nui://"..CodeMInv.."/html/itemimages/"..(Items[item].image or "")
elseif isStarted(OrigenInv) then
imgLink = "nui://"..OrigenInv.."/html/img/"..(Items[item].image or "")
elseif isStarted(QBInv) then
imgLink = "nui://"..QBInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(RSGInv) then
imgLink = "nui://"..RSGInv.."/html/images/"..(Items[item].image or "")
else
print("^4ERROR^7: ^2No Inventory detected for invImg - Check starter.lua")
end
end
return imgLink
end
-------------------------------------------------------------
-- Adding and Removing Items
-------------------------------------------------------------
--- Adds an item to a player's inventory.
---
--- Triggers a server event (or local event) to add the specified item.
---
--- @param item string The item name.
--- @param amount number The quantity to add.
--- @param info table|nil Additional metadata for the item.
--- @param src number|nil Optional player source; if nil, defaults to the caller.
---
--- @usage
--- ```lua
--- addItem("health_potion", 2, { quality = "high" })
--- ```
function addItem(item, amount, info, src)
if not Items[item] then
print("^6Bridge^7: ^1Error^7 - ^2Tried to give ^7'^3"..item.."^7'^2 but it doesn't exist")
return
end
if src then
TriggerEvent(getScript()..":server:toggleItem", true, item, amount, src, info)
else
TriggerServerEvent(getScript()..":server:toggleItem", true, item, amount, nil, info, nil, currentToken)
currentToken = nil -- clear client cached token
end
end
--- Removes an item from a player's inventory.
---
--- Triggers a server event (or local event) to remove the specified item.
---
--- @param item string The item name.
--- @param amount number The quantity to remove.
--- @param src number|nil Optional player source.
--- @param slot number|nil Optional inventory slot.
---
--- @usage
--- ```lua
--- removeItem("health_potion", 1)
--- ```
function removeItem(item, amount, src, slot)
if not Items[item] then
print("^6Bridge^7: ^1Error^7 - ^2Tried to remove ^7'^3"..item.."^7'^2 but it doesn't exist")
return
end
if src then
debugPrint(src)
TriggerEvent(getScript()..":server:toggleItem", false, item, amount, src, nil, slot)
else
TriggerServerEvent(getScript()..":server:toggleItem", false, item, amount, nil, nil, slot)
end
end
-------------------------------------------------------------
-- Toggle Items (Server Event)
-------------------------------------------------------------
--- Server event handler to toggle (add or remove) an item from a player's inventory.
---
--- This function validates the item, then calls the appropriate export functions based on the active inventory system.
--- It also includes exploit protection via the dupeWarn function.
---
--- @param give boolean True to add the item, false to remove.
--- @param item string The item name.
--- @param amount number The quantity.
--- @param newsrc number|nil The player source; defaults to event source.
--- @param info table|nil Additional metadata.
--- @param slot number|nil Optional inventory slot.
---
--- @usage
--- ```lua
--- TriggerServerEvent(getScript()..":server:toggleItem", true, "health_potion", 1)
--- ```
RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount, newsrc, info, slot, token)
debugPrint(GetInvokingResource())
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital function was called from an external resource^7")
return
end
if not Items[item] then
print("^6Bridge^7: ^1Error^7 - ^2Tried to "..(tostring(give) == "true" and "add" or "remove").." '^3"..item.."^7' but it doesn't exist")
return
end
local src = newsrc or source
if (give == true or give == 1) then
if newsrc == nil then -- must be coming from client this would be blank
if token == nil then
debugPrint("^1Auth^7: ^1No token recieved^7")
dupeWarn(src, item, "Auth: Player "..src.." attempted to spawn "..item.." without an auth token")
else
if type(token) ~= "number" then -- checks if the newsrc is a source or token, if number its coming form the server itself
debugPrint("^1Auth^7: ^2Auth token received^7, ^2checking against server cache^7..")
if token ~= validTokens[src] then
debugPrint("^1Auth^7: ^1Tokens don't match! ^7", token, validTokens[src])
dupeWarn(src, item, "Auth: "..src.." attempted to spawn "..item.." with an incorrect auth token")
else
debugPrint("^1Auth^7: ^2Client and Server Auth tokens match^7!", token, validTokens[src])
validTokens[src] = nil
end
end
end
end
end
local action = (tostring(give) == "true" and "addItem" or "removeItem")
local remamount = amount or 1
if item == nil then return end
-- Grab the current inventory (you can expand usage of 'inv' if needed)
local invName = ""
if give == 0 or give == false then
if not hasItem(item, amount or 1, src) then
dupeWarn(src, item, amount)
else
if isStarted(OXInv) then invName = OXInv
exports[OXInv]:RemoveItem(src, item, remamount, nil)
elseif isStarted(QSInv) then invName = QSInv
exports[QSInv]:RemoveItem(src, item, remamount)
elseif isStarted(CoreInv) then invName = CoreInv
exports[CoreInv]:removeItem(src, item, remamount)
elseif isStarted(OrigenInv) then invName = OrigenInv
exports[OrigenInv]:removeItem(src, item, remamount)
elseif isStarted(CodeMInv) then invName = CodeMInv
exports[CodeMInv]:RemoveItem(src, item, remamount)
elseif isStarted(QBInv) then invName = QBInv
while remamount > 0 do
if Core.Functions.GetPlayer(src).Functions.RemoveItem(item, 1, slot) then
remamount -= 1
else
print("^1Error removing "..item.." Amount left: "..remamount)
break
end
end
if Config.Crafting.showItemBox then
TriggerClientEvent((isStarted(QBInv) and QBInvNew and "qb-" or "").."inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
elseif isStarted(PSInv) then invName = PSInv
while remamount > 0 do
if Core.Functions.GetPlayer(src).Functions.RemoveItem(item, 1, slot) then
remamount -= 1
else
print("^1Error removing "..item.." Amount left: "..remamount)
break
end
end
if Config.Crafting.showItemBox then
TriggerClientEvent("inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
elseif isStarted(RSGInv) then invName = RSGInv
while remamount > 0 do
if Core.Functions.GetPlayer(src).Functions.RemoveItem(item, 1, slot) then
remamount -= 1
else
print("^1Error removing "..item.." Amount left: "..remamount)
break
end
end
if Config.Crafting.showItemBox then
TriggerClientEvent("rsg-inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
end
-----
-- Fallback for if no inventory found:
-----
if invName == "" then
if isStarted(QBExport) or isStarted(QBXExport) then -- if qbcore or qbxcore, just use core functions
invName = isStarted(QBXExport) and QBXExport or isStarted(QBExport) and QBExport
Core.Functions.GetPlayer(src).Functions.RemoveItem(item, remamount, slot)
elseif ESX and isStarted(ESXExport) then -- if esx then use core functions
invName = ESX
ESX.GetPlayerFromId(src).removeInventoryItem(item, remamount)
end
end
-- Final check for if inventory was found
if invName == "" then
print("^4ERROR^7: No Inventory detected - Check starter.lua")
else
debugPrint("^6Bridge^7: ^3"..action.."^7["..invName.."] Player("..src..") "..Items[item].label.."("..item..") x"..(amount or 1))
end
end
else
local amountToAdd = amount or 1
if isStarted(OXInv) then invName = OXInv
exports[OXInv]:AddItem(src, item, amountToAdd, info, slot)
elseif isStarted(QSInv) then invName = QSInv
exports[QSInv]:AddItem(src, item, amountToAdd, slot, info)
elseif isStarted(CoreInv) then invName = CoreInv
exports[CoreInv]:addItem(src, item, amountToAdd, info)
elseif isStarted(CodeMInv) then invName = CodeMInv
exports[CodeMInv]:AddItem(src, item, amountToAdd, slot, info)
elseif isStarted(OrigenInv) then invName = OrigenInv
exports[OrigenInv]:addItem(src, item, amountToAdd, info, slot)
elseif isStarted(QBInv) then invName = QBInv
if Core.Functions.GetPlayer(src).Functions.AddItem(item, amountToAdd, nil, info) then
TriggerClientEvent((isStarted(QBInv) and QBInvNew and "qb-" or "").."inventory:client:ItemBox", src, Items[item], "add", amountToAdd)
end
elseif isStarted(RSGInv) then invName = RSGInv
if Core.Functions.GetPlayer(src).Functions.AddItem(item, amountToAdd, nil, info) then
TriggerClientEvent("rsg-inventory:client:ItemBox", src, Items[item], "add", amountToAdd)
end
elseif isStarted(PSInv) then invName = PSInv
if Core.Functions.GetPlayer(src).Functions.AddItem(item, amountToAdd, nil, info) then
if Config.Crafting.showItemBox then
TriggerClientEvent("inventory:client:ItemBox", src, Items[item], "add", amountToAdd)
end
end
end
if invName == "" then
if isStarted(QBExport) or isStarted(QBXExport) then -- if qbcore or qbxcore, just use core functions
invName = isStarted(QBXExport) and QBXExport or isStarted(QBExport) and QBExport
Core.Functions.GetPlayer(src).Functions.AddItem(item, amountToAdd, nil, info)
elseif ESX and isStarted(ESXExport) then -- if esx then use core functions
invName = ESX
ESX.GetPlayerFromId(src).addInventoryItem(item, amountToAdd)
end
end
-- Final check for if inventory was found
if invName == "" then
print("^4ERROR^7: No Inventory detected - Check starter.lua")
else
debugPrint("^6Bridge^7: ^3"..action.."^7["..invName.."] Player("..src..") "..Items[item].label.."("..item..") x"..(amount or 1))
end
end
end)
-------------------------------------------------------------
-- Exploit Protection
-------------------------------------------------------------
--- Warns and kicks a player if they try to remove an item they don't have.
---
--- @param src number The player's source ID.
--- @param item string The item name.
---
--- @usage
--- ```lua
--- dupeWarn(playerId, "health_potion")
--- ```
function dupeWarn(src, item, amount)
local name = getPlayer(src).name
print("^5DupeWarn^7: "..name.." (^1"..tostring(src).."^7) ^2Tried to remove item '^3"..item.."^7'^2 but it wasn't there^7")
if not debugMode then
DropPlayer(src, name.."("..tostring(src)..") Kicked for suspected duplicating items: "..item)
end
print("^5DupeWarn^7: "..name.."(^1"..tostring(src).."^7) ^2Dropped from server - exploit protection detected an item not being found in players inventory^7")
end
-------------------------------------------------------------
-- Tool Durability & Metadata
-------------------------------------------------------------
--- Reduces the durability of a tool by a specified damage amount.
---
--- If durability reaches zero or below, the tool is removed and a break sound is played.
---
--- @param data table Contains:
--- - item (string): The tool's name.
--- - damage (number): The damage % to apply.
---
--- @usage
--- ```lua
--- breakTool({ item = "drill", damage = 10 })
--- ```
function breakTool(data) -- WIP
local durability, slot = getDurability(data.item)
if not durability then durability = 100 end
durability -= data.damage
if durability <= 0 then
removeItem(data.item, 1)
local breakId = GetSoundId()
PlaySoundFromEntity(breakId, "Drill_Pin_Break", PlayerPedId(), "DLC_HEIST_FLEECA_SOUNDSET", 1, 0)
else
TriggerServerEvent(getScript()..":server:setMetaData", { item = data.item, slot = slot, metadata = { durability = durability } })
end
end
--- Retrieves the durability and slot number of an item in a player's inventory.
---
--- Searches through the player's inventory for the specified item.
---
--- @param item string The item name.
--- @return number|nil number The durability, or nil if not found.
--- @return number|nil number The slot number, or nil if not found.
---
--- @usage
--- ```lua
--- local durability, slot = getDurability("drill")
--- if durability then
--- print("Durability:", durability)
--- print("Slot:", slot)
--- end
--- ```
function getDurability(item)
local lowestSlot = 100
local durability = nil
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) then
local itemcheck = Core.Functions.GetPlayerData().items
for k, v in pairs(itemcheck) do
if v.name == item then
if v.slot <= lowestSlot then
lowestSlot = v.slot
durability = itemcheck[k].info.durability
end
end
end
end
if isStarted(OXInv) then
local itemcheck = exports[OXInv]:Search('slots', item)
for k, v in pairs(itemcheck) do
if v.slot <= lowestSlot then
debugPrint(v.slot, itemcheck[k].metadata.durability)
lowestSlot = v.slot
durability = v.metadata.durability
end
end
end
if isStarted(QSInv) then
local itemcheck = exports[QSInv]:getUserInventory()
for _, v in pairs(itemcheck) do
if v.name == item and v.slot <= lowestSlot then
lowestSlot = v.slot
durability = v.info.durability
end
end
end
if isStarted(CoreInv) then
local itemcheck = exports[CoreInv]:getInventory()
for _, v in pairs(itemcheck) do
if v.name == item and v.slot <= lowestSlot then
lowestSlot = v.slot
durability = v.metadata.durability
end
end
end
if isStarted(CodeMInv) then
local itemcheck = exports[CodeMInv]:GetClientPlayerInventory()
for _, v in pairs(itemcheck) do
if v.name == item and v.slot <= lowestSlot then
lowestSlot = v.slot
durability = v.info.durability
end
end
end
if isStarted(OrigenInv) then
local itemcheck = exports[OrigenInv]:getPlayerInventory()
for _, v in pairs(itemcheck) do
if v.name == item and v.slot <= lowestSlot then
lowestSlot = v.slot
durability = v.metadata.durability
end
end
end
-- For ESX default inventory (es_extended)
if ESX and isStarted(ESXExport) then
local xPlayer = ESX.GetPlayerData() or {}
if xPlayer.inventory then
for _, v in ipairs(xPlayer.inventory) do
if v.name == item then
-- Optionally use a slot field if available; otherwise, use the index
if v.slot and v.slot <= lowestSlot then
lowestSlot = v.slot
end
if v.metadata and v.metadata.durability then
durability = v.metadata.durability
end
end
end
end
end
return durability, lowestSlot
end
--- Server event handler to set metadata for an item.
---
--- Updates item metadata (e.g. durability) for the player's inventory based on slot.
---
--- @param data table Contains:
--- - item (string): The item name.
--- - slot (number): The inventory slot.
--- - metadata (table): The metadata to set.
---
--- @usage
--- ```lua
--- TriggerServerEvent("script:server:setMetaData", { item = "drill", slot = 5, metadata = { durability = 80 } })
--- ```
RegisterNetEvent(getScript()..":server:setMetaData", function(data)
local src = source
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) then
debugPrint(src, data.item, 1, data.slot)
local Player = Core.Functions.GetPlayer(src)
Player.PlayerData.items[data.slot].info = data.metadata
Player.PlayerData.items[data.slot].description = "HP : "..data.metadata.durability
Player.Functions.SetInventory(Player.PlayerData.items)
elseif isStarted(OXInv) then
exports[OXInv]:SetDurability(src, data.slot, data.metadata.durability)
elseif isStarted(QSInv) then
exports[QSInv]:SetItemMetadata(src, data.slot, data.metadata)
elseif isStarted(CoreInv) then
exports[CoreInv]:setMetadata(src, data.slot, data.metadata)
elseif isStarted(CodeMInv) then
exports[CodeMInv]:SetItemMetadata(src, data.slot, data.metadata)
elseif isStarted(OrigenInv) then
exports[OrigenInv]:setMetadata(src, data.slot, data.metadata)
end
end)
-------------------------------------------------------------
-- Random Reward
-------------------------------------------------------------
--- Grants a random reward from a predefined reward pool if the player is eligible.
---
--- Checks if the item qualifies for a reward, removes the item, then calculates a random reward based on rarity.
---
--- @param itemName string The item name to check.
---
---@usage
--- ```lua
--- getRandomReward("gold_ring")
--- ```
function getRandomReward(itemName)
if Config.Rewards.RewardPool then
local reward = false
if type(Config.Rewards.RewardItem) == "string" then
Config.Rewards.RewardItem = { Config.Rewards.RewardItem }
end
for k, v in pairs(Config.Rewards.RewardItem) do
if v == itemName then
reward = true
break
end
end
if reward then
removeItem(itemName, 1)
local totalRarity = 0
for i = 1, #Config.Rewards.RewardPool do
totalRarity += Config.Rewards.RewardPool[i].rarity
end
debugPrint("^6Bridge^7: ^3getRandomReward^7: Total Rarity '"..totalRarity.."'")
local randomNum = math.random(1, totalRarity)
debugPrint("^6Bridge^7: ^3getRandomReward^7: Random Number '"..randomNum.."'")
local currentRarity = 0
for i = 1, #Config.Rewards.RewardPool do
currentRarity += Config.Rewards.RewardPool[i].rarity
if randomNum <= currentRarity then
debugPrint("^6Bridge^7: ^3getRandomReward^7: ^2Selected toy ^7'^6"..Config.Rewards.RewardPool[i].item.."^7'")
addItem(Config.Rewards.RewardPool[i].item, 1)
return
end
end
end
end
end
-------------------------------------------------------------
-- Carry Capacity Check
-------------------------------------------------------------
--- Checks if a player can carry the specified items based on weight.
---
--- Calculates the current total weight in the player's inventory and determines whether adding the new items would exceed capacity.
---
--- @param itemTable table A table where keys are item names and values are required quantities.
--- @param src number The player's source ID.
--- @return table A table mapping each item to a boolean indicating if it can be carried.
---
--- @usage
--- local carryCheck = canCarry({ ["health_potion"] = 2, ["mana_potion"] = 3 }, playerId)
--- if carryCheck["health_potion"] and carryCheck["mana_potion"] then
--- -- Player can carry items.
--- else
--- -- Notify player.
--- end
function canCarry(itemTable, src)
local resultTable = {}
if src then
if isStarted(OXInv) then
for k, v in pairs(itemTable) do
resultTable[k] = exports[OXInv]:CanCarryItem(src, k, v)
end
elseif isStarted(QSInv) then
for k, v in pairs(itemTable) do
resultTable[k] = exports[QSInv]:CanCarryItem(src, k, v)
end
elseif isStarted(CoreInv) then
for k, v in pairs(itemTable) do
resultTable[k] = exports[CoreInv]:canCarry(src, k, v)
end
elseif isStarted(CodeMInv) then --- This really needs updating, their docs are confusing..
local items = getPlayerInv(src)
local totalWeight = 0
if not items then return false end
for _, item in pairs(items) do
totalWeight += (item.weight * item.amount)
end
for k, v in pairs(itemTable) do
local itemInfo = Items[k]
if not itemInfo then
resultTable[k] = true
else
resultTable[k] = (totalWeight + (itemInfo.weight * v)) <= InventoryWeight
end
end
elseif isStarted(OrigenInv) then
for k, v in pairs(itemTable) do
resultTable[k] = exports[OrigenInv]:canCarryItem(src, k, v)
end
elseif isStarted(QBInv) then
for k, v in pairs(itemTable) do
resultTable[k] = exports[QBInv]:CanAddItem(src, k, v)
end
elseif isStarted(PSInv) then
local items = getPlayerInv(src)
local totalWeight = 0
if not items then return false end
for _, item in pairs(items) do
totalWeight += (item.weight * item.amount)
end
for k, v in pairs(itemTable) do
local itemInfo = Items[k]
if not itemInfo and not Player.Offline then
resultTable[k] = true
else
resultTable[k] = (totalWeight + (itemInfo.weight * v)) <= InventoryWeight
end
end
end
end
return resultTable
end
-------------------------------------------------------------
-- Server Callback Registration
-------------------------------------------------------------
AuthEvent = nil
currentToken = nil
if isServer() then
createCallback(getScript()..":server:canCarry", function(source, itemTable)
local result = canCarry(itemTable, source)
return result
end)
local AuthEvent = getScript()..":"..keyGen()..keyGen()..keyGen()..keyGen()..":"..keyGen()..keyGen()..keyGen()..keyGen()
validTokens = validTokens or {}
createCallback(AuthEvent, function(source)
local src = source
local token = keyGen()..keyGen()..keyGen()..keyGen() -- Use a secure random generator here
debugPrint(GetInvokingResource())
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital function was called from an external resource^7")
return ""
end
debugPrint("^1Auth^7:^2 Player Source^7: "..src.." ^2requested new token^7:", token)
validTokens[src] = token
timeOutAuth(validTokens[src], src) -- Give script 10 seconds, then clear token
return token
end)
function timeOutAuth(token, src)
local token = token
SetTimeout(10000, function()
if token == validTokens[src] then
print("^1--------------------------------------------^7")
print("^7Clearing token for player ^1"..src.."^7", token)
print("^7This shouldn't happen unless a token has been called by a player or script and it hasn't been used")
print("^1--------------------------------------------^7")
end
end)
end
RegisterNetEvent(getScript()..":clearAuthToken", function()
local src = source
debugPrint("^1Auth^7: ^2Manually removing token for Player Source^7:", src, validTokens[src])
validTokens[src] = nil
end)
receivedEvent = {}
createCallback(getScript()..":callback:GetAuthEvent", function(source)
local src = source
debugPrint(GetInvokingResource())
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital callback was called from an external resource^7")
return ""
end
debugPrint("^1Auth^7: ^2Player Source^7: "..src.." ^2requested ^3AuthEvent^7", AuthEvent)
if not receivedEvent[src] then receivedEvent[src] = true
return AuthEvent
else
print("^1Auth^7: ^1Player ^7"..src.." ^1tried to request auth token more than once^7")
return ""
end
end)
else
onPlayerLoaded(function()
debugPrint("^1Auth^7: ^2Requesting ^3Auth Event^7")
AuthEvent = triggerCallback(getScript()..":callback:GetAuthEvent")
end, true)
end

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--[[
Duty & Interaction Utilities Module
--------------------------------------
This module provides functions related to:
• Determining boss roles from Jobs and Gangs tables.
• Checking a player's job and duty status.
• Toggling duty state.
• Simulating player interactions such as hand washing, using toilets/urinals,
and teleporting via doors.
]]
-------------------------------------------------------------
-- Global Duty Status
-------------------------------------------------------------
onDuty = false
-------------------------------------------------------------
-- Boss Role Detection
-------------------------------------------------------------
--- Scans the 'Jobs' and 'Gangs' tables to identify roles classified as bosses.
---
--- Iterates through the specified role's grades in the Jobs or Gangs table and returns
--- a table mapping the role to the lowest grade number that qualifies as a boss (isboss or bankAuth).
---
--- @param role string The job or gang role to check.
--- @return table table A table with the role mapped to its boss grade number.
---
--- @usage
--- ```lua
--- local bosses = makeBossRoles("police")
--- if bosses["police"] then
--- print("Police role has a boss grade.")
--- end
--- ```
function makeBossRoles(role)
local boss = {}
local data = (Jobs and Jobs[role]) or (Gangs and Gangs[role])
if data then
for grade, info in pairs(data.grades) do
if info.isboss or info.bankAuth then
boss[role] = boss[role] and math.min(boss[role], tonumber(grade)) or tonumber(grade)
end
end
end
return boss
end
-------------------------------------------------------------
-- Job & Duty Checks
-------------------------------------------------------------
--- Checks if the player has a specific job (or gang) and is on duty.
---
--- Verifies whether the player possesses the specified role. If the role is defined in the Jobs table,
--- it also checks that the player is clocked in (onDuty). If the check fails, a notification is sent.
---
--- @param job string The job or gang to check.
--- @return boolean Returns true if the player meets the criteria; false otherwise.
---
--- @usage
--- ```lua
--- if jobCheck("mechanic") then
--- -- Allow mechanic features.
--- else
--- -- Deny access.
--- end
--- ```
function jobCheck(job)
local canDo = true
if Jobs[job] then
if not hasJob(job) or not getPlayer().onDuty then
triggerNotify(nil, Loc[Config.Lan].error["not_clockedin"])
canDo = false
end
end
if Gangs[job] then
if not hasJob(job) then
canDo = false
end
end
return canDo
end
--- Toggles the player's duty status.
---
--- Switches the player's duty state between on-duty and off-duty. If using QBcore,
--- it triggers the appropriate server event. Otherwise, it manually toggles the onDuty variable and notifies the player.
---
--- @usage
--- ```lua
--- toggleDuty() -- Player receives a notification of their new duty status.
--- ```
function toggleDuty()
onDuty = not onDuty
if isStarted(QBExport) or isStarted(QBXExport) then
TriggerServerEvent("QBCore:ToggleDuty")
else
if onDuty then
triggerNotify(nil, "Now on duty", "success")
else
triggerNotify(nil, "Now off duty", "success")
end
end
end
-------------------------------------------------------------
-- Interaction Functions
-------------------------------------------------------------
--- Initiates the hand-washing action for the player.
---
--- Triggers an animation and a progress bar to simulate hand washing at the specified coordinates.
--- On success, it notifies the player; if cancelled, it sends an error notification.
---
--- @param data table A table containing:
--- - coords (vector3): The location where the hand-washing action occurs.
---
--- @usage
--- ```lua
--- washHands({ coords = vector3(200.0, 300.0, 40.0) })
--- ```
function washHands(data)
local ped = PlayerPedId()
lookEnt(data.coords)
local cam = createTempCam(ped, data.coords)
if progressBar({
label = Loc[Config.Lan].progressbar["progress_washing"],
time = 5000,
cancel = true,
dict = "mp_arresting",
anim = "a_uncuff",
flag = 32,
icon = "fas fa-hand-holding-droplet",
cam = cam
}) then
triggerNotify(nil, Loc[Config.Lan].success["washed_hands"], "success")
else
triggerNotify(nil, Loc[Config.Lan].error["cancel"], "error")
end
ClearPedTasks(ped)
end
--- Handles the player's interaction with a toilet or urinal.
---
--- Manages animations and progress bars for using a urinal or a toilet. If the action is successful,
--- it triggers the appropriate server event (urinal usage) or notifies the player if cancelled.
---
--- @param data table A table containing:
--- - urinal (boolean): `true if using a urinal; false for a toilet.`
--- - sitcoords (vector4): `Coordinates and heading for seating when using a toilet.`
---
--- @usage
--- ```lua
--- useToilet({ urinal = true })
--- -- Player uses a urinal with corresponding animations and notifications
---
--- useToilet({ urinal = false, sitcoords = vector4(215.76, -810.12, 29.73, 90.0) })
--- -- Player sits down to use a toilet with corresponding animations and notifications
--- ```
function useToilet(data)
if data.urinal then
if progressBar({
label = "Using Urinal",
time = 5000,
cancel = true,
dict = "misscarsteal2peeing",
anim = "peeing_loop",
flag = 32
}) then
TriggerServerEvent(getScript().."server:Urinal")
else
lockInv(false)
triggerNotify(nil, Loc[Config.Lan].error["cancelled"], "error")
end
else
TaskStartScenarioAtPosition(PlayerPedId(), "PROP_HUMAN_SEAT_CHAIR_MP_PLAYER", data.sitcoords.x, data.sitcoords.y, data.sitcoords.z, data.sitcoords[4], 0, 1, true)
if progressBar({
label = "Using Toilet",
time = 10000,
cancel = true
}) then
TriggerServerEvent(getScript().."server:Urinal")
ClearPedTasks(PlayerPedId())
else
lockInv(false)
triggerNotify(nil, Loc[Config.Lan].error["cancelled"], "error")
end
end
end
--- Teleports the player to specified coordinates with a fade effect.
---
--- Fades the screen out, moves the player to the target coordinates, sets the player's heading,
--- then fades the screen back in. Commonly used for door interactions or teleportation points.
---
--- @param data table A table containing:
--- - telecoords (vector4): The target coordinates and heading.
---
--- @usage
--- ```lua
--- useDoor({ telecoords = vector4(215.76, -810.12, 29.73, 90.0) })
--- ```
function useDoor(data)
DoScreenFadeOut(500)
while not IsScreenFadedOut() do Wait(10) end
SetEntityCoords(PlayerPedId(), data.telecoords.xyz, 0, 0, 0, false)
SetEntityHeading(PlayerPedId(), data.telecoords.w)
DoScreenFadeIn(1000)
Wait(100)
end

81
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--- Creates a temporary camera at a specified position, pointing towards given coordinates.
--
-- This function creates a camera at a position relative to an entity or at a specified position and orients it to look at the target coordinates.
-- The camera is only created if `Config.Crafting.craftCam` is enabled in the configuration.
--
---@param ent entityId|coords The base position for the camera. Can be an entity handle or a `vector3` position.
-- If `ent` is an entity, the camera position is calculated as an offset from the entity's position using `GetOffsetFromEntityInWorldCoords`.
-- If `ent` is a `vector3`, it is used directly as the camera's position.
--
---@param coords vector3 The target `vector3` coordinates that the camera will point at.
--
---@return cam camID The handle of the created camera, or `nil` if the camera was not created (e.g., if `Config.Crafting.craftCam` is `false`).
--
---@usage
-- ```lua
-- local cam = createTempCam(entity, targetCoords)
-- ```
function createTempCam(ent, coords)
local cam = nil
if Config.Crafting.craftCam then
if debugMode then
triggerNotify(nil, "ModCam Created", "success")
end
local camCoords = nil
local pointCoords = nil
if type(ent) ~= "vector3" then
camCoords = GetOffsetFromEntityInWorldCoords(ent, 1.0, -0.3, 0.8)
else
camCoords = ent
end
cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", camCoords.x, camCoords.y, camCoords.z + 0.5, 1.0, 0.0, 0.0, 60.00, false, 0)
if type(coords) == "number" then
SetCamCoord(cam, GetCamCoord(cam) + vec3(0, 0, 1.0))
PointCamAtEntity(cam, coords)
else
PointCamAtCoord(cam, coords)
end
end
return cam
end
--- Activates and starts rendering the temporary camera.
--
-- This function sets the specified camera as active and begins rendering it with a smooth transition.
-- The camera is only activated if `Config.Crafting.craftCam` is enabled in the configuration.
--
---@param cam camID The handle of the camera to activate and render.
--
---@usage
-- ```lua
-- startTempCam(cam)
-- ```
function startTempCam(cam)
if Config.Crafting.craftCam then
SetCamActive(cam, true)
RenderScriptCams(true, true, 1000, true, true)
end
end
--- Deactivates the temporary camera and stops rendering.
--
-- This function waits for one second, then stops rendering script cameras and destroys all cameras.
-- The delay allows for any transitions or animations to complete.
--
-- The camera is only deactivated if `Config.Crafting.craftCam` is enabled in the configuration.
--
---@usage
-- ```lua
-- stopTempCam()
-- ```
function stopTempCam()
if Config.Crafting.craftCam then
CreateThread(function()
Wait(1000)
RenderScriptCams(false, true, 500, true, true)
DestroyAllCams()
end)
end
end

241
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local time = 500
--- Loads a specified model into memory.
---
--- This function checks if the model is valid and not already loaded.
--- If not loaded, it requests the model and waits until it is loaded or times out.
---
---@param model string|number The name or hash of the model to load.
---
---@usage
--- ```lua
--- loadModel('prop_chair_01a')
--- ```
function loadModel(model)
if not IsModelValid(model) then print("^6Bridge^7: ^1ERROR^7: ^2Model^7 - '^6"..model.."^7' ^2does not exist in server") return
else
if not HasModelLoaded(model) then
debugPrint("^6Bridge^7: ^2Loading Model^7: '^6"..model.."^7'")
while not HasModelLoaded(model) and time > 0 do time -= 1 RequestModel(model) Wait(0) end
if not HasModelLoaded(model) then print("^6Bridge^7: ^3LoadModel^7: ^2Timed out loading model ^7'^6"..model.."^7'") end
end
time = 500
end
end
--- Unloads a model from memory.
---
--- This function marks a model as no longer needed, allowing the game to free up memory.
---
---@param model string|number The name or hash of the model to unload.
---
---@usage
--- ```lua
--- unloadModel('prop_chair_01a')
--- ```
function unloadModel(model)
debugPrint("^6Bridge^7: ^2Removing Model from memory cache^7: '^6"..model.."^7'")
SetModelAsNoLongerNeeded(model)
end
--- Loads an animation dictionary into memory.
---
--- This function checks if the animation dictionary exists and requests it.
--- It waits until the animation dictionary is loaded before proceeding.
---
---@param animDict string The name of the animation dictionary to load.
---
---@usage
--- ```lua
--- loadAnimDict('amb@world_human_hang_out_street@male_c@base')
--- ```
function loadAnimDict(animDict)
if not DoesAnimDictExist(animDict) then
print("^6Bridge^7: ^1ERROR^7: ^2Anim Dictionary^7 - '^6"..animDict.."^7' ^2does not exist in server") return
else
debugPrint("^6Bridge^7: ^2Loading Anim Dictionary^7: '^6"..animDict.."^7'")
while not HasAnimDictLoaded(animDict) do RequestAnimDict(animDict) Wait(5) end
end
end
--- Unloads an animation dictionary from memory.
---
--- This function removes the animation dictionary from the game's memory cache.
---
---@param animDict string The name of the animation dictionary to unload.
---
---@usage
---@
--- ```lua
--- unloadAnimDict('amb@world_human_hang_out_street@male_c@base')
--- ```
function unloadAnimDict(animDict)
debugPrint("^6Bridge^7: ^2Removing Anim Dictionary from memory cache^7: '^6"..animDict.."^7'")
RemoveAnimDict(animDict)
end
--- Loads a particle effects (ptfx) dictionary into memory.
---
--- This function requests the named particle effects asset and waits until it's loaded.
---
---@param ptFxName string The name of the particle effects dictionary to load.
---
---@usage
--- ```lua
--- loadPtfxDict('core')
--- ```
function loadPtfxDict(ptFxName)
if not HasNamedPtfxAssetLoaded(ptFxName) then
debugPrint("^6Bridge^7: ^2Loading Ptfx Dictionary^7: '^6"..ptFxName.."^7'")
while not HasNamedPtfxAssetLoaded(ptFxName) do RequestNamedPtfxAsset(ptFxName) Wait(5) end
end
end
--- Unloads a particle effects (ptfx) dictionary from memory.
---
--- This function removes the named particle effects asset from the game's memory cache.
---
---@param dict string The name of the particle effects dictionary to unload.
---
---@usage
--- ```lua
--- unloadPtfxDict('core')
--- ```
function unloadPtfxDict(dict)
debugPrint("^6Bridge^7: ^2Removing Ptfx Dictionary^7: '^6"..dict.."^7'")
RemoveNamedPtfxAsset(dict)
end
--- Loads a texture dictionary into memory.
---
--- This function requests the streamed texture dictionary and waits until it's loaded.
---
---@param dict string The name of the texture dictionary to load.
---
---@usage
--- ```lua
--- loadTextureDict('commonmenu')
--- ```
function loadTextureDict(dict)
if not HasStreamedTextureDictLoaded(dict) then
debugPrint("^6Bridge^7: ^2Loading Texture Dictionary^7: '^6"..dict.."^7'")
while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
end
end
--- Loads a script audio bank into memory.
---
--- This function requests a script audio bank and waits until it's loaded or times out.
---
---@param bank string The name of the script audio bank to load.
---
---@return boolean `true` if the audio bank was successfully loaded; otherwise, `false`.
---
---@usage
--- ```lua
--- local success = loadScriptBank('DLC_HEISTS_GENERAL_FRONTEND_SOUNDS')
--- ```
function loadScriptBank(bank)
local timeout = 2000
debugPrint("^6Bridge^7: ^2Loading ^3Script ^2AudioBank^7...")
while not RequestScriptAudioBank(bank, false) do Wait(10) timeout -= 10 if timeout <= 0 then break end end
local success = RequestScriptAudioBank(bank, false)
debugPrint("^6Bridge^7: "..(success and "^3Successfully ^2loaded^7: '^4" or "^1Failed to ^2load^7: '^4")..bank.."^7'")
return success
end
--- Loads an ambient audio bank into memory.
---
--- This function requests an ambient audio bank and waits until it's loaded or times out.
---
---@param bank string The name of the ambient audio bank to load.
---
---@return boolean `true` if the audio bank was successfully loaded; otherwise, `false`.
---
---@usage
--- ```lua
--- local success = loadAmbientBank('AMB_REVERB_GENERIC')
--- ```
function loadAmbientBank(bank)
local timeout = 2000
debugPrint("^6Bridge^7: ^2Loading ^3Ambient ^2AudioBank^7...")
while not RequestAmbientAudioBank(bank, 0) do
Wait(10)
timeout -= 10
if timeout <= 0 then break end
end
local success = RequestAmbientAudioBank(bank, 0)
debugPrint("^6Bridge^7: "..(success and "^3Successfully ^2loaded^7: '^4" or "^1Failed to ^2load^7: '^4")..bank.."^7'")
return success
end
--- Plays an animation on a specified ped.
---
--- This function loads the animation dictionary and instructs the ped to play the animation.
---
---@param animDict string The name of the animation dictionary.
---@param animName string The name of the animation within the dictionary.
---@param duration number (optional) The duration to play the animation in milliseconds. Default is `30000`.
---@param flag number (optional) The animation flag controlling how the animation is played. Default is `50`.
---@param ped number (optional) The ped on which to play the animation. Defaults to the player's ped if not specified.
---@param speed number (optional) The speed multiplier for the animation. Default is `8.0`.
---
---@usage
--- ```lua
--- playAnim('amb@world_human_hang_out_street@male_c@base', 'base', 5000, 1, PlayerPedId(), 1.0)
--- ```
function playAnim(animDict, animName, duration, flag, ped, speed)
loadAnimDict(animDict)
debugPrint("Attempting to make player play anim", animDict, animName)
TaskPlayAnim(ped and ped or PlayerPedId(), animDict, animName, speed or 8.0, speed or -8.0, duration or 30000, flag or 50, 1, false, false, false)
end
--- Stops a specified animation on a ped.
---
--- This function stops the animation and unloads the animation dictionary from memory.
---
---@param animDict string The name of the animation dictionary.
---@param animName string The name of the animation within the dictionary.
---@param ped number (optional) The ped on which to stop the animation. Defaults to the player's ped if not specified.
---
---@usage
--- ```lua
--- stopAnim('amb@world_human_hang_out_street@male_c@base', 'base', PlayerPedId())
--- ```
function stopAnim(animDict, animName, ped)
debugPrint("Stopping anim for "..(ped or PlayerPedId()))
StopAnimTask(ped or PlayerPedId(), animDict, animName, 0.5)
StopAnimTask(ped or PlayerPedId(), animName, animDict, 0.5)
unloadAnimDict(animDict)
end
--- Plays a game sound from a specified coordinate or entity.
---
--- This function attempts to play a sound from either a coordinate or an entity, using the specified audio bank and sound name.
---
---@param bank string The name of the audio bank containing the sound.
---@param sound string The name of the sound to play.
---@param coords vector3|number A `vector3` coordinate or an entity handle from which to play the sound.
---@param synced boolean A boolean indicating whether the sound is synced across clients.
---@param range number (optional) The maximum range at which the sound can be heard. Default is `10.0`.
---
---@usage
--- ```lua
--- playGameSound('DLC_HEIST_HACKING_SNAKE_SOUNDS', 'Beep', vector3(0, 0, 0), false, 15.0)
--- ```
function playGameSound(audioBank, soundSet, soundRef, coords, synced, range)
debugPrint("^6Bridge^7: ^2Attempting to play: ^3"..soundRef.." ^7('^4"..audioBank.."^7')")
loadScriptBank(audioBank)
local range = range or 10.0
local soundId = GetSoundId()
while not soundId do Wait(10) end
if type(coords) == "vector3" or type(coords) == "vector4" then
debugPrint("^6Bridge^7: ^2Playing sound from Coord^7: "..formatCoord(coords.xyz))
PlaySoundFromCoord(soundId, soundRef, coords.x, coords.y, coords.z, soundSet, synced, range, 0)
else
debugPrint("^6Bridge^7: ^2Playing sound from Entity^7: ^4"..coords.."^7")
PlaySoundFromEntity(soundId, soundRef, coords, soundSet, synced, 1.0)
end
ReleaseScriptAudioBank(audioBank)
end

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local blipTable = {}
--- Creates a blip at specified coordinates with given properties.
--
-- This function adds a map blip at the provided coordinates and sets various display properties such as sprite, color, scale, and more.
-- It also handles attaching a preview image to the blip if certain resources are running and a preview is provided.
--
---@param data A table containing blip data and properties.
-- - **coords**: A `vector3` containing x, y, z coordinates where the blip will be placed.
-- - **sprite** (optional): The blip sprite/icon ID. Default is `106`.
-- - **col** (optional): The color ID of the blip. Default is `5`.
-- - **scale** (optional): The scale of the blip. Default is `0.7`.
-- - **disp** (optional): The display option of the blip. Default is `6`.
-- - **category** (optional): The category ID for the blip.
-- - **name**: The name of the blip, used for display on the map.
-- - **preview** (optional): A URL or image path for a preview image to display with the blip.
--
---@return blip blipID The handle of the created blip.
--
---@usage
-- ```lua
-- local blipData = {
-- coords = vector3(123.4, 567.8, 90.1),
-- sprite = 1,
-- col = 2,
-- scale = 0.8,
-- disp = 4,
-- category = 7,
-- name = "My Blip",
-- preview = "http://example.com/preview.png"
-- }
-- local blip = makeBlip(blipData)
-- ```
function makeBlip(data)
local blip = nil
if gameName == "rdr3" then
blip = BlipAddForCoords(1664425300, data.coords.x, data.coords.y, data.coords.z)
SetBlipSprite(blip, data.sprite or `blip_shop_market_stall`)
SetBlipScale(blip, data.scale or 0.2)
SetBlipName(blip, data.name)
--BlipSetStyle(blip, data.col or `BLIP_STYLE_CREATOR_DEFAULT`)
else
blip = AddBlipForCoord(vec3(data.coords.x, data.coords.y, data.coords.z))
SetBlipCoords(blip, data.coords.x, data.coords.y, data.coords.z) -- Manually set blip coordinates again as sometimes it just refuses
SetBlipAsShortRange(blip, true)
SetBlipSprite(blip, data.sprite or 106)
SetBlipColour(blip, data.col or 5)
SetBlipScale(blip, data.scale or 0.7)
SetBlipDisplay(blip, data.disp or 6)
if data.category then
SetBlipCategory(blip, data.category)
end
BeginTextCommandSetBlipName('STRING')
AddTextComponentString(tostring(data.name))
EndTextCommandSetBlipName(blip)
-- Handle preview image if certain resources are running
if isStarted("fs_smallresources") or isStarted("blip_info") or isStarted("blipinfo") then
if data.preview then
local txname = string.gsub(tostring(data.name..'preview'..string.gsub(data.coords.z, "%.", "")), "[ ()~]", "")
if data.preview:find("http") or data.preview:find("nui") then
createDui(txname, data.preview, vec2(512, 256), scriptTxd)
else
CreateRuntimeTextureFromImage(scriptTxd, txname, data.preview)
end
exports["fs_smallresources"]:SetBlipInfoImage(blip, getScript()..'scriptTxd', txname)
exports["fs_smallresources"]:SetBlipInfoTitle(blip, data.name, false)
end
end
end
blipTable[blip] = blip
if DoesBlipExist(blip) then
debugPrint("^6Bridge^7: ^6Blip ^2created^7: '^6"..data.name.."^7' - '"..formatCoord(data.coords).."'")
else
print("Error making blip")
end
return blip
end
--- Creates a blip attached to a specified entity with given properties.
--
-- This function adds a map blip attached to the provided entity and sets various display properties such as sprite, color, scale, and more.
-- It also handles attaching a preview image to the blip if certain resources are running and a preview is provided.
--
---@param data table A table containing blip data and properties.
-- - **entity**: The entity to which the blip will be attached.
-- - **sprite** (optional): The blip sprite/icon ID. Default is `106`.
-- - **col** (optional): The color ID of the blip. Default is `5`.
-- - **scale** (optional): The scale of the blip. Default is `0.7`.
-- - **disp** (optional): The display option of the blip. Default is `6`.
-- - **category** (optional): The category ID for the blip.
-- - **name**: The name of the blip, used for display on the map.
-- - **preview** (optional): A URL or image path for a preview image to display with the blip.
--
--
---@return number blipID The handle of the created blip.
---@usage
-- ```lua
-- local blipData = {
-- entity = myEntity,
-- sprite = 1,
-- col = 2,
-- scale = 0.8,
-- disp = 4,
-- category = 7,
-- name = "Entity Blip",
-- preview = "http://example.com/preview.png"
-- }
-- local blip = makeEntityBlip(blipData)
-- ```
function makeEntityBlip(data)
local blip = nil
if gameName == "rdr3" then
blip = BlipAddForEntity(1664425300, data.entity)
SetBlipSprite(blip, data.sprite or `blip_ambient_coach`)
SetBlipScale(blip, data.scale or 0.2)
SetBlipName(blip, data.name)
else
AddBlipForEntity(data.entity)
blip = GetBlipFromEntity(data.entity)
blipTable[blip] = blip
SetBlipAsShortRange(blip, true)
SetBlipSprite(blip, data.sprite or 106)
SetBlipColour(blip, data.col or 5)
SetBlipScale(blip, data.scale or 0.7)
SetBlipDisplay(blip, data.disp or 6)
if data.category then SetBlipCategory(blip, data.category) end
BeginTextCommandSetBlipName('STRING')
AddTextComponentString(tostring(data.name))
EndTextCommandSetBlipName(blip)
-- Handle preview image if certain resources are running
if isStarted("fs_smallresources") or isStarted("blip-info") or isStarted("blipinfo") then
if data.preview then
local txname = string.gsub(tostring(data.name..'preview'), "[ ()~]", "")
if data.preview:find("http") or data.preview:find("nui") then
createDui(txname, data.preview, vec2(512, 256), scriptTxd)
else
CreateRuntimeTextureFromImage(scriptTxd, txname, data.preview)
end
exports["fs_smallresources"]:SetBlipInfoImage(blip, getScript()..'previewTxd', txname)
exports["fs_smallresources"]:SetBlipInfoTitle(blip, data.name, false)
end
end
end
blipTable[blip] = blip
if DoesBlipExist(blip) then
debugPrint("^6Bridge^7: ^6Blip ^2created for Entity^7: '^6"..data.name.."^7'")
else
print("Error making blip")
end
return blip
end
if gameName == "rdr3" then
onResourceStop(function()
for k in pairs(blipTable) do
RemoveBlip(k)
end
end, true)
end

246
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--- A table to keep track of all created Peds.
local Peds = {}
--- Creates a distance-based Ped (pedestrian) that spawns when the player enters a specified area.
--
-- This function sets up a circular area using `createCirclePoly`. When the player enters this area, a Ped is created using `makePed`.
-- When the player exits the area, the Ped is deleted.
--
---@param data table A table containing Ped data and properties. Should include at least `model` and `coords`.
---@param coords vector4 A `vector3` or `vector4` specifying the coordinates where the Ped will be placed.
---@param freeze boolean (optional) Boolean indicating whether the Ped should be frozen in place. Default is `true`.
---@param collision boolean (optional) Boolean indicating whether collision with the Ped is enabled. Default is `false`.
---@param scenario boolean (optional) String specifying the scenario the Ped should perform.
---@param anim table (optional) A table containing animation dictionary and name `{animDict, animName}`.
---@param synced boolean (optional) Boolean indicating whether the Ped is synced across clients. Default is `false`.
--
---@usage
-- ```lua
-- makeDistPed(pedData, pedCoords, true, false, 'WORLD_HUMAN_STAND_IMPATIENT', nil, true)
-- ```
function makeDistPed(data, coords, freeze, collision, scenario, anim, synced)
local zoneCoords = type(data) == "table" and data.coords or coords
local randName = keyGen()..keyGen()
createCirclePoly({
name = randName,
coords = vec3(zoneCoords.x, zoneCoords.y, zoneCoords.z - 1.03),
radius = 50.0,
onEnter = function()
Peds[randName] = makePed(data, coords, freeze, collision, scenario, anim, synced)
end,
onExit = function()
DeletePed(Peds[randName])
end,
debug = debugMode,
})
end
--- Creates a Ped (pedestrian character) with specified properties.
--
-- This function creates a Ped at the given coordinates and applies appearance and clothing based on the provided data.
--
-- If `data` is a table with `custom` properties, it customizes the Ped's appearance accordingly.
--
---@param data modelHash|table Either a string/model hash of the Ped model to use, or a table containing `model` and `custom` data.
---@param coords vector4 `vector3` or `vector4` specifying the coordinates where the Ped will be placed.
---@param freeze boolean (optional) Boolean indicating whether the Ped should be frozen in place. Default is `true`.
---@param collision boolean (optional) Boolean indicating whether collision with the Ped is enabled. Default is `false`.
---@param scenario string (optional) String specifying the scenario the Ped should perform.
---@param anim table (optional) A table containing animation dictionary and name `{animDict, animName}`.
---@param synced boolean (optional) Boolean indicating whether the Ped is synced across clients. Default is `false`.
--
---@return ped entityID The handle of the created Ped.
--
---@usage
-- ```lua
-- local ped = makePed(pedData, pedCoords, true, false, nil, {'animDict', 'animName'}, true)
-- ```
function makePed(data, coords, freeze, collision, scenario, anim, synced)
local ped = nil
local model = nil
if type(data) == "table" then
model = data.model
loadModel(data.model)
ped = CreatePed(0, model, coords.x, coords.y, coords.z - 1.03, coords.w, synced and synced or false, false)
-- Inheritance
SetPedHeadBlendData(ped, data.custom.faceFather, data.custom.faceMother, data.custom.raceShape, data.custom.skinFather, data.custom.skinMother, data.custom.raceSkin, data.custom.faceMix or 0, data.custom.skinMix or 0, data.custom.raceMix or 0, false)
-- Face Features
for k, v in pairs({
"noseWidth", "noseHeight", "noseSize", "noseBoneHeight", "nosePeakHeight", "noseBoneTwist",
"eyebrowHeight", "eyebrowDepth",
"cheekBoneHeight", "cheekBoneWidth", "cheeckWidth",
"eyeOpening", "lipThickness",
"jawWidth", "jawSize",
"chinLowering", "chinLength", "chinSize", "chinHole",
"neckThickness"
}) do
SetPedFaceFeature(ped, k - 1, data.custom[v])
end
-- Appearance
SetPedComponentVariation(ped, 2, data.custom.Hair, 0, 0)
SetPedHairColor(ped, data.custom.HairTexture, data.custom.HairHighlight or 0)
SetPedHeadOverlay(ped, 2, data.custom.Eyebrows, data.custom.EyebrowsOpacity)
SetPedHeadOverlayColor(ped, 2, 1, data.custom.EyebrowsColor, 0)
SetPedEyeColor(ped, data.custom.Eyecolor)
SetPedHeadOverlay(ped, 4, data.custom.Makeup, data.custom.MakeupOpacity)
SetPedHeadOverlayColor(ped, 4, 1, data.custom.MakeupColor, 0)
SetPedHeadOverlay(ped, 8, data.custom.Lipstick, data.custom.LipstickOpacity)
SetPedHeadOverlayColor(ped, 8, 1, data.custom.LipstickColor, 0)
SetPedHeadOverlay(ped, 1, data.custom.Beard, data.custom.BeardOpacity)
SetPedHeadOverlayColor(ped, 1, 1, data.custom.BeardColor, 0)
-- Clothes
SetPedComponentVariation(ped, 1, data.custom.Mask, data.custom.MaskVariant, 0)
SetPedComponentVariation(ped, 7, data.custom.Scarf, data.custom.ScarfVariant, 0)
SetPedComponentVariation(ped, 11, data.custom.Jacket, data.custom.JacketVariant, 0)
SetPedComponentVariation(ped, 8, data.custom.Shirt, data.custom.ShirtVariant, 0)
SetPedComponentVariation(ped, 9, data.custom.Vest, data.custom.VestVariant, 0)
SetPedComponentVariation(ped, 5, data.custom.Bags, data.custom.BagsVariant, 0)
SetPedComponentVariation(ped, 3, data.custom.Arms, data.custom.ArmsVariant, 0)
SetPedComponentVariation(ped, 4, data.custom.Pants, data.custom.PantsVariant, 0)
SetPedComponentVariation(ped, 6, data.custom.Shoes, data.custom.ShoesVariant, 0)
SetPedComponentVariation(ped, 10, data.custom.Decal, data.custom.DecalVariant, 0)
-- Accessories
SetPedPropIndex(ped, 0, data.custom.Hat, data.custom.HatVariant, true)
SetPedPropIndex(ped, 1, data.custom.Glasses, data.custom.GlassesVariant, true)
SetPedPropIndex(ped, 2, data.custom.Ear, data.custom.EarVariant, true)
SetPedPropIndex(ped, 6, data.custom.Watches, data.custom.WatchesVariant, true)
SetPedPropIndex(ped, 7, data.custom.Bracelets, data.custom.BraceletsVariant, true)
else
model = data
loadModel(model)
if gameName == "rdr3" then
ped = CreatePed(model, coords.x, coords.y, coords.z - 1.03, coords.w, synced or false, false)
SetEntityVisible(ped, 1) -- SetEntityVisible
SetEntityAlpha(ped, 255, false) -- SetEntityAlpha
SetRandomOutfitVariation(ped, true) -- Invisible without
else
ped = CreatePed(0, model, coords.x, coords.y, coords.z - 1.03, coords.w, synced or false, false)
end
end
SetEntityInvincible(ped, true)
SetBlockingOfNonTemporaryEvents(ped, true)
FreezeEntityPosition(ped, freeze and freeze or true)
if collision then SetEntityNoCollisionEntity(ped, PlayerPedId(), false) end
if scenario then TaskStartScenarioInPlace(ped, scenario, 0, true) end
if anim then
loadAnimDict(anim[1])
TaskPlayAnim(ped, anim[1], anim[2], 0.5, 1.0, -1, 1, 0.2, 0, 0, 0)
end
if DoesEntityExist(ped) then
debugPrint("^6Bridge^7: ^1Ped ^2Created^7: '^6"..ped.."^7' | ^2Hash^7: ^7'^5"..(model).."^7' | ^2Coord^7: "..formatCoord(coords))
else
print("error ped")
end
unloadModel(model)
Peds[keyGen()..keyGen()] = ped
return ped
end
--- Generates random Ped data by filling in missing customization options with random values.
--
-- This function takes in a data table that may have some customization options missing in `data.custom`.
--
-- It generates random values for any missing options and returns a new data table with complete customization.
--
---@param data table A table containing at least a `model` field, and possibly a `custom` table with customization options.
--
---@return generatedTable table A new table containing `model` and `custom` with all customization options filled.
--
---@usage
-- ```lua
-- local pedData = GenerateRandomPedData({ model = `MP_M_Freemode_01`, custom = {} })
-- ```
function GenerateRandomPedData(data)
local newTable = {
model = data.model,
custom = {},
}
local isMale = data.model == `MP_M_Freemode_01`
local randomTable = {
-- Inheritance
faceFather = math.random(0, 45), faceMother = math.random(0, 45), faceMix = (math.random(0, 9) / 10),
skinFather = math.random(0, 45), skinMother = math.random(0, 45), skinMix = (math.random(0, 9) / 10),
raceShape = math.random(0, 45), raceSkin = math.random(0, 45), raceMix = (math.random(0, 9) / 10),
-- Face Features
noseWidth = (math.random(0, 9) / 10),
noseHeight = (math.random(0, 9) / 10),
noseSize = (math.random(0, 9) / 10),
noseBoneHeight = (math.random(0, 9) / 10),
nosePeakHeight = (math.random(0, 9) / 10),
noseBoneTwist = (math.random(0, 9) / 10),
eyebrowHeight = (math.random(0, 9) / 10),
eyebrowDepth = (math.random(0, 9) / 10),
cheekBoneHeight = (math.random(0, 9) / 10),
cheekBoneWidth = (math.random(0, 9) / 10),
cheeckWidth = (math.random(0, 9) / 10),
eyeOpening = (math.random(0, 9) / 10),
lipThickness = (math.random(0, 9) / 10),
jawWidth = (math.random(0, 9) / 10),
jawSize = (math.random(0, 9) / 10),
chinLowering = (math.random(0, 9) / 10),
chinLength = (math.random(0, 9) / 10),
chinSize = (math.random(0, 9) / 10),
chinHole = (math.random(0, 9) / 10),
neckThickness = (math.random(0, 9) / 10),
-- Appearance
Hair = math.random(0, isMale and 147 or 261), HairTexture = math.random(0, 63), HairHighlight = math.random(0, 63),
Eyebrows = math.random(0, 33),
EyebrowsOpacity = 0.9, EyebrowsColor = 0,
Eyecolor = math.random(0, 30),
Makeup = 0, MakeupOpacity = 0, MakeupColor = 0,
Lipstick = 0, LipstickOpacity = 0, LipstickColor = 0,
Beard = isMale and math.random(0, 28) or -1,
BeardOpacity = isMale and 0.9 or 0.0, BeardColor = 0,
-- Clothing
Mask = math.random(0, 252), MaskVariant = 0,
Scarf = math.random(0, isMale and 249 or 198), ScarfVariant = 0,
Jacket = math.random(0, isMale and 634 or 713), JacketVariant = 0,
Shirt = math.random(0, isMale and 237 or 299), ShirtVariant = 0,
Vest = math.random(0, isMale and 81 or 91), VestVariant = 0,
Bags = math.random(0, isMale and 138 or 148), BagsVariant = 0,
Arms = math.random(0, isMale and 224 or 261), ArmsVariant = 0,
Pants = math.random(0, isMale and 255 or 275), PantsVariant = 0,
Shoes = math.random(0, isMale and 157 or 199), ShoesVariant = 0,
Decal = math.random(0, isMale and 238 or 253), DecalVariant = 0,
-- Accessories
Hat = math.random(0, isMale and 232 or 229), HatVariant = 0,
Glasses = math.random(0, isMale and 68 or 71), GlassesVariant = 0,
Ear = math.random(0, isMale and 51 or 40), EarVariant = 0,
Watches = math.random(0, isMale and 46 or 35), WatchesVariant = 0,
Bracelets = math.random(0, isMale and 13 or 20), BraceletsVariant = 0,
}
for option in pairs(randomTable) do
if not data.custom[option] then
newTable.custom[option] = randomTable[option]
debugPrint("^6Bridge^7: ^2Picking Random Ped option ^7[^5"..option.."^7]: ^6"..newTable.custom[option].."^7")
else
newTable.custom[option] = data.custom[option]
end
end
return newTable
end
--- Cleans up all created Peds when the resource stops.
onResourceStop(function()
for k in pairs(Peds) do
DeletePed(Peds[k])
end
end, true)

94
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local Props = {}
--- Creates a prop (object) in the game world at specified coordinates.
---
--- This function loads the model, creates the object, sets its heading, and freezes it if specified.
---
---@param data table A table containing prop data.
--- - **prop** `string`: The model name or hash of the prop to create.
--- - **coords** `vector4`: The coordinates where the prop will be placed. Should include x, y, z, and w (heading).
---@param freeze boolean (optional) Whether to freeze the prop in place. Defaults to `false`.
---@param synced boolean (optional) Whether the prop should be synced across clients. Defaults to `false`.
---
---@return number entityID The handle of the created prop object.
---
---@usage
--- ```lua
--- local propData = {
--- prop = 'prop_chair_01a',
--- coords = vector4(123.4, 567.8, 90.1, 180.0)
--- }
--- local prop = makeProp(propData, true, false)
--- ```
function makeProp(data, freeze, synced)
loadModel(data.prop)
local prop = CreateObject(data.prop, data.coords.x, data.coords.y, data.coords.z-1.03, synced and synced or false, synced and synced or false, false)
SetEntityHeading(prop, data.coords.w + 180.0)
FreezeEntityPosition(prop, freeze or false)
debugPrint("^6Bridge^7: ^1Prop ^2Created^7: '^6"..prop.."^7' | ^2Hash^7: ^7'^6"..data.prop.."^7' | ^2Coord^7: "..formatCoord(data.coords))
SetModelAsNoLongerNeeded(data.prop)
Props[keyGen()..keyGen()] = prop
return prop
end
--- Creates a prop that appears when the player is within a certain distance.
---
--- This function sets up a proximity area, and when the player enters it, the prop is created.
--- When the player exits the area, the prop is destroyed.
---
---@param data table A table containing prop data.
--- - **prop** `string`: The model name or hash of the prop to create.
--- - **coords** `vector4`: The coordinates where the prop will be placed. Should include x, y, z, and w (heading).
---@param freeze boolean (optional) Whether to freeze the prop in place. Defaults to `false`.
---@param synced boolean (optional) Whether the prop should be synced across clients. Defaults to `false`.
---
---@usage
--- ```lua
--- local propData = {
--- prop = 'prop_chair_01a',
--- coords = vector4(123.4, 567.8, 90.1, 180.0)
--- }
--- makeDistProp(propData, true, false)
--- ```
function makeDistProp(data, freeze, synced, range)
local name = keyGen()..keyGen()
createCirclePoly({
name = name,
coords = vec3(data.coords.x, data.coords.y, data.coords.z - 1.03),
radius = range or 50.0,
onEnter = function()
Props[name] = makeProp(data, freeze, synced)
end,
onExit = function()
destroyProp(Props[name])
end,
debug = debugMode,
})
end
--- Destroys a prop, detaching it if attached to the player beforehand.
---
---@param entity number The handle of the prop entity to destroy.
---
---@usage
--- ```lua
--- destroyProp(prop)
--- ```
function destroyProp(entity)
if entity then
debugPrint("^6Bridge^7: ^2Destroying Prop^7: '^6"..entity.."^7'")
if IsEntityAttachedToEntity(entity, PlayerPedId()) then
SetEntityAsMissionEntity(entity)
DetachEntity(entity, true, true)
end
DeleteObject(entity)
end
end
--- Cleans up all created props when the resource stops.
onResourceStop(function()
for k in pairs(Props) do
destroyProp(Props[k])
end
end, true)

107
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local Vehicles = {}
--- Creates a vehicle with the specified model and coordinates.
---
--- This function loads the vehicle model, creates the vehicle in the world at the given coordinates, sets initial properties, and returns the vehicle handle.
---
---@param model string|number The model name or hash of the vehicle to create.
---@param coords vector4 The coordinates where the vehicle will be placed, including x, y, z, and w (heading).
---
---@return number entityID The handle of the created vehicle.
---
---@usage
--- ```lua
--- local vehicle = makeVeh('adder', vector4(123.4, 567.8, 90.1, 180.0))
--- ```
function makeVeh(model, coords)
loadModel(model)
local veh = CreateVehicle(model, coords.x, coords.y, coords.z, coords.w, true, false)
SetVehicleHasBeenOwnedByPlayer(veh, true)
if gameName ~= "rdr3" then
SetNetworkIdCanMigrate(NetworkGetNetworkIdFromEntity(veh), true)
Wait(100)
SetVehicleNeedsToBeHotwired(veh, false)
SetVehRadioStation(veh, 'OFF')
SetVehicleFuelLevel(veh, 100.0)
SetVehicleModKit(veh, 0)
end
SetVehicleOnGroundProperly(veh)
debugPrint("^6Bridge^7: ^1Veh ^2Created^7: '^6"..veh.."^7' | ^2Hash^7: ^7'^6"..model.."^7' | ^2Coord^7: "..formatCoord(coords))
unloadModel(model)
Vehicles[#Vehicles + 1] = veh
return veh
end
local distanceVehicles = {}
--- Creates a vehicle that spawns when the player enters a designated polyzone area.
---
--- This function sets up a circular polyzone; when the player enters the zone, the vehicle is spawned,
--- and when the player exits, the vehicle is deleted.
---
---@param data table A table containing vehicle data.
--- - **vehicle** `string`: The model name or hash of the vehicle to spawn.
--- - **coords** `vector4`: The coordinates where the vehicle will be placed. Should include x, y, z, and w (heading).
---@param freeze boolean (optional) Whether to freeze the vehicle in place. Defaults to `false`.
---@param synced boolean (optional) Whether the vehicle should be synced across clients. Defaults to `false`.
function makeDistVehicle(data, radius, onEnter, onExit)
local vehicle = nil
local zoneId = keyGen() .. keyGen()
local zone = createCirclePoly({
name = zoneId,
coords = vec3(data.coords.x, data.coords.y, data.coords.z),
radius = radius,
onEnter = function()
vehicle = makeVeh(data.model, data.coords)
if onEnter then
debugPrint("makeDistVehicle onEnter running")
onEnter(vehicle)
end
end,
onExit = function()
deleteVehicle(vehicle)
if onExit then
debugPrint("makeDistVehicle onExit running")
onExit(vehicle)
end
end,
debug = debugMode,
})
distanceVehicles[zoneId] = { zone = zone, vehicle = vehicle }
return zoneId
end
--- Removes a specific distance-based vehicle spawning zone.
---
---@param zoneId string The unique identifier of the zone to remove.
function removeDistVehicleZone(zoneId)
if distanceVehicles[zoneId].zone then
removePolyZone(distanceVehicles[zoneId].zone) -- Adjust this if your polyzone library uses a different removal method.
if distanceVehicles[zoneId].vehicle then
deleteVehicle(distanceVehicles[zoneId].vehicle)
end
distanceVehicles[zoneId] = nil
print("Removed polyzone for zoneId: " .. zoneId)
else
print("No zone found with zoneId: " .. zoneId)
end
end
--- Deletes a spawned vehicle.
---
---@param vehicle number The handle of the vehicle entity to delete.
function deleteVehicle(vehicle)
if vehicle then
debugPrint("^6Bridge^7: ^2Destroying Vehicle^7: '^6" .. vehicle .. "^7'")
if IsEntityAttachedToEntity(vehicle, PlayerPedId()) then
SetEntityAsMissionEntity(vehicle)
DetachEntity(vehicle, true, true)
end
DeleteVehicle(vehicle)
end
end
--- Cleans up all created vehicles when the resource stops.
onResourceStop(function(r)
for i = 1, #Vehicles do DeleteVehicle(Vehicles[i]) end
end)

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local inProgress = false
--- Displays a progress bar using the configured progress bar system.
---
--- This function handles displaying a progress bar to the player using the specified progress bar system (e.g., ox, qb, esx, gta).
--- It supports shared progress bars between players, animations, camera effects, and more.
---
---@param data table A table containing the progress bar configuration.
--- - **label** (`string`): The text label to display on the progress bar.
--- - **time** (`number`): The duration of the progress bar in milliseconds.
--- - **dict** (`string`, optional): The animation dictionary to use.
--- - **anim** (`string`, optional): The animation name to play.
--- - **task** (`string`, optional): The task scenario to perform.
--- - **flag** (`number`, optional): The animation flag.
--- - **dead** (`boolean`, optional): Whether to allow the progress bar when the player is dead. Default is `false`.
--- - **cancel** (`boolean`, optional): Whether the progress bar can be canceled by the player. Default is `true`.
--- - **icon** (`string`, optional): The icon to display (for qb progress bar).
--- - **cam** (`number`, optional): The camera handle to use.
--- - **shared** (`table`, optional): Data for shared progress bars.
--- - **pid** (`number`): The player ID to share the progress bar with.
--- - **label** (`string`): The label to display on the shared progress bar.
---
--- @return boolean `true` if the progress bar completed successfully, or `false` if it was canceled.
---
---@usage
--- ```lua
--- local success = progressBar({
--- label = "Processing...",
--- time = 5000,
--- dict = "amb@world_human_hang_out_street@female_hold_arm@base",
--- anim = "base",
--- flag = 49,
--- cancel = true,
--- })
--- ```
function progressBar(data)
local ped = PlayerPedId()
if data.shared then
debugPrint("^6Bridge^7: ^6Sharing progressBar to player^7: ^6"..data.shared.pid.."^7")
storedPID = data.shared.pid
TriggerServerEvent(getScript()..":server:sharedProg:Start", data)
end
local result = nil
if data.cam then startTempCam(data.cam) end
if Config.System.ProgressBar == "ox" then
if exports[OXLibExport]:progressBar({
duration = debugMode and 1000 or data.time,
label = data.label,
useWhileDead = data.dead or false,
canCancel = data.cancel and data.cancel or true,
anim = {
dict = data.dict,
clip = data.anim,
flag = (data.flag == 8 and 32 or data.flag) or nil,
scenario = data.task
},
disable = {
combat = true
},
}) then
result = true
else
result = false
end
elseif Config.System.ProgressBar == "qb" then
Core.Functions.Progressbar("progbar",
data.label,
debugMode and 1000 or data.time,
data.dead or false,
data.cancel or true,
{ disableMovement = true, disableCarMovement = true, disableMouse = false, disableCombat = true },
{ animDict = data.dict, anim = data.anim, flags = data.flag or 32, task = data.task }, {}, {},
function()
result = true
end, function()
result = false
end, data.icon)
elseif Config.System.ProgressBar == "esx" then
ESX.Progressbar(data.label, debugMode and 1000 or data.time, {
FreezePlayer = true,
animation = {
type = data.anim,
dict = data.dict,
scenario = data.task,
},
onFinish = function()
result = true
end,
onCancel = function()
result = false
end
})
elseif Config.System.ProgressBar == "red" then
-- Currently only uses jim-redui if you choose this option
if exports["jim-redui"]:progressBar({
label = data.label,
time = debugMode and 1000 or data.time,
dict = data.dict,
anim = data.anim,
flag = data.flag or 32,
task = data.task,
cancel = true,
}) then
result = true
else
result = false
end
elseif Config.System.ProgressBar == "gta" then
loadTextureDict("timerbars")
if inProgress then return false end
inProgress = true
local wait = debugMode and 1000 or data.time
local endTime = GetGameTimer() + wait
local ped = PlayerPedId()
-- Setup Animation/Task if specified
if data.dict then
playAnim(data.dict, data.anim, -1, data.flag or 32)
elseif data.task then
TaskStartScenarioInPlace(ped, data.task, -1, true)
end
-- Progress bar rendering loop
CreateThread(function()
while GetGameTimer() < endTime and inProgress do
Wait(0)
local elapsed = GetGameTimer()
local percentage = ((elapsed - (endTime - wait)) / wait) * 100
-- Convert to segmented progress (assuming 5 segments here)
local segments = 5 -- Number of segments in the bar
local segmentProgress = {}
local progressPerSegment = 100 / segments
for i = 1, segments do
local segmentStart = (i - 1) * progressPerSegment
local segmentEnd = i * progressPerSegment
if percentage >= segmentEnd then
segmentProgress[i] = 100
elseif percentage <= segmentStart then
segmentProgress[i] = 0
else
segmentProgress[i] = ((percentage - segmentStart) / progressPerSegment) * 100
end
end
percentage = percentage >= 100 and 100 or percentage
-- Draw your segmented progress bar
ShowGTAProgressBar(segmentProgress, data.label, ("%.0f%%"):format(percentage))
-- Controls to disable during progress
DisablePlayerFiring(ped, true)
DisableControlAction(0, 25, true) -- Disable aim
DisableControlAction(0, 21, true) -- Disable sprint
DisableControlAction(0, 30, true) -- Disable move left/right
DisableControlAction(0, 31, true) -- Disable move forward/back
DisableControlAction(0, 36, true) -- Disable stealth
if data.cancel and (IsControlJustReleased(0, 202) or IsControlJustReleased(0, 177) or IsControlJustReleased(0, 73)) then
inProgress = false
end
end
end)
-- Wait for completion or cancel
while GetGameTimer() < endTime and inProgress do
Wait(100)
end
-- Cleanup animations/tasks
if data.dict then stopAnim(data.dict, data.anim, ped) end
ClearPedTasks(ped)
result = inProgress
inProgress = false
end
while result == nil do Wait(10) end
-- Cleanup
FreezeEntityPosition(ped, false)
lockInv(false)
if data.cam then
stopTempCam(data.cam)
end
if result == false and data.shared then
debugPrint("^6Bridge^7: ^2Sending cancel to ^6"..storedPID.."^7")
TriggerServerEvent(getScript().."server:sharedProg:cancel", storedPID)
end
storedPID = nil
if result == false then
currentToken = nil
TriggerServerEvent(getScript()..":clearAuthToken")
end
if result == true and data.request then
TriggerServerEvent(getScript()..":clearAuthToken")
currentToken = triggerCallback(AuthEvent)
end
return result
end
function ShowGTAProgressBar(currentProg, title, level)
local loc = vec2(0.37, 0.90)
local size = vec2(0.3, 0.03)
-- Draw background box
DrawSprite("timerbars", "all_black_bg", loc.x +0.028, loc.y-0.01, 0.15, 0.07, 0.0, 255, 255, 255, 255)
DrawSprite("timerbars", "all_black_bg", loc.x +0.170, loc.y-0.01, 0.15, 0.07, 180.0, 255, 255, 255, 255)
SetTextFont(0)
SetTextProportional(1)
SetTextScale(0.35, 0.35)
SetTextColour(255, 255, 255, 255)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextDropShadow()
SetTextOutline()
SetTextEntry("STRING")
AddTextComponentString(title)
DrawText(loc.x - size.x / 4 + 0.074, loc.y - 0.034) -- Adjust text position
SetTextFont(0)
SetTextProportional(1)
SetTextScale(0.35, 0.25)
SetTextColour(255, 255, 255, 255)
SetTextEntry("STRING")
AddTextComponentString(level)
DrawText(loc.x - size.x / 4 + 0.246, loc.y - 0.030) -- Right-aligned additional text
local segmentWidth = (size.x + 0.05) / (#currentProg * 2) -- Divide the total width by 18 (9 segments * 2 gaps for each)
local gap = segmentWidth / #currentProg -- Smaller gap between segments
for i = 1, #currentProg do
local segmentX = (loc.x - size.x / 4 ) + 0.075 + (i - 1) * (segmentWidth + gap)
local fillPercentage = currentProg[i]
local progressBarWidth = segmentWidth * (fillPercentage / 100)
-- Semi-transparent background for each segment
DrawRect(segmentX + segmentWidth / 2, loc.y, segmentWidth, size.y / 3.4, 100, 100, 100, 255)
-- Filling progress for each segment
if progressBarWidth > 0 then
DrawRect(segmentX + progressBarWidth / 2, loc.y, progressBarWidth, size.y / 3.4, 93, 182, 229, 255) -- Blue progress
end
end
end
--- Stops the current progress bar.
---
--- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup.
function stopProgressBar()
if Config.System.ProgressBar == "ox" then
exports[OXLibExport]:cancelProgress()
elseif Config.System.ProgressBar == "qb" then
TriggerEvent("progressbar:client:cancel")
elseif Config.System.ProgressBar == "gta" then
inProgress = false
end
end
-- System to handle sending/sharing progress bars between players --
-- For example, healing someone --
local storedPID = nil
--- Server event handler for starting a shared progress bar.
--- This event is triggered when a player wants to start a progress bar on another player.
--- It adjusts the data to prevent loops and sends the data to the target client.
RegisterNetEvent(getScript()..":server:sharedProg:Start", function(data)
local pid = data.shared.pid -- Get player ID from the client
data.label = data.shared.label -- Set progress bar label to the shared label
data.cancel = false -- Make it so it can't be canceled
data.dead = true -- Allow progress bar even if player is dead
data.shared = nil -- Remove shared info to prevent loops
data.anim = nil -- Remove animation so players don't share it
debugPrint("^6Bridge^7: ^6"..source.." ^2is sending shared progressBar to player^7, ^6"..pid.."^7")
TriggerClientEvent(getScript()..":client:sharedProg:Start", pid, data)
end)
--- Client event handler for starting a shared progress bar.
--- This event is triggered when the server wants the client to start a shared progress bar.
RegisterNetEvent(getScript()..":client:sharedProg:Start", function(data)
debugPrint("^6Bridge^7: ^2You have been sent a progressBar^7")
progressBar(data)
end)
--- Server event handler for canceling a shared progress bar.
--- This event is triggered when a progress bar is canceled and the server needs to notify the other player.
RegisterNetEvent(getScript()..":server:sharedProg:Cancel", function(pid)
debugPrint("^6Bridge^7: ^2Sending cancel progressBar to ^6"..pid.."^7")
TriggerClientEvent(getScript()..":client:sharedProg:Cancel", pid)
end)
--- Client event handler for canceling a shared progress bar.
--- This event is triggered when the server wants the client to cancel a shared progress bar.
RegisterNetEvent(getScript()..":client:sharedProg:Cancel", function()
debugPrint("^6Bridge^7: ^2Receiving cancel progressBar^7")
stopProgressBar()
end)

135
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--[[
Player Metadata Utilities Module
----------------------------------
This module provides functions for retrieving and setting metadata for players
across different frameworks (QB, ESX, OXCore). It also registers server callbacks
for getting and setting metadata.
]]
-------------------------------------------------------------
-- Player Retrieval
-------------------------------------------------------------
--- Retrieves the player object using the active core export.
---
--- @param source number The server ID of the player.
--- @return table|nil table The player object, or nil if no supported core is detected.
---
--- @usage
--- ```lua
--- local player = GetPlayer(playerId)
--- ```
function GetPlayer(source)
if isStarted(QBExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() QBExport")
return exports[QBExport]:GetCoreObject().Functions.GetPlayer(source)
elseif isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() QBOXExport")
return exports[QBXExport]:GetCoreObject().Functions.GetPlayer(source)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() ESXExport")
return ESX.GetPlayerFromId(source)
elseif isStarted(OXCoreExport) then
debugPrint("^6Bridge^7: ^3GetPlayer^7() OXCoreExport")
return exports[OXCoreExport]:GetPlayer(source)
end
return nil
end
-------------------------------------------------------------
-- Metadata Retrieval
-------------------------------------------------------------
--- Retrieves metadata from a player object.
---
--- If called client-side (player is nil), it triggers a server callback to retrieve metadata.
---
--- @param player table|nil The player object; if nil, metadata is retrieved via a server callback.
--- @param key string The metadata key to retrieve.
--- @return any The value of the requested metadata, or nil if not found.
---
--- @usage
--- ```lua
--- local myMeta = GetMetadata(player, "myKey")
--- ```
function GetMetadata(player, key)
if not player then
debugPrint("^6Bridge^7: ^3GetMetadata^7() calling server: "..key)
return triggerCallback(getScript()..":server:GetMetadata", key)
else
if isStarted(QBExport) or isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() QBExport or QBXExport", key)
return player.PlayerData.metadata[key]
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() ESXExport", key)
return player.getMeta(key)
elseif isStarted(OXCoreExport) then
debugPrint("^6Bridge^7: ^3GetMetadata^7() OXCoreExport", key)
return player.get(key)
end
end
return nil
end
-- Register a server callback for retrieving metadata.
createCallback(getScript()..":server:GetMetadata", function(source, key)
debugPrint("^6Bridge^7: ^3GetMetadata Callback^7 from source: "..tostring(source)..", key: "..tostring(key))
local player = GetPlayer(source)
if not player then
print("Error getting metadata: player not found for source "..tostring(source))
return
end
if type(key) == "table" then
local Metadata = {}
for _, k in ipairs(key) do
Metadata[k] = GetMetadata(player, k)
end
return Metadata
elseif type(key) == "string" then
return GetMetadata(player, key)
end
end)
-------------------------------------------------------------
-- Metadata Setting
-------------------------------------------------------------
--- Sets metadata on a player object.
---
--- The function updates the player's metadata using the active core export.
---
--- @param player table The player object.
--- @param key string The metadata key to set.
--- @param value any The new value for the metadata key.
---
--- @usage
--- ```lua
--- SetMetadata(player, "myKey", "newValue")
--- ```
function SetMetadata(player, key, value)
debugPrint("^6Bridge^7: ^3SetMetadata^7() setting metadata for key: "..key)
if isStarted(QBExport) or isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using QBExport/QBXExport")
player.Functions.SetMetaData(key, value)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using ESXExport")
player.setMeta(key, value)
elseif isStarted(OXCoreExport) then
debugPrint("^6Bridge^7: ^3SetMetadata^7() using OXCoreExport")
player.set(key, value)
end
end
-- Register a server callback for setting metadata.
createCallback(getScript()..":server:SetMetadata", function(source, key, value)
debugPrint("SetMetadata callback triggered for source:", source, "key:", key, "value:", value)
local player = GetPlayer(source)
--[[if not player then
print("Error setting metadata: player not found for source "..tostring(source))
return false
end]]
SetMetadata(player, key, value)
print("Metadata set successfully.", key)
return true
end)

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shared/notify.lua Normal file
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--[[
Notifications Module
----------------------
This module provides a unified interface for displaying notifications using various
notification systems. The active system is determined by the Config.System.Notify setting.
Supported systems include:
• okok
• qb
• ox
• gta (default)
• esx
]]
--- Displays notifications to the player using the configured notification system.
---
--- Supports multiple notification systems based on Config.System.Notify. Can be triggered from both
--- client and server contexts.
---
--- @param title string|nil The notification title (optional for some systems).
--- @param message string The main message content.
--- @param type string The notification type ("success", "error", "info").
--- @param src number|nil Optional server ID; if provided, the notification is sent to that player.
---
--- @usage
--- ```lua
--- -- Client-side usage without specifying a player (shows to the current player)
--- triggerNotify("Success", "You have completed the task!", "success")
---
--- -- Server-side usage specifying a player by their server ID
--- triggerNotify("Alert", "You have been warned for misconduct.", "error", playerId)
--- ```
function triggerNotify(title, message, type, src)
if Config.System.Notify == "okok" then
if not src then
TriggerEvent('okokNotify:Alert', title, message, 6000, type)
else
TriggerClientEvent('okokNotify:Alert', src, title, message, 6000, type)
end
elseif Config.System.Notify == "qb" then
if not src then
TriggerEvent("QBCore:Notify", message, type)
else
TriggerClientEvent("QBCore:Notify", src, message, type)
end
elseif Config.System.Notify == "ox" then
if not src then
TriggerEvent('ox_lib:notify', { title = title, description = message, type = type or "success" })
else
TriggerClientEvent('ox_lib:notify', src, { title = title, description = message, type = type or "success" })
end
elseif Config.System.Notify == "gta" then
if isStarted("jim-gtaui") then
if not src then
TriggerEvent("jim-gtaui:Notify", title, message, type)
else
TriggerClientEvent("jim-gtaui:Notify", src, title, message, type)
end
else
if not src then
TriggerEvent(getScript()..":DisplayGTANotify", title, message)
else
TriggerClientEvent(getScript()..":DisplayGTANotify", src, title, message)
end
end
elseif Config.System.Notify == "esx" then
if not src then
exports["esx_notify"]:Notify(type, 4000, message)
else
TriggerClientEvent(getScript()..":DisplayESXNotify", src, type, message)
end
elseif Config.System.Notify == "red" then
if isStarted("jim-redui") then
if not src then
TriggerEvent("jim-redui:Notify", title, message, type)
else
TriggerClientEvent("jim-redui:Notify", src, title, message, type)
end
end
end
end
-------------------------------------------------------------
-- ESX Notifications
-------------------------------------------------------------
--- Registers a server-side event to display ESX notifications to clients.
---
--- Listens for DisplayESXNotify events and triggers the ESX notification on the client.
---
--- @param type string The notification type.
--- @param title string The notification title.
--- @param text string The notification message.
---
--- @usage
--- ```lua
--- TriggerClientEvent(getScript()..":DisplayESXNotify", playerId, "success", "New achievement unlocked!")
--- ```
RegisterNetEvent(getScript()..":DisplayESXNotify", function(type, text)
exports["esx_notify"]:Notify(type, 4000, text)
end)
-------------------------------------------------------------
-- GTA-style Notifications
-------------------------------------------------------------
--- Displays GTA-style text notifications using native GTA functions.
---
--- Selects an appropriate icon based on the current script (if applicable) and renders the notification.
---
--- @param title string The notification title/identifier (used to select an icon).
--- @param text string The notification message.
---
--- @usage
--- ```lua
--- TriggerEvent(getScript()..":DisplayGTANotify", "taxiname", "Taxi service has arrived.")
--- ```
RegisterNetEvent(getScript()..":DisplayGTANotify", function(title, text)
local iconTable = {}
if getScript() == "jim-npcservice" then
iconTable = {
[Loc[Config.Lan].notify["taxiname"]] = "CHAR_TAXI",
[Loc[Config.Lan].notify["limoname"]] = "CHAR_CASINO",
[Loc[Config.Lan].notify["ambiname"]] = "CHAR_CALL911",
[Loc[Config.Lan].notify["pilotname"]] = "CHAR_DEFAULT",
[Loc[Config.Lan].notify["planename"]] = "CHAR_BOATSITE2",
[Loc[Config.Lan].notify["heliname"]] = "CHAR_BOATSITE2",
}
end
BeginTextCommandThefeedPost("STRING")
AddTextComponentSubstringKeyboardDisplay(text)
EndTextCommandThefeedPostMessagetext(
iconTable[title] or "CHAR_DEFAULT",
iconTable[title] or "CHAR_DEFAULT",
true, 1, title, nil, text
)
EndTextCommandThefeedPostTicker(true, false)
end)

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shared/phones.lua Normal file
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--[[
Phone Mails Module
------------------
This module handles sending phone mails using different phone systems.
Supported systems include:
- gksphone
- yflip-phone
- qs-smartphone
- qs-smartphone-pro
- roadphone
- lb-phone
- qb-phone
- jpr-phonesystem
]]
--- Sends a phone mail using the detected phone system.
--- The function iterates through a prioritized list of supported phone systems.
--- Once an active system is found (via `isStarted`), the corresponding mail function is executed.
---
--- @param data table A table containing the mail data.
--- - subject (string): The email subject.
--- - sender (string): The sender identifier.
--- - message (string): The email body content.
--- - actions (table|nil): Optional action buttons for the email.
--- @usage
--- sendPhoneMail({
--- subject = "Welcome!",
--- sender = "Admin",
--- message = "Thank you for joining our server.",
--- actions = {
--- { label = "Reply", action = replyFunction }
--- }
--- })
function sendPhoneMail(data)
-- Define each supported phone system and its corresponding mail-sending function.
local phoneSystems = {
{ name = "gksphone",
send = function(mailData)
exports["gksphone"]:SendNewMail(mailData)
end,
},
{ name = "yflip-phone",
send = function(mailData)
TriggerServerEvent(getScript()..":yflip:SendMail", mailData)
end,
},
{ name = "qs-smartphone",
send = function(mailData)
TriggerServerEvent('qs-smartphone:server:sendNewMail', mailData)
end,
},
{ name = "qs-smartphone-pro",
send = function(mailData)
TriggerServerEvent('phone:sendNewMail', mailData)
end,
},
{ name = "roadphone",
send = function(mailData)
-- Convert HTML line breaks to newlines for roadphone.
mailData.message = mailData.message:gsub("%<br>", "\n")
exports["roadphone"]:sendMail(mailData)
end,
},
{ name = "lb-phone",
send = function(mailData)
-- Convert HTML line breaks to newlines for lb-phone.
mailData.message = mailData.message:gsub("%<br>", "\n")
TriggerServerEvent(getScript()..":lbphone:SendMail", mailData)
end,
},
{ name = "qb-phone",
send = function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
{ name = "jpr-phonesystem",
send = function(mailData)
TriggerServerEvent(getScript()..":jpr:SendMail", mailData)
end,
},
}
local activePhone = nil
-- Check each phone system in order and use the first active one.
for _, phone in ipairs(phoneSystems) do
if isStarted(phone.name) then
activePhone = phone.name
phone.send(data)
break
end
end
if activePhone then
debugPrint("^6Bridge^7[^3"..activePhone.."^7]: ^2Sending mail to player")
else
print("^6Bridge^7: ^1ERROR ^2Sending mail to player ^7- ^2No supported phone found")
end
end
-------------------------------------------------------------
-- Phone System Event Handlers
-------------------------------------------------------------
--- Handles sending mail for lb-phone.
--- Listens for the `lbphone:SendMail` event and sends an email using lb-phone's API.
---
--- @event lbphone:SendMail
--- @param data table The mail data.
--- - subject (string): The email subject.
--- - message (string): The email content.
--- - buttons (table|nil): Optional action buttons (mapped from data.actions if present).
RegisterNetEvent(getScript()..":lbphone:SendMail", function(data)
local src = source
local phoneNumber = exports["lb-phone"]:GetEquippedPhoneNumber(src)
local emailAddress = exports["lb-phone"]:GetEmailAddress(phoneNumber)
-- Map actions to buttons if provided.
data.buttons = data.actions or data.buttons
exports["lb-phone"]:SendMail({
to = emailAddress,
subject = data.subject,
message = data.message,
actions = data.buttons,
})
end)
--- Handles sending mail for yflip-phone.
--- Listens for the `yflip:SendMail` event and sends an email using yflip-phone's API.
---
--- @event yflip:SendMail
--- @param data table The mail data.
--- - subject (string): The email subject.
--- - sender (string): The sender identifier.
--- - message (string): The email content.
--- - buttons (table|nil): Optional action buttons.
RegisterNetEvent(getScript()..":yflip:SendMail", function(data)
local src = source
exports["yflip-phone"]:SendMail({
title = data.subject,
sender = data.sender,
senderDisplayName = data.sender,
content = data.message,
actions = data.buttons,
}, 'source', src)
end)
--- Handles sending mail for jpr-phonesystem.
--- Listens for the `jpr:SendMail` event and sends an email using jpr-phonesystem's API.
---
--- @event jpr:SendMail
--- @param data table The mail data.
--- - subject (string): The email subject.
--- - sender (string): The sender identifier.
--- - message (string): The email content.
--- - buttons (table|nil): Optional action buttons.
RegisterNetEvent(getScript()..":jpr:SendMail", function(data)
local src = source
local Player = Core.Functions.GetPlayer(src)
TriggerEvent('jpr-phonesystem:server:sendEmail', {
Assunto = data.subject, -- Email subject
Conteudo = data.message, -- Email content
Enviado = data.sender, -- Sender information
Destinatario = Player.PlayerData.citizenid, -- Recipient identifier
Event = {}, -- Optional event details
})
end)

714
shared/playerfunctions.lua Normal file
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--[[
Player Utility & Server Event Handlers Module
------------------------------------------------
This module provides utility functions for:
• Locking/unlocking the player's inventory.
• Instantly turning or gradually turning the player to face a target.
• Handling player needs (thirst and hunger) via server events.
• Charging/funding players (money removal/addition).
• Processing item consumption and applying effects.
• Checking player job/gang roles and retrieving player information.
• Getting active players near a coordinate.
]]
-------------------------------------------------------------
-- Player Movement
-------------------------------------------------------------
--- Instantly turns an entity to face a target (entity or coordinates) without animation.
---
--- @param ent number|nil The Ped to turn (defaults to player's Ped if nil).
--- @param ent2 number|vector3|nil The target entity or coordinates to face.
---
--- @usage
--- ```lua
--- instantLookEnt(nil, vector3(200.0, 300.0, 40.0))
--- instantLookEnt(ped1, ped2)
--- ```
function instantLookEnt(ent, ent2)
local ped = ent or PlayerPedId()
local p1 = GetEntityCoords(ped, true)
local p2 = type(ent2) == "vector3" and ent2 or GetEntityCoords(ent2, true)
local dx = p2.x - p1.x
local dy = p2.y - p1.y
local heading = GetHeadingFromVector_2d(dx, dy)
debugPrint("^6Bridge^7: ^1Forced ^2Turning Player to^7: '^6"..formatCoord(p2).."^7'")
SetEntityHeading(ped, heading)
end
--- Makes the player look towards a specific target with an animated turn.
---
--- If the player is not already facing the target (entity or coordinates), a turning animation is triggered.
---
--- @param entity number|vector3|vector4|nil The target to look at.
---
--- @usage
--- ```lua
--- lookEnt(vector3(200.0, 300.0, 40.0))
--- lookEnt(pedEntity)
--- ```
function lookEnt(entity)
local ped = PlayerPedId()
if entity then
if type(entity) == "vector3" or type(entity) == "vector4" then
if not IsPedHeadingTowardsPosition(ped, entity.xyz, 30.0) then
TaskTurnPedToFaceCoord(ped, entity.xyz, 1500)
debugPrint("^6Bridge^7: ^2Turning Player to^7: '^6"..formatCoord(entity).."^7'")
Wait(1500)
end
else
if DoesEntityExist(entity) then
local entCoords = GetEntityCoords(entity)
if not IsPedHeadingTowardsPosition(ped, entCoords, 30.0) then
TaskTurnPedToFaceCoord(ped, entCoords, 1500)
debugPrint("^6Bridge^7: ^2Turning Player to^7: '^6"..entity.."^7' - '"..formatCoord(entCoords).."^7'")
Wait(1500)
end
end
end
end
end
-------------------------------------------------------------
-- Server Event Handlers for Needs
-------------------------------------------------------------
--- Server event handler for urinal usage.
--- Decreases player's thirst by a random amount.
RegisterNetEvent(getScript()..":server:Urinal", function()
local src = source
local Player = getPlayer(src)
local thirstamt = math.random(10, 30)
local thirst = Player.thirst - thirstamt
setThirst(src, getPlayer(src).thirst - thirst)
end)
--- Server event handler for setting player needs (thirst or hunger).
---
--- @event
--- @param type string "thirst" or "hunger".
--- @param amount number New value to set.
RegisterNetEvent(getScript()..":server:setNeed", function(needType, amount)
local src = source
if needType == "thirst" then
setThirst(src, amount)
elseif needType == "hunger" then
setHunger(src, amount)
end
end)
--- Sets the player's thirst level.
---
--- @param src number The player's server ID.
--- @param thirst number The new thirst level.
---
--- @usage
--- ```lua
--- setThirst(playerId, 80)
--- ```
function setThirst(src, thirst)
if isStarted(ESXExport) then
TriggerClientEvent('esx_status:add', src, 'thirst', thirst)
elseif isStarted(QBExport) or isStarted(QBXExport) then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('thirst', thirst)
TriggerClientEvent("hud:client:UpdateNeeds", src, thirst, Player.PlayerData.metadata.thirst)
end
end
--- Sets the player's hunger level.
---
--- @param src number The player's server ID.
--- @param hunger number The new hunger level.
---
--- @usage
--- ```lua
--- setHunger(playerId, 60)
--- ```
function setHunger(src, hunger)
if isStarted(ESXExport) then
TriggerClientEvent('esx_status:add', src, 'hunger', hunger)
elseif isStarted(QBExport) or isStarted(QBXExport) then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('hunger', hunger)
TriggerClientEvent("hud:client:UpdateNeeds", src, hunger, Player.PlayerData.metadata.hunger)
end
end
-------------------------------------------------------------
-- Economy Event Handlers
-------------------------------------------------------------
--- Charges a player by removing money from their account.
---
--- @param cost number The amount to charge.
--- @param type string "cash" or "bank".
--- @param newsrc number|nil Optional player ID; defaults to event source.
---
--- @usage
--- ```lua
--- chargePlayer(100, "cash", playerId)
--- ```
function chargePlayer(cost, moneyType, newsrc)
local src = newsrc or source
local fundResource = ""
if cost < 0 then
debugPrint("^1Error^7: ^7SRC: ^3"..src.." ^2Tried to charge a minus value^7", cost)
return
end
if moneyType == "cash" then
if isStarted(OXInv) then fundResource = OXInv
exports[OXInv]:RemoveItem(src, "money", cost)
elseif isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
elseif isStarted(RSGExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
elseif isStarted(ESXExport) then
fundResource = ESXExport
ESX.GetPlayerFromId(src).removeMoney(cost, "")
end
elseif moneyType == "bank" then
if isStarted(QBExport) or isStarted(QBXExport) then fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
elseif isStarted(ESXExport) then fundResource = ESXExport
ESX.GetPlayerFromId(src).removeMoney(cost, "")
end
end
if fundResource == "" then
print("Cannot charge player - check starter.lua")
else
debugPrint("^6Bridge^7: ^2Charging ^2Player^7: '^6"..cost.."^7'", moneyType, fundResource)
end
end
RegisterNetEvent(getScript()..":server:ChargePlayer", function(cost, moneyType, newsrc)
debugPrint(GetInvokingResource())
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital function was called from an external resource^7")
return
end
chargePlayer(cost, moneyType, newsrc)
end)
--- Funds a player by adding money to their account.
---
--- @param fund number The amount to add.
--- @param type string "cash" or "bank".
--- @param newsrc number|nil Optional player ID; defaults to event source.
---
--- @usage
--- ```lua
--- fundPlayer(150, "cash", playerId)
--- ```
function fundPlayer(fund, moneyType, newsrc)
local src = newsrc or source
local fundResource = ""
if moneyType == "cash" then
if isStarted(OXInv) then
fundResource = OXInv
exports[OXInv]:AddItem(src, "money", fund)
elseif isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
elseif isStarted(ESXExport) then
fundResource = ESXExport
PlayESX.GetPlayerFromId(src).addMoney(fund, "")
end
elseif moneyType == "bank" then
if isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
elseif isStarted(ESXExport) then
fundResource = ESXExport
ESX.GetPlayerFromId(src).addMoney(fund, "")
end
end
if fundResource == "" then
print("Cannot fund player - check starter.lua")
else
debugPrint("^6Bridge^7: ^2Funding Player: '^2"..fund.."^7'", moneyType, fundResource)
end
end
-------------------------------------------------------------
-- Item Consumption & Effects
-------------------------------------------------------------
--- Handles successful consumption of an item.
---
--- Plays a consumption animation, removes the item, updates player needs, handles alcohol effects,
--- and checks for random rewards.
---
--- @param itemName string The name of the consumed item.
--- @param type string The category of the item (e.g., "alcohol").
--- @param data table Additional data (e.g., hunger and thirst values).
---
--- @usage
--- ```lua
--- -- Player consumes a health pack
--- ConsumeSuccess("health_pack", "health")
---
--- -- Player consumes an alcohol drink
--- ConsumeSuccess("beer", "alcohol")
--- ```
function ConsumeSuccess(itemName, type, data)
local hunger = data and data.hunger or Items[itemName].hunger
local thirst = data and data.thirst or Items[itemName].thirst
ExecuteCommand("e c")
removeItem(itemName, 1)
if isStarted(ESXExport) then
if hunger then
TriggerServerEvent(getScript()..":server:setNeed", "hunger", hunger * 10000)
end
if thirst then
TriggerServerEvent(getScript()..":server:setNeed", "thirst", thirst * 10000)
end
else
if hunger then
TriggerServerEvent(getScript()..":server:setNeed", "hunger", Core.Functions.GetPlayerData().metadata["hunger"] + hunger)
end
if thirst then
TriggerServerEvent(getScript()..":server:setNeed", "thirst", Core.Functions.GetPlayerData().metadata["thirst"] + thirst)
end
end
if type == "alcohol" then
alcoholCount = (alcoholCount or 0) + 1
if alcoholCount > 1 and alcoholCount < 4 then
TriggerEvent("evidence:client:SetStatus", "alcohol", 200)
elseif alcoholCount >= 4 then
TriggerEvent("evidence:client:SetStatus", "heavyalcohol", 200)
AlienEffect()
end
end
getRandomReward(itemName)
end
-------------------------------------------------------------
-- Player Job & Information Utilities
-------------------------------------------------------------
--- Checks if a player has a specific job or gang (and optionally meets a minimum grade).
---
--- @param job string The job or gang name to check.
--- @param source number|nil Optional player source; if nil, checks current player.
--- @param grade number|nil Optional minimum grade level.
--- @return boolean, boolean boolean Returns true and duty status if the check passes; false otherwise.
---
--- @usage
--- ```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
--- ```
function hasJob(job, source, grade)
local hasJobFlag, duty = false, true
if source then
local src = tonumber(source)
if not src then print(tostring(source).." is not a valid player source") end
if isStarted(ESXExport) then
local info = ESX.GetPlayerFromId(src).job
while not info do
info = ESX.GetPlayerData(src).job
Wait(100)
end
if info.name == job then hasJobFlag = true end
elseif isStarted(OXCoreExport) then
local chunk = assert(load(LoadResourceFile('ox_core', ('imports/%s.lua'):format('server')), ('@@ox_core/%s'):format(file)))
chunk()
local player = Ox.GetPlayer(src)
for k, v in pairs(player.getGroups()) do
if k == job then hasJobFlag = true end
end
elseif isStarted(QBXExport) then
local jobinfo = exports[QBXExport]:GetPlayer(src).PlayerData.job
if jobinfo.name == job then
hasJobFlag = true
duty = exports[QBXExport]:GetPlayer(src).PlayerData.job.onduty
if grade and not (grade <= jobinfo.grade.level) then hasJobFlag = false end
end
local ganginfo = exports[QBXExport]:GetPlayer(src).PlayerData.gang
if ganginfo.name == job then
hasJobFlag = true
if grade and not (grade <= ganginfo.grade.level) then hasJobFlag = false end
end
elseif isStarted(QBExport) and not isStarted(QBXExport) then
if Core.Functions.GetPlayer then
local player = Core.Functions.GetPlayer(src)
if not player then print("Player not found for src: "..src) end
local jobinfo = player.PlayerData.job
if jobinfo.name == job then
hasJobFlag = true
duty = player.PlayerData.job.onduty
if grade and not (grade <= jobinfo.grade.level) then hasJobFlag = false end
end
local ganginfo = player.PlayerData.gang
if ganginfo.name == job then
hasJobFlag = true
if grade and not (grade <= ganginfo.grade.level) then hasJobFlag = false end
end
else
local jobinfo = exports[QBExport]:GetPlayer(src).PlayerData.job
if jobinfo.name == job then
hasJobFlag = true
duty = exports[QBExport]:GetPlayer(src).PlayerData.job.onduty
if grade and not (grade <= jobinfo.grade.level) then hasJobFlag = false end
end
local ganginfo = exports[QBExport]:GetPlayer(src).PlayerData.gang
if ganginfo.name == job then
hasJobFlag = true
if grade and not (grade <= ganginfo.grade.level) then hasJobFlag = false end
end
end
else
print("^4ERROR^7: ^2No Core detected for hasJob ^7- ^2Check ^3starter^1.^2lua^7")
end
else
-- Client-side check.
if isStarted(ESXExport) and ESX ~= nil then
local info = ESX.GetPlayerData().job
while not info do
info = ESX.GetPlayerData().job
Wait(100)
end
if info.name == job then hasJobFlag = true end
elseif isStarted(OXCoreExport) then
local info = OxPlayer.getGroups()
for k, v in pairs(info) do
if k == job then hasJobFlag = true break end
end
elseif isStarted(QBXExport) then
local info = exports[QBXExport]:GetPlayerData()
if info.job.name == job then
hasJobFlag = true
duty = info.job.onduty
if grade and not (grade <= info.job.grade.level) then hasJobFlag = false end
end
if info.gang.name == job then
hasJobFlag = true
if grade and not (grade <= info.gang.grade.level) then hasJobFlag = false end
end
elseif isStarted(QBExport) and not isStarted(QBXExport) then
local info = nil
Core.Functions.GetPlayerData(function(PlayerData) info = PlayerData end)
local jobinfo = info.job
if jobinfo.name == job then
hasJobFlag = true
duty = jobinfo.onduty
if grade and not (grade <= jobinfo.grade.level) then hasJobFlag = false end
end
local ganginfo = info.gang
if ganginfo.name == job then
hasJobFlag = true
if grade and not (grade <= ganginfo.grade.level) then hasJobFlag = false end
end
else
print("^4ERROR^7: ^2No Core detected for hasJob() ^7- ^2Check ^3starter^1.^2lua^7")
end
end
return hasJobFlag, duty
end
--- 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).
---
--- @param source number|nil Optional player server ID.
--- @return table A table containing player details.
---
--- @usage
--- ```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)
--- ```
function getPlayer(source)
local Player = {}
debugPrint("^6Bridge^7: ^2Getting ^3Player^2 info^7")
if source then
local src = tonumber(source)
if isStarted(ESXExport) then
local info = ESX.GetPlayerFromId(src)
Player = {
name = info.getName(),
cash = info.getMoney(),
bank = info.getAccount("bank").money,
firstname = info.variables.firstName,
lastname = info.variables.lastName,
source = info.source,
job = info.job.name,
--jobBoss = info.job.isboss,
--gang = info.gang.name,
--gangBoss = info.gang.isboss,
onDuty = info.job.onDuty,
--account = info.charinfo.account,
citizenId = info.identifier,
}
elseif isStarted(OXCoreExport) then
local file = ('imports/%s.lua'):format('server')
local import = LoadResourceFile('ox_core', file)
local chunk = assert(load(import, ('@@ox_core/%s'):format(file)))
chunk()
local player = Ox.GetPlayer(src)
Player = {
firstname = player.firstName,
lastname = player.lastName ,
name = ('%s %s'):format(player.firstName, player.lastName),
cash = exports[OXInv]:Search(src, 'count', "money"),
bank = 0,
source = src,
--job = OxPlayer.getGroups(),
--jobBoss = info.job.isboss,
--gang = OxPlayer.getGroups(),
--gangBoss = info.gang.isboss,
--onDuty = info.job.onduty,
--account = info.charinfo.account,
citizenId = player.stateId,
}
elseif isStarted(QBXExport) then
local info = exports[QBXExport]:GetPlayer(src)
Player = {
firstname = info.PlayerData.charinfo.firstname,
lastname = info.PlayerData.charinfo.lastname,
name = info.PlayerData.charinfo.firstname.." "..info.PlayerData.charinfo.lastname,
cash = exports[OXInv]:Search(src, 'count', "money"),
bank = info.Functions.GetMoney("bank"),
source = info.PlayerData.source,
job = info.PlayerData.job.name,
jobBoss = info.PlayerData.job.isboss,
jobInfo = info.PlayerData.job,
gang = info.PlayerData.gang.name,
gangInfo = info.PlayerData.gang,
gangBoss = info.PlayerData.gang.isboss,
onDuty = info.PlayerData.job.onduty,
account = info.PlayerData.charinfo.account,
citizenId = info.PlayerData.citizenid,
isDead = info.PlayerData.metadata["isdead"],
isDown = info.PlayerData.metadata["inlaststand"],
charInfo = info.charinfo,
}
elseif isStarted(QBExport) and not isStarted(QBXExport) then
if Core.Functions.GetPlayer then
local info = Core.Functions.GetPlayer(src).PlayerData
Player = {
firstname = info.charinfo.firstname,
lastname = info.charinfo.lastname,
name = info.charinfo.firstname.." "..info.charinfo.lastname,
cash = info.money["cash"],
bank = info.money["bank"],
source = info.source,
job = info.job.name,
jobBoss = info.job.isboss,
jobInfo = info.job,
gang = info.gang.name,
gangBoss = info.gang.isboss,
gangInfo = info.gang,
onDuty = info.job.onduty,
account = info.charinfo.account,
citizenId = info.citizenid,
isDead = info.metadata["isdead"],
isDown = info.metadata["inlaststand"],
charInfo = info.charinfo,
}
end
elseif isStarted(RSGExport) then
if Core.Functions.GetPlayer then
local info = Core.Functions.GetPlayer(src).PlayerData
Player = {
firstname = info.charinfo.firstname,
lastname = info.charinfo.lastname,
name = info.charinfo.firstname.." "..info.charinfo.lastname,
cash = info.money["cash"],
bank = info.money["bank"],
source = info.source,
job = info.job.name,
jobBoss = info.job.isboss,
jobInfo = info.job,
gang = info.gang.name,
gangBoss = info.gang.isboss,
gangInfo = info.gang,
onDuty = info.job.onduty,
account = info.charinfo.account,
citizenId = info.citizenid,
isDead = info.metadata["isdead"],
isDown = info.metadata["inlaststand"],
charInfo = info.charinfo,
}
end
else
print("^4ERROR^7: ^2No Core detected for getPlayer() - Check starter.lua")
end
else
-- Client-side: Get current player info.
if isStarted(ESXExport) and ESX ~= nil then
local info = ESX.GetPlayerData()
local cash, bank = 0, 0
for k, v in pairs(info.accounts) do
if v.name == "money" then cash = v.money end
if v.name == "bank" then bank = v.money end
end
Player = {
firstname = info.firstName,
lastname = info.lastName,
name = info.firstName.." "..info.lastName,
cash = cash,
bank = bank,
source = GetPlayerServerId(PlayerId()),
job = info.job.name,
--jobBoss = info.job.isboss,
--gang = info.gang.name,
--gangBoss = info.gang.isboss,
onDuty = info.job.onDuty,
--account = info.charinfo.account,
citizenId = info.identifier,
isDead = IsEntityDead(PlayerPedId()),
isDown = IsPedDeadOrDying(PlayerPedId(), true)
}
elseif isStarted(OXCoreExport) then
Player = {
firstname = OxPlayer.get("firstName"),
lastname = OxPlayer.get("lastName"),
name = OxPlayer.get("firstName").." "..OxPlayer.get("lastName"),
cash = exports[OXInv]:Search('count', "money"),
bank = 0,
source = GetPlayerServerId(PlayerId()),
job = OxPlayer.getGroups(),
--jobBoss = info.job.isboss,
gang = OxPlayer.getGroups(),
--gangBoss = info.gang.isboss,
--onDuty = info.job.onduty,
--account = info.charinfo.account,
citizenId = OxPlayer.userId,
isDead = IsEntityDead(PlayerPedId()),
isDown = IsPedDeadOrDying(PlayerPedId(), true)
}
elseif isStarted(QBXExport) then
local info = exports[QBXExport]:GetPlayerData()
Player = {
firstname = info.charinfo.firstname,
lastname = info.charinfo.lastname,
name = info.charinfo.firstname.." "..info.charinfo.lastname,
cash = info.money["cash"],
bank = info.money["bank"],
source = info.source,
job = info.job.name,
jobBoss = info.job.isboss,
jobInfo = info.job,
gang = info.gang.name,
gangBoss = info.gang.isboss,
gangInfo = info.gang,
onDuty = info.job.onduty,
account = info.charinfo.account,
citizenId = info.citizenid,
isDead = info.metadata["isdead"],
isDown = info.metadata["inlaststand"],
charInfo = info.charinfo,
}
elseif isStarted(QBExport) and not isStarted(QBXExport) then
local info = nil
Core.Functions.GetPlayerData(function(PlayerData) info = PlayerData end)
Player = {
firstname = info.charinfo.firstname,
lastname = info.charinfo.lastname,
name = info.charinfo.firstname.." "..info.charinfo.lastname,
cash = info.money["cash"],
bank = info.money["bank"],
source = info.source,
job = info.job.name,
jobBoss = info.job.isboss,
jobInfo = info.job,
gang = info.gang.name,
gangBoss = info.gang.isboss,
gangInfo = info.gang,
onDuty = info.job.onduty,
account = info.charinfo.account,
citizenId = info.citizenid,
isDead = info.metadata["isdead"],
isDown = info.metadata["inlaststand"],
charInfo = info.charinfo,
}
elseif isStarted(RSGExport) then
local info = nil
Core.Functions.GetPlayerData(function(PlayerData) info = PlayerData end)
Player = {
firstname = info.charinfo.firstname,
lastname = info.charinfo.lastname,
name = info.charinfo.firstname.." "..info.charinfo.lastname,
cash = info.money["cash"],
bank = info.money["bank"],
source = info.source,
job = info.job.name,
jobBoss = info.job.isboss,
jobInfo = info.job,
gang = info.gang.name,
gangBoss = info.gang.isboss,
gangInfo = info.gang,
onDuty = info.job.onduty,
account = info.charinfo.account,
citizenId = info.citizenid,
isDead = info.metadata["isdead"],
isDown = info.metadata["inlaststand"],
charInfo = info.charinfo,
}
else
print("^4ERROR^7: ^2No Core detected for hasJob ^7- ^2Check ^3starter^1.^2lua^7")
end
end
return Player
end
--- Retrieves all active players within a given radius from the specified coordinates.
---
--- @param coords vector3 The reference coordinates.
--- @param radius number The radius within which to find players.
--- @return table table An array of player IDs.
---
--- @usage
--- ```lua
--- local nearbyPlayers = GetPlayersFromCoords(vector3(100, 200, 30), 20)
--- ```
function GetPlayersFromCoords(coords, radius)
local players = {}
for _, playerId in ipairs(GetActivePlayers()) do
local ped = GetPlayerPed(playerId)
if ped and DoesEntityExist(ped) then
local playerCoords = GetEntityCoords(ped)
if #(coords - playerCoords) <= radius then
players[#players + 1] = playerId
end
end
end
return players
end

140
shared/polyZone.lua Normal file
View File

@@ -0,0 +1,140 @@
--[[
PolyZone Management Module
----------------------------
This module automatically detects the available polyzone library (ox_lib or PolyZone)
and creates polygonal and circular zones accordingly. It also provides a function to remove
previously created zones.
Functions:
• createPoly(data) - Creates a polygonal zone.
• createCirclePoly(data) - Creates a circular zone.
• removePolyZone(Location) - Removes a created zone.
]]
-------------------------------------------------------------
-- Polygonal Zone Creation
-------------------------------------------------------------
--- Creates a polygonal zone using the detected polyzone library (ox_lib or PolyZone).
---
--- Automatically checks which polyzone script is active. When using ox_lib, it converts the provided
--- 2D points to 3D (setting a constant z value) and sets a thickness value. For PolyZone, it creates the zone
--- and attaches onEnter and onExit callbacks.
---
--- @param data table Zone configuration table with the following keys:
--- - name (string): The zone's identifier.
--- - debug (boolean): Whether debug mode is enabled.
--- - points (table): A list of vec2 points defining the polygon.
--- - onEnter (function): Callback when a player enters the zone.
--- - onExit (function): Callback when a player exits the zone.
---
--- @return table|nil table Returns the created zone object or nil if creation failed.
---
---@usage
---```lua
---createPoly({
--- name = 'testZone',
--- debug = true,
--- points = { vec2(100.0, 100.0), vec2(200.0, 100.0), vec2(200.0, 200.0), vec2(100.0, 200.0) },
--- onEnter = function() print("Entered Test Zone") end,
--- onExit = function() print("Exited Test Zone") end,
---})
---```
function createPoly(data)
local Location = nil
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Creating new poly with ^7'^4"..OXLibExport.."^7': "..data.name)
-- Convert 2D points to 3D with a fixed Z coordinate (e.g., 12.0)
for i = 1, #data.points do
data.points[i] = vec3(data.points[i].x, data.points[i].y, 12.0)
end
data.thickness = 1000 -- Set a default thickness value
Location = lib.zones.poly(data)
elseif isStarted("PolyZone") then
debugPrint("^6Bridge^7: ^2Creating new poly with ^7'^4PolyZone^7': "..data.name)
Location = PolyZone:Create(data.points, { name = data.name, debugPoly = data.debug })
Location:onPlayerInOut(function(isPointInside)
if isPointInside then data.onEnter() else data.onExit() end
end)
else
print("^4ERROR^7: ^2No PolyZone creation script detected ^7- ^2Check ^3exports^1.^2lua^7")
end
return Location
end
-------------------------------------------------------------
-- Circular Zone Creation
-------------------------------------------------------------
--- Creates a circular zone using the detected polyzone library (ox_lib or PolyZone).
---
--- When using ox_lib, it creates a sphere zone. For PolyZone, it creates a CircleZone and attaches
--- onEnter and onExit callbacks.
---
--- @param data table Zone configuration with the following keys:
--- - name (string): The zone's identifier.
--- - coords (vector3): The center of the circle.
--- - radius (number): The radius of the circle.
--- - onEnter (function): Callback when a player enters the zone.
--- - onExit (function): Callback when a player exits the zone.
---
--- @return table|nil table Returns the created circular zone object or nil if creation failed.
---
--- @usage
--- ```lua
--- createCirclePoly({
--- name = 'circleZone',
--- coords = vector3(150.0, 150.0, 20.0),
--- radius = 50.0,
--- onEnter = function() print("Entered Circle Zone") end,
--- onExit = function() print("Exited Circle Zone") end,
--- })
--- ```
function createCirclePoly(data)
local Location = nil
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Cricle^2 poly with ^7"..OXLibExport.." "..data.name)
Location = lib.zones.sphere(data)
elseif isStarted("PolyZone") then
debugPrint("^6Bridge^7: ^2Creating new ^3Cricle^2 poly with ^7PolyZone ".. data.name)
Location = CircleZone:Create(data.coords, data.radius, { name = data.name, debugPoly = debugMode })
Location:onPlayerInOut(function(isPointInside)
if isPointInside then
data.onEnter()
else
data.onExit()
end
end)
else
print("^4ERROR^7: ^2No PolyZone creation script detected ^7- ^2Check ^3starter^1.^2lua^7")
end
debugPrint("^6Bridge^7: ^2Zone Stats - Coords: "..formatCoord(data.coords).." Radius: "..data.radius)
return Location
end
-------------------------------------------------------------
-- PolyZone Removal Function
-------------------------------------------------------------
--- Removes a previously created polyzone.
---
--- Detects the active polyzone library and calls the appropriate removal method.
---
--- @param Location table The zone object to be removed.
---
--- @usage
--- ```lua
--- local zone = createPoly({...})
---
--- removePolyZone(zone)
--- ```
function removePolyZone(Location)
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Removing ^2poly with ^7"..OXLibExport)
Location:remove()
elseif isStarted("PolyZone") then
debugPrint("^6Bridge^7: ^2poly with ^7PolyZone")
Location:destroy()
end
end

77
shared/scaleEntity.lua Normal file
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@@ -0,0 +1,77 @@
local cacheOrigScale = {}
local initialOffset = {}
--- Sets the scale of an entity.
---
--- This function scales an entity by adjusting its forward, right, and up vectors.
--- It also applies an initial offset to maintain the entity's position relative to the ground.
---
---@param entity number The entity ID to scale.
---@param scale number The scale factor to apply to the entity.
---
---@usage
--- ```lua
--- -- Scale an entity to twice its original size
--- SetEntityScale(entityId, 2.0)
--- ```
function SetEntityScale(entity, scale)
local forward, right, up = GetEntityMatrix(entity)
if not cacheOrigScale[entity] then
cacheOrigScale[entity] = {
forward = forward,
right = right,
up = up
}
end
local minDim, maxDim = GetModelDimensions(GetEntityModel(entity))
local originalHeight = maxDim.z - minDim.z
local newHeight = originalHeight * scale
initialOffset[entity] = (newHeight - originalHeight) / 3
local forwardTemp = cacheOrigScale[entity].forward * scale
local rightTemp = cacheOrigScale[entity].right * scale
local upTemp = cacheOrigScale[entity].up * scale
-- Apply the initial offset to the current position
local currentPosition = GetEntityCoords(entity)
local newPosition = vector3(currentPosition.x, currentPosition.y, currentPosition.z + initialOffset[entity])
SetEntityMatrix(entity, forwardTemp, rightTemp, upTemp, currentPosition)
end
--- Resets the scale of an entity to its original values.
---
--- This function restores an entity's original forward, right, and up vectors,
--- effectively undoing any scaling applied by `SetEntityScale`.
---
---@param entity number The entity ID to reset.
---
---@usage
--- ```lua
--- -- Reset the scale of an entity
--- resetScale(entityId)
--- ```
function resetScale(entity)
if cacheOrigScale[entity] then
SetEntityMatrix(entity, cacheOrigScale[entity].forward, cacheOrigScale[entity].right, cacheOrigScale[entity].up, GetEntityCoords(entity))
cacheOrigScale[entity] = nil
end
end
--[[
CreateThread(function()
-- Example usage:
-- local prop = makeProp({prop = "v_res_r_figcat", coords = vec4(-1025.88, -1417.58, 5.43, 76.30)}, false, false)
-- local ped = makePed(`a_c_cat_01`, vec4(-1022.42, -1429.97, 13.79, 68.36), true, false, nil)
-- SetEntityCollision(prop, false, true)
SetEntityScale(prop, 12)
--[[CreateThread(function()
while true do
Wait(1000)
resetScale(prop)
Wait(1000)
end
end)
end)
]]

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--[[
BigMessage Module
-----------------
This module provides a flexible way to display large, attention-grabbing messages
on screen using a Scaleform movie ("MP_BIG_MESSAGE_FREEMODE"). It supports multiple
message types (mission passed, colored shard, old-style, simple shard, rank-up, weapon purchased,
and large multiplayer messages), including customizable transitions and durations.
]]
BigMessage = {}
BigMessage.__index = BigMessage
--- Creates a new BigMessage instance.
--- @return table table A new BigMessage object.
function BigMessage:new()
local self = setmetatable({}, BigMessage)
self.scaleform = nil
self.startTime = 0
self.duration = 0
self.transition = "TRANSITION_OUT"
self.transitionDuration = 0.15
self.transitionPreventAutoExpansion = false
self.transitionExecuted = false
self.manualDispose = false
self.isDisplaying = false
return self
end
--- Loads the Scaleform movie if it has not been loaded yet.
function BigMessage:Load()
if self.scaleform then return end
self.scaleform = RequestScaleformMovie("MP_BIG_MESSAGE_FREEMODE")
while not HasScaleformMovieLoaded(self.scaleform) do
Wait(0)
end
end
--- Disposes of the Scaleform movie.
--- If manualDispose is true, executes a transition before disposing.
function BigMessage:Dispose()
if not self.scaleform then return end
if self.manualDispose then
BeginScaleformMovieMethod(self.scaleform, self.transition)
ScaleformMovieMethodAddParamBool(false)
ScaleformMovieMethodAddParamFloat(self.transitionDuration)
ScaleformMovieMethodAddParamBool(self.transitionPreventAutoExpansion)
EndScaleformMovieMethod()
-- Wait a fraction of the transition duration (in milliseconds)
Wait((self.transitionDuration * 0.5) * 1000)
self.manualDispose = false
end
self.startTime = 0
self.transitionExecuted = false
SetScaleformMovieAsNoLongerNeeded(self.scaleform)
self.scaleform = nil
self.isDisplaying = false
end
--- Updates the display by drawing the Scaleform movie fullscreen.
function BigMessage:Update()
if not self.scaleform then return end
DrawScaleformMovieFullscreen(self.scaleform, 255, 255, 255, 255, 0)
if self.manualDispose then return end
if self.startTime ~= 0 and (GetGameTimer() - self.startTime) > self.duration then
if not self.transitionExecuted then
BeginScaleformMovieMethod(self.scaleform, self.transition)
ScaleformMovieMethodAddParamBool(false)
ScaleformMovieMethodAddParamFloat(self.transitionDuration)
ScaleformMovieMethodAddParamBool(self.transitionPreventAutoExpansion)
EndScaleformMovieMethod()
self.transitionExecuted = true
-- Extend duration slightly for smooth transition
self.duration = self.duration + ((self.transitionDuration * 0.5) * 1000)
else
self:Dispose()
end
end
end
--- Sets the transition properties for disposing the message.
--- @param transition string The transition function name (default: "TRANSITION_OUT").
--- @param duration number The duration for the transition (default: 0.4).
--- @param preventAutoExpansion boolean Whether to prevent auto-expansion (default: true).
function BigMessage:SetTransition(transition, duration, preventAutoExpansion)
self.transition = transition or "TRANSITION_OUT"
self.transitionDuration = duration or 0.4
self.transitionPreventAutoExpansion = preventAutoExpansion or true
end
--- Starts a thread to continuously update the HUD until the message is done.
function BigMessage:StartUpdate()
if self.isDisplaying then return end
self.isDisplaying = true
CreateThread(function()
while self.isDisplaying do
Wait(0)
self:Update()
end
end)
end
--- Displays a mission passed message.
--- @param msg string The message to display.
--- @param duration number|nil The duration (in milliseconds) to display the message (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose the Scaleform after display (default: false).
--- @usage
--- ```lua
--- BigMessage:ShowMissionPassedMessage("MISSION PASSED", 5000)
--- ```
function BigMessage:ShowMissionPassedMessage(msg, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_MISSION_PASSED_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
ScaleformMovieMethodAddParamPlayerNameString("")
ScaleformMovieMethodAddParamInt(100)
ScaleformMovieMethodAddParamBool(true)
ScaleformMovieMethodAddParamInt(0)
ScaleformMovieMethodAddParamBool(true)
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays a colored shard message.
--- @param msg string The main message.
--- @param desc string The description text.
--- @param textColor number The text color index.
--- @param bgColor number The background color index.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose the Scaleform (default: false).
function BigMessage:ShowColoredShard(msg, desc, textColor, bgColor, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_SHARD_CENTERED_MP_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
ScaleformMovieMethodAddParamPlayerNameString(desc)
ScaleformMovieMethodAddParamInt(bgColor)
ScaleformMovieMethodAddParamInt(textColor)
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays an old-style mission passed message.
--- @param msg string The message.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose (default: false).
function BigMessage:ShowOldMessage(msg, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_MISSION_PASSED_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays a simple shard message.
--- @param msg string The main message.
--- @param subtitle string The subtitle text.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose (default: false).
function BigMessage:ShowSimpleShard(msg, subtitle, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_SHARD_CREW_RANKUP_MP_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
ScaleformMovieMethodAddParamPlayerNameString(subtitle)
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays a rank-up message.
--- @param msg string The main message.
--- @param subtitle string The subtitle text.
--- @param rank number The rank level achieved.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose (default: false).
function BigMessage:ShowRankupMessage(msg, subtitle, rank, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_BIG_MP_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
ScaleformMovieMethodAddParamPlayerNameString(subtitle)
ScaleformMovieMethodAddParamInt(rank)
ScaleformMovieMethodAddParamPlayerNameString("")
ScaleformMovieMethodAddParamPlayerNameString("")
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays a weapon purchased message.
--- @param bigMessage string The main message.
--- @param weaponName string The name of the weapon purchased.
--- @param weaponHash number The weapon hash.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose (default: false).
function BigMessage:ShowWeaponPurchasedMessage(bigMessage, weaponName, weaponHash, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_WEAPON_PURCHASED")
ScaleformMovieMethodAddParamPlayerNameString(bigMessage)
ScaleformMovieMethodAddParamPlayerNameString(weaponName)
ScaleformMovieMethodAddParamInt(weaponHash)
ScaleformMovieMethodAddParamPlayerNameString("")
ScaleformMovieMethodAddParamInt(100)
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays a large multiplayer message.
--- @param msg string The main message.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose (default: false).
function BigMessage:ShowMpMessageLarge(msg, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_CENTERED_MP_MESSAGE_LARGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
ScaleformMovieMethodAddParamPlayerNameString("")
ScaleformMovieMethodAddParamInt(100)
ScaleformMovieMethodAddParamBool(true)
ScaleformMovieMethodAddParamInt(100)
EndScaleformMovieMethod()
BeginScaleformMovieMethod(self.scaleform, "TRANSITION_IN")
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Displays a "Wasted" multiplayer message.
--- @param msg string The main message.
--- @param subtitle string The subtitle text.
--- @param duration number|nil Duration in milliseconds (default: 5000).
--- @param manualDispose boolean|nil Whether to manually dispose (default: false).
function BigMessage:ShowMpWastedMessage(msg, subtitle, duration, manualDispose)
duration = duration or 5000
self:Load()
self.startTime = GetGameTimer()
self.manualDispose = manualDispose or false
BeginScaleformMovieMethod(self.scaleform, "SHOW_SHARD_WASTED_MP_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(msg)
ScaleformMovieMethodAddParamPlayerNameString(subtitle)
EndScaleformMovieMethod()
self.duration = duration
self:StartUpdate()
end
--- Starts the update loop for displaying the message.
function BigMessage:StartUpdate()
if self.isDisplaying then return end
self.isDisplaying = true
CreateThread(function()
while self.isDisplaying do
Wait(0)
self:Update()
end
end)
end
-- Create an instance of BigMessage and return it.
BigMessage = BigMessage:new()
return BigMessage

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--[[
CountdownHandler Module
-------------------------
This module provides a countdown HUD using a Scaleform movie ("COUNTDOWN").
It handles loading, updating, and disposing of the scaleform, as well as
playing sounds and displaying messages for each countdown tick.
TriggerNetEvent(getScript()..":startCountdown", 5, 25)
]]
CountdownHandler = {}
CountdownHandler.__index = CountdownHandler
--- Creates a new CountdownHandler instance.
--- @return table table A new CountdownHandler object.
function CountdownHandler:new()
local self = setmetatable({}, CountdownHandler)
self.scaleform = nil
self.renderCountdown = false
self.colour = { r = 255, g = 255, b = 255, a = 255 }
return self
end
--- Loads the "COUNTDOWN" scaleform movie.
function CountdownHandler:Load()
if self.scaleform then
return
end
self.scaleform = RequestScaleformMovie("COUNTDOWN")
while not HasScaleformMovieLoaded(self.scaleform) do
Wait(0)
end
end
--- Disposes of the currently loaded scaleform movie.
function CountdownHandler:Dispose()
if self.scaleform then
SetScaleformMovieAsNoLongerNeeded(self.scaleform)
self.scaleform = nil
end
end
--- Updates the HUD by drawing the scaleform movie fullscreen.
function CountdownHandler:Update()
if self.scaleform then
DrawScaleformMovieFullscreen(self.scaleform, 255, 255, 255, 255, 0)
end
end
--- Displays a message on the countdown HUD.
--- @param message string The message to display.
function CountdownHandler:ShowMessage(message)
local r, g, b, a = self.colour.r, self.colour.g, self.colour.b, self.colour.a
-- Set the message in the scaleform.
BeginScaleformMovieMethod(self.scaleform, "SET_MESSAGE")
ScaleformMovieMethodAddParamPlayerNameString(message)
ScaleformMovieMethodAddParamInt(r)
ScaleformMovieMethodAddParamInt(g)
ScaleformMovieMethodAddParamInt(b)
ScaleformMovieMethodAddParamBool(true)
EndScaleformMovieMethod()
-- Trigger a fade effect (optional).
BeginScaleformMovieMethod(self.scaleform, "FADE_MP")
ScaleformMovieMethodAddParamPlayerNameString(message)
ScaleformMovieMethodAddParamInt(r)
ScaleformMovieMethodAddParamInt(g)
ScaleformMovieMethodAddParamInt(b)
EndScaleformMovieMethod()
end
--- Starts the countdown HUD.
--- @param number number|nil The starting number for the countdown (default: 3).
--- @param hudColour number|nil The HUD colour index (default: 18).
--- @return boolean boolean True when the countdown has finished.
--- @usage
--- ```lua
--- if CountdownHandler:Start(5, 25) then
--- -- When run in an if statement, the script will wait until its finished to continue
--- print("Countdown Complete")
--- end
--- ```
function CountdownHandler:Start(number, hudColour)
local finished = false
number = number or 3
hudColour = hudColour or 18
-- Get HUD colour using framework function; alternatives could be added here.
local r, g, b, a = GetHudColour(hudColour)
self.colour = { r = r, g = g, b = b, a = a }
self:Load()
self.renderCountdown = true
CreateThread(function()
while self.renderCountdown do
Wait(0)
self:Update()
end
end)
-- Countdown logic
CreateThread(function()
local currentNumber = number
while currentNumber > 0 do
playSound("Count")
self:ShowMessage(tostring(currentNumber))
Wait(1000)
currentNumber = currentNumber - 1
end
playSound("Go")
self:ShowMessage("GO")
finished = true
Wait(1000)
self.renderCountdown = false
self:Dispose()
finished = true
end)
while not finished do Wait(10) end
return true
end
-- Create a singleton instance of CountdownHandler.
CountdownHandler = CountdownHandler:new()
-- Register an event to start the countdown.
RegisterNetEvent(getScript()..":startCountdown", function(number, hudColour)
CountdownHandler:Start(number, hudColour)
end)
return CountdownHandler

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-------------------------------------------------------------
-- Debug Text Display Functionality
-------------------------------------------------------------
--- Draws debug text on the screen if debugMode is enabled.
---
--- Calculates a background rectangle based on the number of text lines and renders each line on-screen.
---
--- @param textTable table An array of strings to display.
--- @param loc vector2 (Optional) Top-left coordinate for the text box (default: vec2(0.05, 0.65)).
---
--- @usage
--- ```lua
---CreateThread(function()
--- while true do
--- debugScaleForm({
--- "Line 1: Debug info",
--- "Line 2: More info"
--- })
--- Wait(0)
--- end
---end)
--- ```
function debugScaleForm(textTable, loc)
if debugMode then
loc = loc or vec2(0.05, 0.65)
local lineHeight = 0.025 -- Height per line.
local totalHeight = #textTable * lineHeight
local boxPadding = 0.01 -- Padding around the text.
local size = vec2(0.18, totalHeight + boxPadding * 2)
-- Draw background rectangle.
DrawRect(loc.x + size.x / 2, loc.y + size.y / 2, size.x, size.y, 0, 0, 0, 200)
-- Render each line of text.
for i = 1, #textTable do
SetTextScale(0.30, 0.30)
BeginTextCommandDisplayText("STRING")
AddTextComponentSubstringKeyboardDisplay(textTable[i])
EndTextCommandDisplayText(loc.x + 0.005, loc.y + (i - 1) * lineHeight + 0.01)
end
end
end

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-------------------------------------------------------------
-- Instructional Buttons Functionality
-------------------------------------------------------------
--- Loads and draws instructional buttons on-screen using a scaleform movie.
---
--- Requests the "instructional_buttons" scaleform, clears previous data, sets clear space,
--- creates data slots for each button option provided in `info`, and then draws the scaleform fullscreen.
---
--- @param info table An array of tables, where each table represents a button option:
--- - keys (table): An array of key codes (e.g., {38, 29}) to display.
--- - text (string): The label for the button.
---
--- @usage
--- ```lua
---CreateThread(function()
--- while true do
--- makeInstructionalButtons({
--- { keys = {38, 29}, text = "Open Menu" },
--- { keys = {45}, text = "Close Menu" }
--- })
--- Wait(0)
--- end
---end)
--- ```
function makeInstructionalButtons(info)
local build = RequestScaleformMovie("instructional_buttons")
while not HasScaleformMovieLoaded(build) do Wait(0) end
-- Draw the scaleform fullscreen (initial draw).
DrawScaleformMovieFullscreen(build, 255, 255, 255, 0, 0)
-- Clear previous instructions.
BeginScaleformMovieMethod(build, "CLEAR_ALL")
EndScaleformMovieMethod()
-- Set clear spacing between buttons.
BeginScaleformMovieMethod(build, "SET_CLEAR_SPACE")
ScaleformMovieMethodAddParamInt(200)
EndScaleformMovieMethod()
-- Add each button option to the scaleform.
for i = 1, #info do
BeginScaleformMovieMethod(build, "SET_DATA_SLOT")
ScaleformMovieMethodAddParamInt(i - 1)
for k = 1, #info[i].keys do
ScaleformMovieMethodAddParamPlayerNameString(GetControlInstructionalButton(2, info[i].keys[k], true))
end
BeginTextCommandScaleformString("STRING")
AddTextComponentSubstringKeyboardDisplay(info[i].text)
EndTextCommandScaleformString()
EndScaleformMovieMethod()
end
-- Draw the instructional buttons.
BeginScaleformMovieMethod(build, "DRAW_INSTRUCTIONAL_BUTTONS")
EndScaleformMovieMethod()
-- Set a translucent black background.
BeginScaleformMovieMethod(build, "SET_BACKGROUND_COLOUR")
ScaleformMovieMethodAddParamInt(0)
ScaleformMovieMethodAddParamInt(0)
ScaleformMovieMethodAddParamInt(0)
ScaleformMovieMethodAddParamInt(80)
EndScaleformMovieMethod()
-- Final full-screen draw with full opacity.
DrawScaleformMovieFullscreen(build, 255, 255, 255, 255, 0)
end
-- EXPERIMENTAL --
-- RedM Button Prompts --
-- Creates the promot, then shows it, this needs to be run in a loop
local promptGroups = {}
function makeRedInstructionalButtons(info, title)
if not promptGroups[title] then -- Create group if not exists
promptGroups[title] = {
title = CreateVarString(10, 'LITERAL_STRING', title),
id = GetRandomIntInRange(0, 0xffffff),
prompts = {},
}
for i = 1, #info do
promptGroups[title].prompts[i] = {
keys = info[i].keys,
text = info[i].text,
}
local keyTitle = CreateVarString(10, 'LITERAL_STRING', info[i].text)
-- Create one prompt per entry
local promptSet = UiPromptRegisterBegin()
-- Register all keys for this prompt
for k = 1, #info[i].keys do
PromptSetControlAction(promptSet, info[i].keys[k])
end
PromptSetText(promptSet, keyTitle)
PromptSetEnabled(promptSet, true)
PromptSetVisible(promptSet, true)
PromptSetGroup(promptSet, promptGroups[title].id)
PromptRegisterEnd(promptSet)
end
end
PromptSetActiveGroupThisFrame(promptGroups[title].id, promptGroups[title].title)
end
onResourceStop(function()
for k, v in pairs(promptGroups) do
print("^5Bridge^7: ^2Removing Prompt Group^7: ^3" .. k .. "^7")
PromptDelete(promptGroups[k].id, 1)
end
end, true)

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-------------------------------------------------------------
-- 3D Text Rendering
-------------------------------------------------------------
--- Draws 3D text at specified world coordinates.
---
--- Configures text properties, draws the text, and displays a background rectangle behind it.
---
--- @param coord table A vector3 with x, y, and z coordinates.
--- @param text string The text to display.
--- @param highlight boolean (Optional) If true, highlights parts of the text.
---
--- @usage
--- ```lua
--- CreateThread(function()
--- while true do
--- DrawText3D(vector3(100, 200, 300), "Hello World", true)
--- Wait(0)
--- end
--- end)
--- ```
function DrawText3D(coord, text, highlight)
SetTextScale(0.30, 0.30)
SetTextFont(0)
SetTextProportional(1)
SetTextColour(255, 255, 255, 215)
SetTextEntry("STRING")
SetTextCentre(true)
local totalLength = string.len(text)
local textMaxLength = 99 -- max 99
local text = totalLength > textMaxLength and text:sub(1, totalLength - (totalLength - textMaxLength)) or text
AddTextComponentString(highlight and text:gsub("%~w~", "~y~") or text)
SetDrawOrigin(coord.x, coord.y, coord.z, 0)
DrawText(0.0, 0.0)
local count, length = GetLineCountAndMaxLength(text)
local padding = 0.005
local heightFactor = (count / 43) + padding
local weightFactor = (length / 150) + padding
local height = (heightFactor / 2) - padding / 1
local width = (weightFactor / 2) - padding / 1
DrawRect(0.0, height, width, heightFactor, 0, 0, 0, 150)
ClearDrawOrigin()
end
--- Calculates the number of lines and the maximum line length from the given text.
---
--- @param text string The text to analyze.
--- @return number, number The line count and maximum line length.
---
--- @usage
--- ```lua
--- local count, maxLen = GetLineCountAndMaxLength("Hello World")
--- ```
function GetLineCountAndMaxLength(text)
local lineCount, maxLength = 0, 0
for line in text:gmatch("[^\n]+") do
lineCount += 1
local lineLength = string.len(line)
if lineLength > maxLength then
maxLength = lineLength
end
end
if lineCount == 0 then lineCount = 1 end
return lineCount, maxLength
end
-------------------------------------------------------------
-- Additional UI Helpers
-------------------------------------------------------------
--- Displays a help message on the screen.
---
--- @param text string The message to display.
---
--- @usage
--- ```lua
--- DisplayHelpMsg("Press E to interact")
--- ```
function DisplayHelpMsg(text)
BeginTextCommandDisplayHelp("STRING")
AddTextComponentScaleform(text)
EndTextCommandDisplayHelp(0, true, false, -1)
end
--- Displays a "Saving/Loading" spinner with a custom message.
---
--- @param text string The message to display alongside the spinner.
---
--- @usage
--- ```lua
--- displaySpinner("Saving data...")
--- ```
function displaySpinner(text)
BeginTextCommandBusyspinnerOn('STRING')
AddTextComponentSubstringPlayerName(text)
EndTextCommandBusyspinnerOn(4)
end
--- Stops the "Saving/Loading" spinner.
---
--- This function should only be called client-side.
---
--- @usage
--- ```lua
--- stopSpinner()
--- ```
function stopSpinner()
if not isServer() then
BusyspinnerOff()
end
end

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--- Creates and displays a timer HUD on the screen.
--- Draws a title (if provided) and a series of timer bars from the supplied data.
---
--- @param title string|nil Optional title to display at the top of the HUD.
--- @param data table A table of timer bar entries. Each entry should include:
--- - stat (string): The statistic name.
--- - value (string): The value to display.
--- - multi (number|nil): Optional, indicates multiple checkpoints (e.g., progress levels).
--- @param alpha number|nil Optional alpha value (transparency) for the HUD; defaults to 255.
---
--- @usage
--- ```lua
--- createTimerHud("Timer", {
--- { stat = "Health", value = "85%" },
--- { stat = "Armor", value = "50%", multi = 2 },
--- { stat = "Stamina", value = "100%" },
--- }, 255)
--- ```
function createTimerHud(title, data, alpha)
loadTextureDict("timerbars")
local loc = vec2(0.89, 0.90)
alpha = alpha or 255 -- Default to fully opaque if alpha is not provided
if title then
local x = loc.x+0.037
local y = 0.1
DrawSprite("timerbars", "all_black_bg", x, y, 0.12, 0.05, 0.0, 255, 255, 255, alpha)
SetTextScale(0.80, 0.80)
SetTextWrap(0.75, 0.985)
SetTextJustification(2)
SetTextFont(4)
SetTextColour(255, 255, 255, alpha)
BeginTextCommandDisplayText("STRING")
AddTextComponentSubstringKeyboardDisplay("~y~"..title)
EndTextCommandDisplayText(x+0.06, y - 0.026)
end
local displayIndex = 0
for i = #data, 1, -1 do
local space = 0.044 * displayIndex
DrawSprite("timerbars", "all_black_bg", loc.x+0.02, loc.y - space, 0.15, 0.04, 0.0, 255, 255, 255, alpha)
SetTextScale(0.0, 0.35)
SetTextWrap(0.5, 0.92)
SetTextJustification(2)
SetTextColour(255, 255, 255, alpha)
BeginTextCommandDisplayText("STRING")
AddTextComponentSubstringKeyboardDisplay(data[i].stat:upper())
EndTextCommandDisplayText(loc.x-0.05, (loc.y - space) - 0.0125)
SetTextScale(0.55, 0.55)
SetTextWrap(0.85, 0.98 - (data[i].multi and 0.026 or 0.0))
SetTextFont(4)
SetTextJustification(2)
SetTextColour(255, 255, 255, alpha)
if data[i].multi then
local startX = 0.071
DrawSprite("timerbars", "circle_checkpoints",
loc.x + startX, (loc.y - space)+0.005,
0.011, 0.018, 0.0, 255, 191, 0, 200)
DrawSprite("timerbars", "circle_checkpoints",
loc.x + (startX + 0.008), (loc.y - space)+0.005,
0.011, 0.018, 0.0, 255, 191, 0, data[i].multi > 1 and 200 or 75)
DrawSprite("timerbars", "circle_checkpoints",
loc.x + (startX + 0.016), (loc.y - space)+0.005,
0.011, 0.018, 0.0, 255, 191, 0, data[i].multi > 2 and 200 or 75)
end
BeginTextCommandDisplayText("STRING")
AddTextComponentSubstringKeyboardDisplay(data[i].value)
EndTextCommandDisplayText(loc.x - 0.02, (loc.y - space) - 0.017)
displayIndex += 1
end
makeInstructionalButtons({ { text = "Exit", keys = { 194 }}})
end

224
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-------------------------------------------------------------
-- Selling Menu and Animation
-------------------------------------------------------------
--- Opens a selling menu with available items and prices.
---
--- @param data table Contains selling menu data:
--- - sellTable (`table`) Table with Header and Items (item names and prices).
--- - ped (optional) (`number`) Ped entity involved.
--- - onBack (optional) (`function`) Callback for returning.
--- @usage
--- ```lua
--- sellMenu({
--- sellTable = {
--- Header = "Sell Items",
--- Items = {
--- ["gold_ring"] = 100,
--- ["diamond"] = 500,
--- },
--- },
--- ped = pedEntity,
--- onBack = function() print("Returning to previous menu") end,
--- })
--- ```
function sellMenu(data)
local origData = data
local Menu = {}
if data.sellTable.Items then
local itemList = {}
for k, v in pairs(data.sellTable.Items) do itemList[k] = 1 end
local _, hasTable = hasItem(itemList)
for k, v in pairsByKeys(data.sellTable.Items) do
Menu[#Menu + 1] = {
isMenuHeader = not hasTable[k].hasItem,
icon = invImg(k),
header = Items[k].label..(hasTable[k].hasItem and "💰 (x"..hasTable[k].count..")" or ""),
txt = Loc[Config.Lan].info["sell_all"]..v.." "..Loc[Config.Lan].info["sell_each"],
onSelect = function()
sellAnim({ item = k, price = v, ped = data.ped, onBack = function() sellMenu(data) end })
end,
}
end
else
for k, v in pairsByKeys(data.sellTable) do
if type(v) == "table" then
Menu[#Menu + 1] = {
arrow = true,
header = k,
txt = "Amount of items: "..countTable(v.Items),
onSelect = function()
v.onBack = function() sellMenu(origData) end
v.sellTable = data.sellTable[k]
sellMenu(v)
end,
}
end
end
end
openMenu(Menu, {
header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items),
headertxt = data.sellTable.Header and "Amount of items: "..countTable(data.sellTable.Items) or "",
canClose = true,
onBack = data.onBack,
})
end
--- Plays the selling animation and processes the sale transaction.
---
--- Checks if the player has the item, plays animations, triggers the server event for selling,
--- and then calls the onBack callback if provided.
---
--- @param data table Contains:
--- `- item: The item to sell.
--- `- price: Price per item.
--- `- ped (optional): Ped entity involved.
--- `- onBack (optional): Callback to call on completion.
---@usage
--- ```lua
--- sellAnim({
--- item = "gold_ring",
--- price = 100,
--- ped = pedEntity,
--- onBack = function() sellMenu(data) end,
--- })
--- ```
function sellAnim(data)
if not hasItem(data.item, 1) then
triggerNotify(nil, Loc[Config.Lan].error["dont_have"].." "..Items[data.item].label, "error")
return
end
-- Remove any attached clipboard objects.
for _, obj in pairs(GetGamePool('CObject')) do
for _, model in pairs({ `p_cs_clipboard` }) do
if GetEntityModel(obj) == model and IsEntityAttachedToEntity(data.ped, obj) then
DeleteObject(obj)
DetachEntity(obj, 0, 0)
SetEntityAsMissionEntity(obj, true, true)
Wait(100)
DeleteEntity(obj)
end
end
end
TriggerServerEvent(getScript().."Sellitems", data)
lookEnt(data.ped)
local dict = "mp_common"
playAnim(dict, "givetake2_a", 0.3, 2)
playAnim(dict, "givetake2_b", 0.3, 2, data.ped)
Wait(2000)
StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5)
StopAnimTask(data.ped, dict, "givetake2_b", 0.5)
if data.onBack then data.onBack() end
end
--- Server event handler for processing item sales.
--- Removes sold items from inventory and funds the player based on the sale.
RegisterNetEvent(getScript().."Sellitems", function(data)
local src = source
local hasItems, hasTable = hasItem(data.item, 1, src)
if hasItems then
removeItem(data.item, hasTable[data.item].count, src)
fundPlayer((hasTable[data.item].count * data.price), "cash", src)
else
triggerNotify(nil, Loc[Config.Lan].error["dont_have"].." "..Items[data.item].label, "error", src)
end
end)
-------------------------------------------------------------
-- Shop Interface
-------------------------------------------------------------
--- Opens a shop interface for the player.
---
--- Checks job/gang restrictions, then uses the active inventory system to open the shop.
--- @param data table Contains:
--- - shop (`string`) The shop identifier.
--- - items (`table`) The items available in the shop.
--- - coords (`vector3`) where the shop is located.
--- - job/gang (optional) (`string`) Job or gang requirements.
---@usage
--- ```lua
--- openShop({
--- shop = "weapon_shop",
--- items = weaponShopItems,
--- coords = vector3(100.0, 200.0, 300.0),
--- job = "police",
--- })
--- ```
function openShop(data)
jsonPrint(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if Config.General.JimShops then
TriggerServerEvent("jim-shops:ShopOpen", "shop", data.items.label, data.items)
elseif isStarted(OXInv) then
exports[OXInv]:openInventory('shop', { type = data.shop })
elseif isStarted(QSInv) then
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(QBInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:OpenShopNewQB', data.shop)
else
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
end
elseif isStarted(RSGInv) then
TriggerServerEvent(getScript()..':server:OpenShopNewRSG', data.shop)
end
lookEnt(data.coords)
end
--- Server event handler for opening a shop using the new QB inventory system.
RegisterNetEvent(getScript()..':server:OpenShopNewQB', function(data)
exports[QBInv]:OpenShop(source, data)
end)
RegisterNetEvent(getScript()..':server:OpenShopNewRSG', function(data)
exports[RSGInv]:OpenShop(source, data)
end)
--- Registers a shop with the active inventory system.
--- Supports either OXInv or QBInv (with QBInvNew flag).
---
--- @param name string Unique shop identifier.
--- @param label string Display name for the shop.
--- @param items table List of available shop items.
--- @param society string|nil (Optional) Society identifier for shared shops.
--- @usage
--- ```lua
--- registerShop("weaponShop", "Weapon Shop", weaponItems, "society_weapons")
--- ```
function registerShop(name, label, items, society)
if isStarted(OXInv) then
debugPrint("^6Bridge^7: ^2Registering ^3OX ^2Store^7:", name, label)
exports[OXInv]:RegisterShop(name, {
name = label,
inventory = items,
society = society,
})
elseif isStarted(QBInv) and QBInvNew then
debugPrint("^6Bridge^7: ^2Registering ^3QB ^2Store^7:", name, label)
exports[QBInv]:CreateShop({
name = name,
label = label,
slots = #items,
items = items,
society = society,
})
elseif isStarted(RSGInv) then
debugPrint("^6Bridge^7: ^2Registering ^3RSG ^2Store^7:", name, label)
exports[RSGInv]:CreateShop({
name = name,
label = label,
slots = #items,
items = items,
society = society,
})
end
end

156
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local activeSkillCheck = false
function skillCheck(data)
local result = false
if Config.System.skillCheck == "qb" then
local Skillbar = exports["qb-minigames"]:Skillbar()
if Skillbar then
result = true
else
result = false
end
elseif Config.System.skillCheck == "ox" then
local Skillbar = exports[OXLibExport]:skillCheck(
{
"easy",
"easy",
"easy"
},
{
"1",
"2",
"3",
"4"
})
if Skillbar then
result = true
else
result = false
end
elseif Config.System.skillCheck == "gta" then
loadTextureDict("timerbars")
local successes = 0
local barsRequired = 3
for bar = 1, barsRequired do
debugPrint("^6Bridge^7: ^2Starting Bar ^3"..bar.."^7/^3"..barsRequired.."^7")
activeSkillCheck = true
local width, height = 0.2, 0.01
local x, y = 0.5, 0.8
-- Random highlighted zone
local highlightSize = math.random(10, 20) / 100
local highlightStart = math.random(10, 50) / 100
local highlightEnd = highlightStart + highlightSize
local highlightAlpha = 0
local cursorPos = 0.0
local cursorSpeed = 0.025
local movingRight = true
while activeSkillCheck do
Wait(0)
makeInstructionalButtons({
{ keys = { 177 }, text = "Exit" },
{ keys = { 38 }, text = "Confirm" },
})
createScaleBars(x, y, width, height)
local pulse = (math.sin(GetGameTimer() / 250) + 1) / 2 -- Creates a pulsing effect
highlightAlpha = math.floor(150 + (pulse * 105)) -- Pulsing between 150 and 255 alpha
-- Draw highlighted zone (success area) with pulsing effect
DrawRect(x - width / 2 + (highlightStart + highlightSize / 2) * width, y, highlightSize * width, height+0.001, 93, 182, 229, highlightAlpha )
-- Draw moving cursor
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
-- Move cursor
if movingRight then
cursorPos += cursorSpeed
if cursorPos >= 1.0 then movingRight = false end
else
cursorPos -= cursorSpeed
if cursorPos <= 0.0 then movingRight = true end
end
if IsControlJustPressed(0, 177) then -- Backspace to cancel
local displayTime = GetGameTimer() + 2000
PlaySoundFrontend(-1, 'Highlight_Cancel', 'DLC_HEIST_PLANNING_BOARD_SOUNDS', 1)
while GetGameTimer() < displayTime do
Wait(0)
createScaleBars(x, y, width, height)
DrawRect(x - width / 2 + (highlightStart + highlightSize / 2) * width, y, highlightSize * width, height+0.001, 228, 52, 52, 255)
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
drawSuccessText(x, y, "Failed", 228, 52, 52)
end
return false
end
-- Check for keypress (E)
if IsControlJustPressed(0, 38) then
activeSkillCheck = false
result = cursorPos >= highlightStart and cursorPos <= highlightEnd
if result then
PlaySoundFrontend(-1, "YES", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)
else
PlaySoundFrontend(-1, 'Highlight_Cancel', 'DLC_HEIST_PLANNING_BOARD_SOUNDS', 1)
end
local displayTime = GetGameTimer() + 2000
while GetGameTimer() < displayTime do
Wait(0)
createScaleBars(x, y, width, height)
-- Draw highlighted zone
DrawRect(x - width / 2 + (highlightStart + highlightSize / 2) * width, y, highlightSize * width, height+0.001, result and 93 or 228, result and 182 or 52, result and 229 or 52, 180)
-- Draw stationary cursor at result position
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
-- Display result text
drawSuccessText(x, y, result and "Success" or "Failed", result and 114 or 228, result and 204 or 52, result and 144 or 52)
end
if result then
successes += 1
else
return false
end
end
end
end
activeSkillCheck = false
debugPrint("^6Bridge^7: ^2Skill Check Result^7: ^3" .. successes .. "^7/^3" .. barsRequired.."^7")
return successes == barsRequired
else
result = true
end
return result
end
function drawSuccessText(x, y, text, r, g, b)
SetTextFont(8)
SetTextScale(0.45, 0.45)
SetTextColour(r, g, b, 255)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextEdge(2, 0, 0, 0, 150)
SetTextDropShadow()
SetTextOutline()
SetTextCentre(true)
SetTextEntry("STRING")
SetTextCentre(true)
SetTextEntry("STRING")
AddTextComponentString(text)
DrawText(x, y + 0.03)
end
function createScaleBars(x, y, width, height)
-- Draw background box
DrawSprite("timerbars", "all_black_bg", x - (width / 4) - 0.006, y, (width / 2) + 0.08, height + 0.04, 0.0, 255, 255, 255, 255)
DrawSprite("timerbars", "all_black_bg", x + (width / 4) + 0.006, y, (width / 2) + 0.08, height + 0.04, 180.0, 255, 255, 255, 255)
-- Draw full bar (dark background)
DrawRect(x, y, width, height, 100, 100, 100, 255)
end

180
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--[[
Society Banking Module
------------------------
This module provides functions to interact with society bank accounts across
different banking systems. Supported systems include:
• qb-banking
• esx_society *testing*
• Renewed-Banking
• fd_banking
• okokBanking
]]
--- Retrieves the current balance of a society's bank account.
--- @param society string The identifier of the society.
--- @return number number The current account balance.
--- @usage
--- ```lua
--- local balance = getSocietyAccount("police")
--- print("Police account balance: $"..balance)
--- ```
function getSocietyAccount(society)
local bankScript, amount = "", 0
if society == nil or society == "none" then return amount end
if isStarted("qb-banking") then
bankScript = "qb-banking"
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0)
Wait(150)
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0)
Wait(150)
end
end
amount = exports["qb-banking"]:GetAccountBalance(society)
--elseif isStarted("esx_society") then
-- bankScript = "esx_society"
-- -- Since esx_society does not have a native client export for retrieving money,
-- -- we use a server callback to get the final amount.
-- amount = triggerCallback(getScript()..":getESXSocietyAccount", society) or 0
elseif isStarted("Renewed-Banking") then
bankScript = "Renewed-Banking"
amount = exports["Renewed-Banking"]:getAccountMoney(society)
elseif isStarted("fd_banking") then
bankScript = "fd_banking"
amount = exports["fd_banking"]:GetAccount(society)
elseif isStarted("okokBanking") then
bankScript = "okokBanking"
amount = exports['okokBanking']:GetAccount(society)
end
if bankScript == "" then
print("^1Error^7: ^3GetSocietyAccount^7: ^2No supported banking script found")
else
debugPrint("^6Bridge^7: ^3"..bankScript.."^7: ^2Retrieved account ^7'^6"..society.."^7' ($"..amount..")")
end
return amount
end
--- Deducts funds from a society's bank account.
--- @param society string The identifier of the society.
--- @param amount number The amount of money to remove.
--- @usage
--- ```lua
--- chargeSociety("police", 1000)
--- ```
function chargeSociety(society, amount)
local bankScript, newAmount = "", 0
if isStarted("qb-banking") then
bankScript = "qb-banking"
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0) Wait(150) -- make new account if return "null"
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0) Wait(150) -- make new account if return "null"
end
end
exports["qb-banking"]:RemoveMoney(society, amount)
--elseif isStarted("esx_society") then
-- bankScript = "esx_society"
-- TriggerEvent("esx_society:withdrawMoney", society, amount)
elseif isStarted("Renewed-Banking") then
bankScript = "Renewed-Banking"
exports['Renewed-Banking']:removeAccountMoney(society, amount)
elseif isStarted("fd_banking") then
bankScript = "fd_banking"
exports["fd_banking"]:RemoveMoney(society, amount)
elseif isStarted("okokBanking") then
bankScript = "okokBanking"
exports['okokBanking']:RemoveMoney(society, amount)
end
if bankScript == "" then
print("^1Error^7: ^3ChargeSociety^7: ^2No supported banking script found")
else
newAmount = getSocietyAccount(society)
debugPrint("^6Bridge^7: ^3"..bankScript.."^7: ^2Removing $"..amount.." from account '^6"..society.."^7' ($"..newAmount..")")
end
end
--- Adds funds to a society's bank account.
--- @param society string The identifier of the society.
--- @param amount number The amount of money to add.
--- @usage
--- ```lua
--- fundSociety("police", 500)
--- ```
function fundSociety(society, amount)
local bankScript, newAmount = "", 0
if isStarted("qb-banking") then
bankScript = "qb-banking"
if not exports["qb-banking"]:GetAccount(society) then
if Jobs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateJobAccount(society, 0)
Wait(150)
elseif Gangs[society] then
print("^6Bridge^7: ^2Making new bank account in ^7'^3qb-banking^7' ^2for ^7'^3"..society.."^7'")
exports["qb-banking"]:CreateGangAccount(society, 0)
Wait(150)
end
end
exports["qb-banking"]:AddMoney(society, amount)
--elseif isStarted("esx_society") then
-- bankScript = "esx_society"
-- -- Use the esx_society event to deposit money.
-- TriggerServerEvent('esx_society:depositMoney', society, amount)
-- -- Use callback to return the updated balance.
-- newAmount = triggerCallback(getScript()..":getESXSocietyAccount", society) or 0
elseif isStarted("Renewed-Banking") then
bankScript = "Renewed-Banking"
exports['Renewed-Banking']:addAccountMoney(society, amount)
newAmount = exports["Renewed-Banking"]:getAccountMoney(society)
elseif isStarted("fd_banking") then
bankScript = "fd_banking"
exports["fd_banking"]:AddMoney(society, amount)
elseif isStarted("okokBanking") then
bankScript = "okokBanking"
exports['okokBanking']:AddMoney(society, amount)
end
if bankScript == "" then
print("^1Error^7: ^3FundSociety^7: ^2No supported banking script found")
else
newAmount = getSocietyAccount(society)
debugPrint("^6Bridge^7: ^3"..bankScript.."^7: ^2Adding ^7$"..amount.." ^2to account ^7'^6"..society.."^7' ($"..newAmount..")")
end
end
-- other
if isStarted("esx_society") then
createCallback(getScript()..":getESXSocietyAccount", function(source, society)
-- Example query adjust table/field names to match your esx_society implementation.
local result = MySQL.scalar.await('SELECT money FROM society_money WHERE society = ?', { society })
return result or 0
end)
end

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--[[
Stash Management Module
-------------------------
This module handles stash-related operations including:
• Retrieving stash items (from server or local cache).
• Checking for required items in stashes.
• Opening stashes using different inventory systems.
• Removing items from stashes.
• Checking if a stash has specific items.
]]
-- Global variable to hold the current stash (used in callbacks).
local stash
-- If running on the server, create a callback to retrieve stash items.
if isServer() then
createCallback(getScript()..':server:GetStashItems', function(source, stashName)
stash = getStash(stashName)
return stash
end)
end
-- Local cache for stashes.
local stashCache = {}
--- Retrieves (or updates) a local stash cache entry with a timeout.
--- When the cache is empty or expired, it triggers a server callback to update the items.
---
--- @param stashName string The name of the stash.
--- @param stop boolean (Optional) If true, clears the entire stash cache.
--- @return boolean True if items exist in cache (and recheck is skipped), false otherwise.
---
--- @usage
--- ```lua
--- local cached = GetStashTimeout("playerStash")
--- ```
function GetStashTimeout(stashName, stop)
if stop then
stashCache = {}
return
end
-- Retrieve cache for this stash, or initialize if not present.
stash = stashCache[stashName]
if not stash then
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache ^1not ^2found^7, ^2need to grab from server^7")
stashCache[stashName] = { items = {}, timeout = 0 }
stash = stashCache[stashName]
else
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache found^7")
end
-- If there are already items in cache, skip recheck.
if countTable(stashCache[stashName].items) > 0 then
debugPrint("^6Bridge^7: '^3"..stashName.." ^2Items found in cache, skipping recheck")
return true
end
-- If timeout has expired, update the stash items from the server.
if stashCache[stashName].timeout <= 0 then
stashCache[stashName].items = triggerCallback(getScript()..':server:GetStashItems', stashName)
stashCache[stashName].timeout = 15000 -- Timeout in milliseconds.
CreateThread(function()
while stashCache[stashName] and stashCache[stashName].timeout > 0 do
stashCache[stashName].timeout -= 1000
Wait(1000)
end
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache timed out^7, ^3Clearing^7")
stashCache[stashName] = nil
end)
end
return false
end
--- Checks if the specified stashes have the required items.
---
--- If multiple stashes are provided (as a table), it iterates over each until all required items are found.
---
--- @param stashes string|table Either a single stash name or a table of stash names.
--- @param itemTable table A table where keys are item names and values are the required amounts.
--- @return boolean, string|nil `boolean, string` true and the stash name if found, otherwise false and nil.
---
--- @usage
--- ```lua
--- local found, stashName = checkStashItem({"playerStash", "storageStash"}, { iron = 2, wood = 5 })
--- ```
function checkStashItem(stashes, itemTable)
if not stashes then
return hasItem(itemTable), nil
end
if type(stashes) == "table" then
local successes = 0
local itemCount = countTable(itemTable)
-- Iterate over each provided stash name.
for _, name in pairs(stashes) do
Wait(10) -- Delay to avoid multiple callbacks issues.
GetStashTimeout(name)
for item, amount in pairs(itemTable) do
debugPrint("^6Bridge^7: ^2Checking "..(name and " '^3"..name.."^7'" or "").." ingredients - ^6"..item.."^7")
if stashhasItem(stashCache[name].items, item, amount) then
successes += 1
if successes == itemCount then
return true, name
end
end
end
end
else
debugPrint("^6Bridge^7: ^2Checking "..(stashes and " '^3"..stashes.."^7'" or "").." ingredients")
GetStashTimeout(stashes)
return stashhasItem(stashCache[stashes].items, itemTable), stashes
end
return false, nil
end
-------------------------------------------------------------
-- Stash Opening Functions
-------------------------------------------------------------
--- Opens a stash using the active inventory system.
---
--- Checks for job or gang restrictions before opening the stash.
---
--- @param data table A table containing stash data:
--- - stash (string): The stash identifier.
--- - label (string): Display label.
--- - maxWeight (number|nil): Maximum weight (default 600000).
--- - slots (number|nil): Number of slots (default 40).
--- - stashOptions (table|nil): Additional options for the stash.
--- - job/gang (string|nil): Restriction for access.
--- - coords (vector3): Coordinates to "look" at.
---
--- @usage
--- ```lua
--- openStash({ stash = "playerStash", label = "Player Stash", coords = vector3(100, 200, 30) })
--- ```
function openStash(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if isStarted(OXInv) then
exports[OXInv]:openInventory('stash', data.stash)
elseif isStarted(CoreInv) then
TriggerServerEvent('core_inventory:server:openInventory', data.stash, 'stash')
elseif isStarted(CodeMInv) then
TriggerServerEvent('codem-inventory:server:openstash', data.stash, data.slots, data.maxWeight, data.label)
elseif isStarted(OrigenInv) then
exports[OrigenInv]:openInventory('stash', data.stash, { label = data.label })
elseif isStarted(QBInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:OpenStashQB', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
end
elseif isStarted(RSGInv) then
TriggerServerEvent(getScript()..':server:OpenStashRSG', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
--Fallback to these commands
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
end
lookEnt(data.coords)
end
-- Register an event for opening QB stashes.
RegisterNetEvent(getScript()..':server:OpenStashQB', function(data)
exports[QBInv]:OpenInventory(source, data.stashName, data)
end)
RegisterNetEvent(getScript()..':server:OpenStashRSG', function(data)
exports[RSGInv]:OpenInventory(source, data.stashName, data)
end)
-------------------------------------------------------------
-- Stash Retrieval Function
-------------------------------------------------------------
--- Retrieves stash items from the active inventory system.
---
--- This function converts the raw stash items into a standardized table using the global Items lookup.
---
--- @param stashName string The identifier for the stash.
--- @return stashTable table A table of items from the stash.
---
--- @usage
--- ```lua
--- local items = getStash("playerStash")
--- ```
function getStash(stashName)
local stashResource = ""
if type(stashName) ~= "string" then
print("^6Bridge^7: ^2Stash name was not a string ^3"..stashName.."^7(^3"..type(stashName).."^7)")
return {}
end
local stashItems, items = {}, {}
if isStarted(OXInv) then
stashResource = OXInv
stashItems = exports[OXInv]:Inventory(stashName).items
elseif isStarted(QSInv) then
stashResource = QSInv
stashItems = exports[QSInv]:GetStashItems(stashName)
elseif isStarted(CoreInv) then
stashResource = CoreInv
stashItems = exports[CoreInv]:getInventory(stashName)
elseif isStarted(CodeMInv) then
stashResource = CodeMInv
stashItems = exports[CodeMInv]:GetStashItems(stashName)
elseif isStarted(OrigenInv) then
stashResource = OrigenInv
stashItems = exports[OrigenInv]:getInventory(stashName)
elseif isStarted(PSInv) then
stashResource = PSInv
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
if result then stashItems = json.decode(result) end
elseif isStarted(QBInv) then
stashResource = QBInv
local result = MySQL.scalar.await("SELECT items FROM "..(QBInvNew and "inventories" or "stashitem").." WHERE identifier = ?", { stashName })
if result then stashItems = json.decode(result) end
elseif isStarted(RSGInv) then
stashResource = RSGInv
stashItems = exports[RSGInv]:GetInventory(stashName)
end
debugPrint("^6Bridge^7: ^2Retrieving ^3Stash^2 with ^7"..stashResource)
if stashItems then
for _, item in pairs(stashItems) do
local itemInfo = Items[item.name:lower()]
if itemInfo then
local indexNum = #items + 1 -- Fallback index if slot is missing.
items[(item.slot or indexNum)] = {
name = itemInfo.name or nil,
amount = tonumber(item.amount) or tonumber(item.count),
info = item.info or "",
label = itemInfo.label or nil,
description = itemInfo.description or "",
weight = itemInfo.weight or nil,
type = itemInfo.type or nil,
unique = itemInfo.unique or nil,
useable = itemInfo.useable or nil,
image = itemInfo.image or nil,
slot = (item.slot and item.slot) or indexNum,
metadata = (item.metadata and item.metadata) or nil,
}
end
end
debugPrint("^6Bridge^7: ^3GetStashItems^7: ^2Stash information for '^6"..stashName.."^7' retrieved")
end
jsonPrint(items)
return items
end
-------------------------------------------------------------
-- Stash Item Removal Function
-------------------------------------------------------------
--- Removes items from a stash using the active inventory system.
---
--- Iterates over the provided items and adjusts the stash contents accordingly.
---
--- @param stashItems table The current stash items.
--- @param stashName string|table The stash identifier (or table of identifiers).
--- @param items table A table of items to remove (keys are item names, values are amounts).
---
--- @usage
--- ```lua
--- stashRemoveItem(currentItems, "playerStash", { iron = 2, wood = 5 })
--- ```
function stashRemoveItem(stashItems, stashName, items)
if type(stashName) ~= "table" then
stashName = { stashName }
end
if isStarted(OXInv) then
for k, v in pairs(items) do
if type(stashName) == "table" then
for _, name in pairs(stashName) do
local success = exports[OXInv]:RemoveItem(name, k, v)
if success then
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v)
break
end
end
else
exports[OXInv]:RemoveItem(stashName, k, v)
end
end
elseif isStarted(QSInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
exports[QSInv]:RemoveItemIntoStash(stashName[1], k, v, l)
end
end
end
end
elseif isStarted(CoreInv) then
for k, v in pairs(items) do
exports[CoreInv]:removeItemExact(stashName, k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CoreInv, k, v)
end
elseif isStarted(CodeMInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..CodeMInv, k, v)
stashItems[l].amount -= v
end
end
end
end
exports[CodeMInv]:UpdateStash(stashName, stashItems)
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3CodeM^2 stash ^7'^6"..stashName.."^7'")
elseif isStarted(OrigenInv) then
for k, v in pairs(items) do
exports[OrigenInv]:RemoveFromStash(stashName, k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OrigenInv, k, v)
end
elseif isStarted(PSInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName,
['items'] = json.encode(stashItems)
})
elseif isStarted(QBInv) then
if QBInvNew then
for k, v in pairs(items) do
exports[QBInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO inventories (identifier, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
else
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with "..QBInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash '^6"..stashName.."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName,
['items'] = json.encode(stashItems)
})
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end
end
RegisterNetEvent(getScript()..":server:stashRemoveItem", stashRemoveItem)
-------------------------------------------------------------
-- Stash Item Availability Check
-------------------------------------------------------------
--- Checks whether a stash has the required amount of specific items.
---
--- It iterates through the provided items and tallies available quantities.
---
--- @param stashItems table The items available in the stash.
--- @param items string|table The item name or table of required items (key: item, value: amount).
--- @param amount number (Optional) The required amount (if a single item is provided).
--- @return boolean, table (`boolean, string`) Returns true (and a table with counts) if all items are available; false otherwise.
---
--- @usage
--- ```lua
--- local hasAll, details = stashhasItem(currentStashItems, { iron = 2, wood = 5 })
--- ```
function stashhasItem(stashItems, items, amount)
local invs = { OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, QBInv, PSInv }
local foundInv = ""
for _, inv in ipairs(invs) do
if isStarted(inv) then
foundInv = inv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
break
end
end
-- Ensure items is a table.
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
local hasTable = {}
for item, requiredAmount in pairs(items) do
local count = 0
for _, itemData in pairs(stashItems) do
if itemData and (itemData.name == item) then
count += (itemData.amount or 1)
end
end
local debugMsg = string.format("^6Bridge^7: ^3stashHasItem^7[^6%s^7]: %s '%s' ^3%d^7/^3%d^7", foundInv, (count >= requiredAmount and "^5FOUND^7" or "^1NOT FOUND^7"), item, count, requiredAmount)
debugPrint(debugMsg)
hasTable[item] = { hasItem = (count >= requiredAmount), count = count }
end
for k, v in pairs(hasTable) do if v.hasItem == false then return false, hasTable end end
return true, hasTable
end

612
shared/targets.lua Normal file
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@@ -0,0 +1,612 @@
--[[
Experimental GTA In-World Text Prompts Targets Module
-------------------------------------------------------
This module handles the creation, removal, and management of in-world text targets
for interacting with entities and zones using GTA text prompts. It supports multiple
targeting systems: OX Target, QB Target, or a fallback using DrawText3D.
Available functionalities:
• createEntityTarget - Creates a target for a specific entity.
• createBoxTarget - Creates a box-shaped zone target.
• createCircleTarget - Creates a circular zone target.
• createModelTarget - Creates a target for specified models.
• removeEntityTarget - Removes a target from an entity.
• removeZoneTarget - Removes a zone target.
Fallback: If no targeting system is detected (or if disabled via Config.System.DontUseTarget),
the module uses DrawText3D prompts. This is experimental and may not work as expected.
]]
-------------------------------------------------------------
-- Utility Data & Tables
-------------------------------------------------------------
---
local KEY_TABLE = { 38, 29, 47, 23, 45, }
-- Mapping of key codes to human-readable key names.
local Keys = {
[322] = "ESC", [288] = "F1", [289] = "F2", [170] = "F3", [166] = "F5",
[167] = "F6", [168] = "F7", [169] = "F8", [56] = "F9", [57] = "F10",
[243] = "~", [157] = "1", [158] = "2", [160] = "3", [164] = "4", [165] = "5",
[159] = "6", [161] = "7", [162] = "8", [163] = "9", [84] = "-", [83] = "=",
[177] = "BACKSPACE", [37] = "TAB",
[44] = "Q", [32] = "W", [38] = "E", [45] = "R", [245] = "T", [246] = "Y",
[303] = "U", [199] = "P",
[39] = "[", [40] = "]", [18] = "ENTER", [137] = "CAPS",
[34] = "A", [8] = "S", [9] = "D", [23] = "F", [47] = "G",
[74] = "H", [311] = "K", [182] = "L", [21] = "LEFTSHIFT",
[20] = "Z", [73] = "X", [26] = "C", [0] = "V", [29] = "B", [249] = "N",
[244] = "M", [82] = ",", [81] = "."
}
-- Tables for storing created targets for the fallback system and zone management.
local TextTargets = {} -- For fallback DrawText3D targets.
local targetEntities = {} -- For entity targets.
local boxTargets = {} -- For box-shaped zone targets.
local circleTargets = {} -- For circular zone targets.
-------------------------------------------------------------
-- Entity Target Creation
-------------------------------------------------------------
--- Creates a target for an entity with specified options and interaction distance.
--- Supports different targeting systems (OX Target, QB Target, or custom DrawText3D)
--- based on the server configuration.
---
--- @param entity number The entity ID for which the target is created.
--- @param opts table Array of option tables. Each option should include:
--- - icon (string): The icon to display.
--- - label (string): The text label for the option.
--- - item (string|nil): (Optional) An associated item.
--- - job (string|nil): (Optional) The job required to interact.
--- - gang (string|nil): (Optional) The gang required to interact.
--- - action (function|nil): (Optional) The function executed on selection.
--- @param dist number The interaction distance for the target.
---
--- @usage
--- ```lua
---createEntityTarget(entityId, {
--- {
--- action = function()
--- openStorage()
--- end,
--- icon = "fas fa-box",
--- job = "police",
--- label = "Open Storage",
--- },
---}, 2.0)
--- ```
function createEntityTarget(entity, opts, dist)
-- Store the target entity for later cleanup.
targetEntities[#targetEntities + 1] = entity
-- Fallback: Use DrawText3D if targeting systems are disabled or unavailable.
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
local entityCoords = GetEntityCoords(entity)
debugPrint("^6Bridge^7: ^2Creating new ^3Entity^2 target with DrawText for entity ^7"..entity)
local existingTarget = nil
for _, target in pairs(TextTargets) do
if #(target.coords - entityCoords) < 0.01 then
existingTarget = target
break
end
end
if existingTarget then
for i = 1, #opts do
local key = KEY_TABLE[#existingTarget.options + i]
opts[i].key = key
existingTarget.buttontext[#existingTarget.buttontext + 1] = " ~b~[~w~" .. Keys[key] .. "~b~] ~w~" .. opts[i].label
existingTarget.options[#existingTarget.options + 1] = opts[i]
end
updateCachedText(existingTarget)
else
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
end
TextTargets[entity] = {
coords = vec3(entityCoords.x, entityCoords.y, entityCoords.z),
buttontext = tempText,
options = opts,
dist = dist,
text = table.concat(tempText, "\n")
}
end
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6"..OXTargetExport.." ^2for entity ^7"..entity)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
item = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
exports[OXTargetExport]:addLocalEntity(entity, options)
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Entity ^2target with ^6"..QBTargetExport.." ^2for entity ^7"..entity)
local options = { options = opts, distance = dist }
exports[QBTargetExport]:AddTargetEntity(entity, options)
end
end
-------------------------------------------------------------
-- Box Zone Target Creation
-------------------------------------------------------------
--- Creates a box-shaped target zone with specified options and interaction distance.
--- Supports different targeting systems based on the server configuration.
---@param data table A table containing the box zone configuration.
--- - name (`string`): The name identifier for the zone.
--- - coords (`vector3`): The center coordinates of the box.
--- - width (`number`): The width of the box.
--- - height (`number`): The height of the box.
--- - options (`table`): A table with additional options:
--- - heading (`number`): The rotation angle of the box.
--- - debugPoly (`boolean`): Whether to enable debug mode for the zone.
---
---@param opts table A table of option configurations for the target.
--- - icon (`string`): The icon to display for the option.
--- - label (`string`): The label text for the option.
--- - item (`string|nil`): (Optional) The item associated with the option.
--- - job (`string|nil`): (Optional) The job required to interact with the option.
--- - gang (`string|nil`): (Optional) The gang required to interact with the option.
--- - onSelect (`function|nil`): (Optional) The function to execute when the option is selected.
---@param dist number The interaction distance for the target.
---
---@return string|table name identifier or target object of the created zone.
---
---@usage
---```lua
---createBoxTarget(
--- {
--- 'storageBox',
--- vector3(100.0, 200.0, 30.0),
--- 2.0,
--- 2.0,
--- {
--- name = 'storageBox',
--- heading = 100.0,
--- debugPoly = true,
--- minZ = 27.0,
--- maxZ = 32.0,
--- },
--- },
---{
--- {
--- action = function()
--- openStorage()
--- end,
--- icon = "fas fa-box",
--- job = "police",
--- label = "Open Storage",
--- },
---}, 2.0)
---```
function createBoxTarget(data, opts, dist)
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box^2 target with ^6DrawText ^2 for zone ^7"..data[1])
local existingTarget = nil
for _, target in pairs(TextTargets) do
if #(target.coords - data[2]) < 0.01 then
existingTarget = target
break
end
end
if existingTarget then
for i = 1, #opts do
local key = KEY_TABLE[#existingTarget.options + i]
opts[i].key = key
existingTarget.buttontext[#existingTarget.buttontext + 1] = " ~b~[~w~" .. Keys[key] .. "~b~] ~w~" .. opts[i].label
existingTarget.options[#existingTarget.options + 1] = opts[i]
end
updateCachedText(existingTarget)
else
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
end
TextTargets[data[1]] = {
coords = data[2],
buttontext = tempText,
options = opts,
dist = dist,
text = table.concat(tempText, "\n")
}
end
return data[1]
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box^2 target with ^6"..OXTargetExport.." ^2for zone ^7"..data[1])
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
item = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].onSelect or opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
if not data[5].useZ then
local z = data[2].z + math.abs(data[5].maxZ - data[5].minZ) / 2
data[2] = vec3(data[2].x, data[2].y, z)
end
local target = exports[OXTargetExport]:addBoxZone({
coords = data[2],
size = vec3(data[4], data[3], (data[5].useZ or not data[5].maxZ) and data[2].z or math.abs(data[5].maxZ - data[5].minZ)),
rotation = data[5].heading,
debug = data[5].debugPoly,
options = options
})
boxTargets[#boxTargets + 1] = target
return target
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Box^2 target with ^6"..QBTargetExport.." ^2for zone ^7"..data[1])
local options = { options = opts, distance = dist }
local target = exports[QBTargetExport]:AddBoxZone(data[1], data[2], data[3], data[4], data[5], options)
boxTargets[#boxTargets + 1] = target
return data[1]
end
end
-------------------------------------------------------------
-- Circle Zone Target Creation
-------------------------------------------------------------
--- Creates a circular target zone with specified options and interaction distance.
--- Supports different targeting systems based on server configuration.
---
---@param data table A table containing the circle zone configuration.
--- - name (`string`): The name identifier for the zone.
--- - coords (`vector3`): The center coordinates of the circle.
--- - radius (`number`): The radius of the circle.
--- - options (`table`): A table with additional options:
--- - debugPoly (`boolean`): Whether to enable debug mode for the zone.
---
---@param opts table A table of option configurations for the target.
--- - icon (`string`): The icon to display for the option.
--- - label (`string`): The label text for the option.
--- - item (`string|nil`): (Optional) The item associated with the option.
--- - job (`string|nil`): (Optional) The job required to interact with the option.
--- - gang (`string|nil`): (Optional) The gang required to interact with the option.
--- - onSelect (`function|nil`): (Optional) The function to execute when the option is selected.
---@param dist number The interaction distance for the target.
---
---@return string|table name identifier or target object of the created zone.
---
---@usage
--- ```lua
--- createCircleTarget({
--- name = 'centralPark',
--- coords = vector3(200.0, 300.0, 40.0),
--- radius = 50.0,
--- options = { debugPoly = false }
--- }, {
--- { icon = "fas fa-tree", label = "Relax", action = relaxAction }
--- }, 2.0)
--- ```
function createCircleTarget(data, opts, dist)
if Config.System.DontUseTarget then
debugPrint("^6Bridge^7: ^2Creating new ^3Circle ^2target with ^6DrawText ^2for zone ^7"..data[1])
local existingTarget = nil
for _, target in pairs(TextTargets) do
if #(target.coords - data[2]) < 0.01 then
existingTarget = target
break
end
end
if existingTarget then
for i = 1, #opts do
local key = KEY_TABLE[#existingTarget.options + i]
opts[i].key = key
existingTarget.buttontext[#existingTarget.buttontext + 1] = " ~b~[~w~" .. Keys[key] .. "~b~] ~w~" .. opts[i].label
existingTarget.options[#existingTarget.options + 1] = opts[i]
end
updateCachedText(existingTarget)
else
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
end
TextTargets[data[1]] = {
coords = data[2],
buttontext = tempText,
options = opts,
dist = dist,
text = table.concat(tempText, "\n")
}
end
return data[1]
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Circle ^2target with ^6"..OXTargetExport.." ^2for zone ^7"..data[1])
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
item = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].onSelect or opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
local target = exports[OXTargetExport]:addSphereZone({
coords = data[2],
radius = data[3],
debug = data[4].debugPoly,
options = options
})
circleTargets[#circleTargets + 1] = target
return target
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Circle ^2target with ^6"..QBTargetExport.." ^2for zone ^7"..data[1])
local options = { options = opts, distance = dist }
local target = exports[QBTargetExport]:AddCircleZone(data[1], data[2], data[3], data[4], options)
circleTargets[#circleTargets + 1] = target
return data[1]
end
end
-------------------------------------------------------------
-- Model Target Creation
-------------------------------------------------------------
--- Creates a target for models with specified options and interaction distance.
--- Supports different targeting systems (OX Target, QB Target) based on server configuration.
---
--- @param models table Array of model identifiers.
--- @param opts table Array of option tables (same structure as in createEntityTarget).
--- @param dist number The interaction distance for the target.
---
--- @usage
--- ```lua
---createModelTarget({ model1, model2 },
---{
--- {
--- action = function()
--- openStorage()
--- end,
--- icon = "fas fa-box",
--- job = "police",
--- label = "Open Storage",
--- },
---}, 2.0)
---```
function createModelTarget(models, opts, dist)
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
if type(models) ~= "table" then
models = { models }
end
local tempText = {}
for i = 1, #opts do
opts[i].key = KEY_TABLE[i]
tempText[#tempText + 1] = " ~b~[~w~" .. Keys[opts[i].key] .. "~b~] ~w~" .. opts[i].label
end
local keyStr = ""
for i, m in ipairs(models) do
keyStr = keyStr .. tostring(m) .. (i < #models and "_" or "")
end
local targetKey = "model_" .. keyStr
TextTargets[targetKey] = {
models = models,
buttontext = tempText,
options = opts,
dist = dist,
coords = vec3(0, 0, 0),
text = table.concat(tempText, "\n")
}
elseif isStarted(OXTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Model^2 target with ^6"..OXTargetExport)
local options = {}
for i = 1, #opts do
options[i] = {
icon = opts[i].icon,
label = opts[i].label,
item = opts[i].item or nil,
groups = opts[i].job or opts[i].gang,
onSelect = opts[i].action,
distance = dist,
canInteract = opts[i].canInteract or nil,
}
end
exports[OXTargetExport]:addModel(models, options)
elseif isStarted(QBTargetExport) then
debugPrint("^6Bridge^7: ^2Creating new ^3Model^2 target with ^6"..QBTargetExport)
local options = { options = opts, distance = dist }
exports[QBTargetExport]:AddTargetModel(models, options)
end
end
-------------------------------------------------------------
-- Target Removal Functions
-------------------------------------------------------------
--- Removes a previously created entity target.
---
--- @param entity number The entity ID whose target should be removed.
---
--- @usage
--- ```lua
--- removeEntityTarget(entityId)
--- ```
function removeEntityTarget(entity)
if isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveTargetEntity(entity)
end
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeLocalEntity(entity, nil)
end
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
TextTargets[entity] = nil
end
end
--- Removes a previously created zone target.
---
--- @param target string|table The name identifier or target object of the zone to remove.
---
--- @usage
--- ```lua
--- removeZoneTarget('centralPark')
--- removeZoneTarget(targetObject)
--- ```
function removeZoneTarget(target)
if isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveZone(target)
end
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeZone(target, true)
end
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
TextTargets[target] = nil
end
end
--- Removes a previously created model target.
---
--- @param model table The model ID whose target should be removed.
---
--- @usage
--- ```lua
--- removeModelTarget(model)
--- ```
function removeModelTarget(model)
if isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveTargetModel(model, "Test")
end
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeModel(model, nil)
end
if Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport)) then
TextTargets[entity] = nil
end
end
-------------------------------------------------------------
-- Fallback: DrawText3D Targets (Experimental)
-------------------------------------------------------------
-- If no targeting system is detected and this is a client script, use DrawText3D for targets.
if (Config.System.DontUseTarget or (not isStarted(OXTargetExport) and not isStarted(QBTargetExport))) and not isServer() then
CreateThread(function()
local wait = 1000
while true do
local pedCoords = GetEntityCoords(PlayerPedId())
local camCoords = GetGameplayCamCoord()
local camRot = GetGameplayCamRot(2)
local camForward = RotationToDirection(camRot)
local closestTarget, closestDist = nil, math.huge
local notificationShown = false
local targetEntity = nil
-- Update model targets and determine the closest target.
for _, target in pairs(TextTargets) do
if target.models then
for _, model in ipairs(target.models) do
local entity = GetClosestObjectOfType(pedCoords.x, pedCoords.y, pedCoords.z, target.dist, model, false, false, false)
if entity and entity ~= 0 then
target.coords = GetEntityCoords(entity)
targetEntity = entity
break
end
end
end
local dist = #(pedCoords - target.coords)
if dist <= target.dist then
local vecToTarget = target.coords - camCoords
local normVec = normalizeVector(vecToTarget)
local dot = camForward.x * normVec.x + camForward.y * normVec.y + camForward.z * normVec.z
if dot > 0.5 and dist < closestDist then
closestDist = dist
closestTarget = target
end
end
end
-- Render targets, listen for key presses and display the help notification.
for key, target in pairs(TextTargets) do
if #(pedCoords - target.coords) <= target.dist then
local isClosest = (target == closestTarget)
for i, opt in ipairs(target.options) do
if IsControlJustPressed(0, opt.key) and isClosest then
if opt.onSelect then opt.onSelect(targetEntity) end
if opt.action then opt.action(targetEntity) end
end
end
notificationShown = true
ShowFloatingHelpNotification(vec3(target.coords.x, target.coords.y, target.coords.z + 0.7), target.text)
end
end
-- If no notification was drawn this frame, clear help messages.
if notificationShown then
wait = 0
else
ClearAllHelpMessages()
wait = 1000
end
Wait(wait)
end
end)
end
function ShowFloatingHelpNotification(coord, text, highlight)
AddTextEntry("FloatingText", text)
SetFloatingHelpTextWorldPosition(1, coord.x, coord.y, coord.z)
SetFloatingHelpTextStyle(1, 1, 62, -1, 3, 0)
BeginTextCommandDisplayHelp("FloatingText")
EndTextCommandDisplayHelp(2, false, false, -1)
end
function updateCachedText(target)
target.text = table.concat(target.buttontext, "\n")
end
-------------------------------------------------------------
-- Cleanup on Resource Stop
-------------------------------------------------------------
-- When the current resource stops, remove all targets.
onResourceStop(function()
-- Remove entity targets.
for i = 1, #targetEntities do
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeLocalEntity(targetEntities[i], nil)
elseif isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveTargetEntity(targetEntities[i])
end
end
-- Remove box zone targets.
for i = 1, #boxTargets do
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeZone(boxTargets[i], true)
elseif isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveZone(boxTargets[i].name)
end
end
-- Remove circle zone targets.
for i = 1, #circleTargets do
if isStarted(OXTargetExport) then
exports[OXTargetExport]:removeZone(circleTargets[i], true)
elseif isStarted(QBTargetExport) then
exports[QBTargetExport]:RemoveZone(circleTargets[i].name)
end
end
end, true)

299
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--[[
Vehicle Info & Properties Module
----------------------------------
This module provides utilities for:
- Retrieving vehicle information from a Vehicles table.
- Getting and setting vehicle properties using the active framework.
- Comparing vehicle property differences.
- Synchronizing vehicle properties across clients.
- Managing network control of vehicles.
- Finding the closest vehicle to a given position.
]]
-- Cached vehicle info to avoid unnecessary re-searches.
local lastCar, carInfo = nil, {}
--- Searches the 'Vehicles' table for a specific vehicle's details.
--- If the vehicle differs from the last searched, it retrieves its model and updates the carInfo table.
--- The table includes the vehicle's name, price, and class information.
---
--- @param vehicle number The entity ID of the vehicle to search for.
--- @return table|nil table A table containing the vehicle's details or nil if the vehicle is invalid.
---
--- @usage
--- ```lua
--- local info = searchCar(vehicleEntity)
--- print(info.name, info.price, info.class.name, info.class.index)
--- ```
function searchCar(vehicle)
if lastCar ~= vehicle then -- If same car, use previous info
lastCar = vehicle
carInfo = {}
local model = GetEntityModel(vehicle)
local classlist = {
"Compacts", --1
"Sedans", --2
"SUVs", --3
"Coupes", --4
"Muscle", --5
"Sports Classics", --6
"Sports", --7
"Super", --8
"Motorcycles", --9
"Off-road", --10
"Industrial", --11
"Utility", --12
"Vans", --13
"Cycles", --14
"Boats", --15
"Helicopters", --16
"Planes", --17
"Service", --18
"Emergency", --19
"Military", --20
"Commercial", --21
"Trains", --22
}
if Vehicles then
for k, v in pairs(Vehicles) do
if tonumber(v.hash) == model or GetHashKey(v.hash) == model or GetHashKey(v.model) == model then
debugPrint("^6Bridge^7: ^2Vehicle info found in^7 ^4Vehicles^7 ^2table^7: ^6"..(v.hash and v.hash or v.model).. " ^7(^6"..Vehicles[k].name.."^7)")
carInfo.name = Vehicles[k].name.." "..Vehicles[k].brand
carInfo.price = Vehicles[k].price
carInfo.class = classlist[GetVehicleClass(vehicle) + 1], GetVehicleClass(vehicle)
break
end
end
if not carInfo.name then
debugPrint("^6Bridge^7: ^2Vehicle ^1not ^2found in ^4vehicles^7 ^2table^7: ^6"..model.." ^7(^6"..GetDisplayNameFromVehicleModel(model):lower().."^7)")
carInfo.name = string.upper(GetMakeNameFromVehicleModel(model).." "..GetDisplayNameFromVehicleModel(model))
carInfo.price = 0
carInfo.class = classlist[GetVehicleClass(vehicle) + 1], GetVehicleClass(vehicle)
end
return carInfo
else
if not carInfo.name then
debugPrint("^6Bridge^7: ^2Vehicle ^1not ^2found in ^4vehicles^7 ^2table^7: ^6"..model.." ^7(^6"..GetDisplayNameFromVehicleModel(model):lower().."^7)")
carInfo.name = string.upper(GetMakeNameFromVehicleModel(model).." "..GetDisplayNameFromVehicleModel(model))
carInfo.price = 0
carInfo.class = classlist[GetVehicleClass(vehicle) + 1], GetVehicleClass(vehicle)
end
end
else
return carInfo
end
end
-------------------------------------------------------------
-- Vehicle Properties Functions
-------------------------------------------------------------
--- Retrieves the properties of a given vehicle using the active framework.
---
--- @param vehicle number The entity ID of the vehicle.
--- @return table|nil table A table containing the vehicle's properties or nil if invalid.
---
--- @usage
--- ```lua
--- local props = getVehicleProperties(vehicleEntity)
--- if props then
--- -- Use vehicle properties
--- end
--- ```
function getVehicleProperties(vehicle)
if not vehicle then return nil end
local properties = {}
if isStarted(QBExport) and not isStarted(QBXExport) then
properties = Core.Functions.GetVehicleProperties(vehicle)
debugPrint("^6Bridge^7: ^2Getting Vehicle Properties ^7[^6"..QBExport.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..properties.model.."^7] - [^3"..properties.plate.."^7]")
elseif isStarted(OXLibExport) then
properties = lib.getVehicleProperties(vehicle)
debugPrint("^6Bridge^7: ^2Getting Vehicle Properties ^7[^6"..OXLibExport.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..properties.model.."^7] - [^3"..properties.plate.."^7]")
end
return properties
end
--- Sets the properties of a given vehicle if changes are detected.
--- It compares the current properties with the new ones and applies the update using the active framework.
---
--- @param vehicle number The entity ID of the vehicle.
--- @param props table The new properties to apply.
---
--- @usage
--- ```lua
--- setVehicleProperties(vehicleEntity, newProperties)
--- ```
function setVehicleProperties(vehicle, props)
if checkDifferences(vehicle, props) then
if not DoesEntityExist(vehicle) then
print("Unable to set vehicle properties for '"..vehicle.."' (^1entity does not exist^7)")
end
if isStarted(QBExport) and not isStarted(QBXExport) then
Core.Functions.SetVehicleProperties(vehicle, props)
debugPrint("^6Bridge^7: ^2Setting Vehicle Properties ^7[^6"..QBExport.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..props.model.."^7] - [^3"..props.plate.."^7]")
elseif isStarted(OXLibExport) then
lib.setVehicleProperties(vehicle, props, false)
debugPrint("^6Bridge^7: ^2Setting Vehicle Properties ^7[^6"..OXLibExport.."^7] - [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..props.model.."^7] - [^3"..props.plate.."^7]")
end
else
debugPrint("^6Bridge^7: ^2No Changes Found ^7 [^3"..vehicle.."^7] - [^3"..GetEntityModel(vehicle).."^7/^3"..props.model.."^7] - [^3"..props.plate.."^7]")
end
end
--- Checks for differences between the current and new vehicle properties.
--- Compares properties using JSON encoding for deep comparison and logs differences.
---
--- @param vehicle number The entity ID of the vehicle.
--- @param newProps table The new properties to compare.
--- @return boolean `true` if differences are found; `false` otherwise.
---
--- @usage
--- ```lua
--- if checkDifferences(vehicleEntity, newProperties) then
--- setVehicleProperties(vehicleEntity, newProperties)
--- end
--- ```
function checkDifferences(vehicle, newProps)
local oldProps = getVehicleProperties(vehicle)
debugPrint("^6Bridge^7: ^2Finding differences in ^3Vehicle Properties^7")
local differencesFound = true
for k in pairs(oldProps) do
if json.encode(oldProps[k]) ~= json.encode(newProps[k]) then
differencesFound = true
debugPrint("^6Bridge^7: ^5Old ^7[^3"..k.."^7] - "..json.encode(oldProps[k], { indent = true }))
debugPrint("^6Bridge^7: ^5New ^7[^3"..k.."^7] - "..json.encode(newProps[k], { indent = true }))
end
end
return differencesFound
end
-------------------------------------------------------------
-- Vehicle Properties Synchronization
-------------------------------------------------------------
--- Event handler for setting vehicle properties received from the server.
--- Listens for the `ox:setVehicleProperties` event and applies the properties.
---
--- @event `getScript()..ox:setVehicleProperties`
--- @param netId number The network ID of the vehicle.
--- @param props table The new vehicle properties.
RegisterNetEvent(getScript()..":ox:setVehicleProperties", function(netId, props)
local vehicle = NetworkGetEntityFromNetworkId(netId)
local value = props
Entity(vehicle).state[getScript()..':setVehicleProperties'] = value
end)
--- Handles state bag changes for updating vehicle properties.
--- When the state bag changes, the new properties are applied to the vehicle.
---
--- @param bagName string The state bag's name.
--- @param key string The key that changed.
--- @param value table The new state value.
AddStateBagChangeHandler(getScript()..':setVehicleProperties', '', function(bagName, _, value)
if not value or not GetEntityFromStateBagName then return end
local entity = GetEntityFromStateBagName(bagName)
local networked = not bagName:find('localEntity')
debugPrint("^6Bridge^7: ^2Setting Vehicle Properties ^7[^6"..OXLibExport.."^7] - [^3"..entity.."^7] - [^3"..GetEntityModel(entity).."^7] - [^3"..value.plate.."^7]")
if networked then return end
if lib.setVehicleProperties(entity, value) then
Entity(entity).state:set('setVehicleProperties', nil, true)
end
end)
-------------------------------------------------------------
-- Vehicle Control Functions
-------------------------------------------------------------
--- This function ensures that the vehicle is controlled by the current player and is set as a mission entity.
--- It requests network control and sets the vehicle accordingly to synchronize changes across clients.
---
---@param entity number The entity ID of the vehicle to push.
---
---@usage
--- ```lua
--- pushVehicle(vehicleEntity)
--- ```
function pushVehicle(entity)
SetVehicleModKit(entity, 0)
if entity ~= 0 and DoesEntityExist(entity) then
-- Request network control if not already controlled.
if not NetworkHasControlOfEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Requesting network control of vehicle^7.")
NetworkRequestControlOfEntity(entity)
local timeout = 2000
while timeout > 0 and not NetworkHasControlOfEntity(entity) do
Wait(100)
timeout = timeout - 100
end
if NetworkHasControlOfEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Network now has control of the entity^7.")
end
end
-- Set as mission entity if not already set.
if not IsEntityAMissionEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Setting vehicle as a ^7'^2mission^7' ^2entity^7.")
SetEntityAsMissionEntity(entity, true, true)
local timeout = 2000
while timeout > 0 and not IsEntityAMissionEntity(entity) do
Wait(100)
timeout = timeout - 100
end
if IsEntityAMissionEntity(entity) then
debugPrint("^6Bridge^7: ^3pushVehicle^7: ^2Vehicle is a ^7'^2mission^7'^2 entity^7.")
end
end
end
end
--- Finds the closest vehicle to the specified coordinates.
--- The function uses different APIs based on whether a source is provided.
---
--- @param coords table|vector3 (Optional) The reference coordinates. If nil, uses the player's position.
--- @param src boolean (Optional) If true, uses GetPlayerPed(source) and GetAllVehicles.
--- @return number|number closestVehicle|closestDistance The closest vehicle entity and its distance.
---
--- @usage
--- ```lua
--- local closestVeh, distance = getClosestVehicle({ x = 100, y = 200, z = 30 }, src)
--- ```
function getClosestVehicle(coords, src)
local ped, vehicles, closestDistance, closestVehicle
if src then
ped = GetPlayerPed(src)
vehicles = GetAllVehicles()
else
ped = PlayerPedId()
vehicles = GetGamePool('CVehicle')
end
local closestDistance, closestVehicle = -1, -1
if coords then
if type(coords) == 'table' then
coords = vec3(coords.x, coords.y, coords.z)
end
else
coords = GetEntityCoords(ped)
end
for i = 1, #vehicles, 1 do
local vehicleCoords = GetEntityCoords(vehicles[i])
local distance = #(vehicleCoords - coords)
if closestDistance == -1 or distance < closestDistance then
closestDistance = distance
closestVehicle = vehicles[i]
end
end
return closestVehicle, closestDistance
end

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--- Registers a command with the active command system.
--- This function supports multiple command systems (OXLib, qb-core, ESX Legacy).
---
--- @param command string The name of the command to register.
--- @param options table A table containing command options.
--- - help (`string`): The help description for the command.
--- - params (`table`): A table of parameters for the command.
--- - callback (`function`): The function to execute when the command is called.
--- - autocomplete (`function|nil`): (Optional) A function for autocompletion.
--- - restrictedGroup (`string|nil`): (Optional) The user group required to execute the command.
---
--- @usage
--- ```lua
--- registerCommand("greet", {
--- "Greets the player",
--- { name = "name", help = "Name of the player to greet" },
--- function(source, args) print("Hello, "..args[1].."!") end,
--- nil,
--- "admin"
--- })
--- ```
function registerCommand(command, options)
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Registering ^3Command^2 with ^7"..OXLibExport, command)
lib.addCommand(command, { help = options[1], restricted = options[5] and "group."..options[5] or nil }, options[4])
elseif isStarted(QBExport) and not isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^2Registering ^3Command^2 with ^7"..QBExport, command)
Core.Commands.Add(command, options[1], options[2], options[3], options[4], options[5] or nil)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^2Registering ^3Command^2 with ^7ESX Legacy", command)
ESX.RegisterCommand(command, options[5] or 'admin', function(xPlayer, args, showError)
options[4](xPlayer.source, args, showError)
end, false, { help = options[1] })
end
end
--- Registers a stash with the active inventory system.
--- Supports either OXInv or QSInv.
---
--- @param name string Unique stash identifier.
--- @param label string Display name for the stash.
--- @param slots number|nil (Optional) Number of slots (default 50).
--- @param weight number|nil (Optional) Maximum weight (default 4000000).
--- @param owner string|nil (Optional) Owner identifier for personal stashes.
--- @param coords table|nil (Optional) Coordinates for the stash location.
--- @usage
--- ```lua
--- registerStash(
--- "playerStash",
--- "Player Stash",
--- 100,
--- 8000000,
--- "player123",
--- { x = 100.0, y = 200.0, z = 30.0 }
--- )
--- ```
function registerStash(name, label, slots, weight, owner, coords)
if isStarted(OXInv) then
debugPrint("^6Bridge^7: ^2Registering ^3OX ^2Stash^7:", name, label, owner or nil)
exports[OXInv]:RegisterStash(name, label, slots or 50, weight or 4000000, owner or nil)
elseif isStarted(QSInv) then
debugPrint("^6Bridge^7: ^2Registering ^3QS ^2Stash^7:", name, label)
exports[QSInv]:RegisterStash(name, label, slots or 50, weight or 4000000)
--elseif isStarted(CoreInv) then
-- debugPrint("^6Bridge^7: ^2Registering ^3CoreInv ^2Stash^7:", name, label)
-- exports[CoreInv]:openHolder(nil, name, 'stash', nil, nil, false, nil)
elseif isStarted(OrigenInv) then
debugPrint("^6Bridge^7: ^2Registering ^3OrigenInv ^2Stash^7:", name, label)
exports["origen_inventory"]:registerStash(name, label, slots or 50, weight or 4000000)
end
end
if isServer() then
--- Registers an event to create an OX stash from the server.
--- When triggered, it calls registerStash with the provided parameters.
---
--- @event server:makeOXStash
--- @param name string Unique stash identifier.
--- @param label string Display name for the stash.
--- @param slots number|nil (Optional) Number of slots.
--- @param weight number|nil (Optional) Maximum weight.
--- @param owner string|nil (Optional) Owner identifier.
--- @param coords table|nil (Optional) Stash coordinates.
--- @usage
--- ```lua
--- TriggerEvent(getScript()..":server:makeOXStash", name, label, slots, weight, owner, coords)
--- ```
RegisterNetEvent(getScript()..":server:makeOXStash", function(name, label, slots, weight, owner, coords, token)
local src = source or nil
if src then
debugPrint("^1Auth^7: ^2Auth token received^7, ^2checking against server cache^7..")
if token ~= validTokens[src] then
debugPrint("^1Auth^7: ^1Tokens don't match! ^7", token, validTokens[src])
else
debugPrint("^1Auth^7: ^2Client and Server Auth tokens match^7!", token, validTokens[src])
validTokens[src] = nil
end
end
registerStash(name, label, slots, weight, owner, coords)
end)
end

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gameName = not IsDuplicityVersion() and GetCurrentGameName()
Exports = {
QBExport = "qb-core",
QBXExport = "qbx_core",
ESXExport = "es_extended",
OXCoreExport = "ox_core",
OXInv = "ox_inventory",
QBInv = "qb-inventory",
PSInv = "ps-inventory",
QSInv = "qs-inventory",
CoreInv = "core_inventory",
CodeMInv = "codem-inventory",
OrigenInv = "origen_inventory",
OXLibExport = "ox_lib",
QBMenuExport = "qb-menu",
QBTargetExport = "qb-target",
OXTargetExport = "ox_target",
-- REDM
RSGExport = "rsg-core",
RSGInv = "rsg-inventory"
}
-- Required variables
debugMode = Config.System.Debug
-- Check server convars for hard set defaults
if Config and Config.System then
if Config.System.Debug then
if GetConvar("jim_DisableDebug", "false") == "true" then
debugMode = false
end
if GetConvar("jim_DisableEventDebug", "false") == "true" then
Config.System.EventDebug = false
end
end
Config.System.Menu = GetConvar("jim_menuScript", Config.System.Menu)
Config.System.Notify = GetConvar("jim_notifyScript", Config.System.Notify)
Config.System.ProgressBar = GetConvar("jim_progressBarScript", Config.System.ProgressBar)
Config.System.drawText = GetConvar("jim_drawTextScript", Config.System.drawText)
Config.System.skillCheck = GetConvar("jim_skillCheckScript", Config.System.skillCheck)
if GetConvar("jim_dontUseTarget", "false") == "true" then
Config.System.DontUseTarget = true
end
end
QBInvNew = true
InventoryWeight = 120000
-- Testing loading the core files here instead of in fxmanifests
--for k, v in pairs({ -- This is a specific load order
-- [Exports.OXLibExport] = "init.lua",
-- [Exports.OXCoreExport] = "lib/init.lua",
-- [Exports.ESXExport] = "imports.lua",
-- [Exports.QBXExport] = "modules/playerdata.lua",
--}) do
-- if GetResourceState(k) == "started" then
-- print("^5Loading^7: '"..k.."/"..v.."' ^2into ^7'"..GetCurrentResourceName().."' ...")
-- local fileLoader = assert(load(LoadResourceFile(k, (v)), ('@@'..k..'/'..v)))
-- fileLoader()
-- print("^2Success^7: ^2loaded ^1Core ^2file^7: ^3"..k.."^7/^3"..(v):gsub("/", "^7/^3"):gsub("%.lua", "^7.lua").."^7")
-- else
-- if debugMode then
-- print("^3Warning^7: ^3"..k.." ^2not found^7, ^2skipping")
-- end
-- end
--end
-- Load files here into the invoking script
for _, v in pairs({ -- This is a specific load order
'helpers.lua', -- needs to be first
'_loaders.lua',
'_eventDebug.lua',
'callback.lua',
'coreloader.lua', -- needs to be second to load all core related stuff before everything else
'duifunctions.lua',
-- Native Scaleforms
'scaleforms/scaleform_basic.lua',
'scaleforms/bigMessageInstance.lua',
'scaleforms/countDownHandler.lua',
'scaleforms/debugScaleform.lua',
'scaleforms/instructionalButtons.lua',
'scaleforms/timerBars.lua',
-- Required functions
'make/loaders.lua',
'make/makeBlip.lua',
'make/makePed.lua',
'make/makeProp.lua',
'make/makeVeh.lua',
'make/cameras.lua',
'make/progressBars.lua',
'wrapperfunctions.lua',
'polyZone.lua',
'inventories.lua',
'itemcontrol.lua',
'playerfunctions.lua',
'metaHandlers.lua',
'jobfunctions.lua',
'societybank.lua',
'phones.lua',
-- Interactions
'targets.lua',
'contextmenus.lua',
'input.lua',
'notify.lua',
'drawText.lua',
'skillcheck.lua',
-- Crafting / Shops / Stashes
'crafting.lua',
'shops.lua',
'stashcontrol.lua',
-- Kind of "other"
'isAnimal.lua',
'scaleEntity.lua',
'vehicles.lua',
'effects.lua',
-- Do version check last
'_scriptversioncheck.lua'
}) do
if debugMode then
--print("^5Loading^7: 'jim_bridge/shared/"..v.."' ^2into ^7'"..GetCurrentResourceName().."' ...")
end
local fileLoader = assert(load(LoadResourceFile('jim_bridge', ('shared/'..v)), ('@@jim_bridge/shared/'..v)))
fileLoader()
if debugMode then
print("^5Success^7: ^2loaded file^7: ^3"..(v):gsub("/", "^7/^3"):gsub("%.lua", "^7.lua").."^7")
end
end

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@@ -1 +1 @@
1.0.9
2.0.03

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