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58 Commits

Author SHA1 Message Date
Jim Shield
b07c089946 Version Bump
`2.0.18` - `2.0.19`
2025-06-28 20:08:51 +01:00
Jim Shield
d603067c77 Remove files i was testing with (forgot) 2025-06-28 20:04:50 +01:00
Jim Shield
5a97b8f83a Fix script break stop if config file not found 2025-06-28 11:22:12 +01:00
Jim Shield
d0a09871c7 Fix for if using QBOX without ox_inventory
Realised that if using older (and custom) versions of qbox, the item list can't be retrieved through `GetCoreObject()`

This fixes that and also (if needed) grabs the item lists from inventories directly if needed
2025-06-27 13:35:28 +01:00
Jim Shield
e87aa8d74d Fix server lag when loading scripts
This was my bad, set up functions that requested the cache from server, didn't realise it was duplicating it and spamming it

This moves the requests to a separate file and uses an export instead

Also hopefully fixes ox_lib images being an arse
2025-06-26 23:15:33 +01:00
Jim Shield
e204e6153d remove debug prints
oops
2025-06-26 20:08:31 +01:00
Jim Shield
5c69f8dd28 add new function hasFreeInventorySlots()
using the function to grab slot info, this can now check if you have enough inventory slots for items to be given, allowing it to check before TRYING to add them
2025-06-26 20:04:32 +01:00
Jim Shield
f3fa309dbf Revamp framework caching
People were reporting issues with scripts claiming items didn't exist,  I believe this was due to their servers having slot starts (eg. alot of clothes or vehicles being loaded)

I've rewritten it to fully delay loading until everything is correctly cached and let the scripts continue. Also hopefully reducing memory footprint for it too.

---
Also slipped in an `experimental` function that grabs inventory config files to check their set InventoryWeight and InventorySlots to automatically apply it for other functions
---
2025-06-26 20:03:12 +01:00
Jim Shield
9d74e7cb46 Update setMetadata server event
Before it was JUST for durability but fixed it to work for all item metadata
2025-06-26 19:57:03 +01:00
Jim Shield
fea72bba2e hotfix ox_lib progressbars stopping movement 2025-06-23 12:54:24 +01:00
Jim Shield
b364f14260 Version Bump
`2.0.17` - `2.0.18`
2025-06-22 22:16:17 +01:00
Jim Shield
8077ec4f46 Add functions to try and get players inv weights 2025-06-22 20:03:12 +01:00
Jim Shield
e5277574df Rework Auto detection of QBInvNew
It's messy but hopefully it will work as expected
2025-06-22 17:45:33 +01:00
Jim Shield
e0563dd4ce Add extra triggerevent for ps-inventory
They keep changing their event names 🤷‍♀️
added a duplicate with `ps-` at the start in hopes this triggers things correctly when opening a stash
2025-06-22 17:45:04 +01:00
Jim Shield
1987cf3df3 Fix IsAnimal checks getting confused 2025-06-22 16:51:19 +01:00
Jim Shield
9f5145c3b2 Update progressBars.lua 2025-06-22 16:38:02 +01:00
Jim Shield
5921cf8adc ProgressBar default variable fixes 2025-06-22 16:14:32 +01:00
Jim Shield
f154b45076 Enhance built in ui_modules to support RedM 2025-06-21 22:34:03 +01:00
Jim Shield
2c41272c36 Remove ClearStash export call for ps-inv 2025-06-21 18:28:50 +01:00
McKlean
57d4beafed Commit[crafting]: commented print causing errors
- debugPrint was causing crafting to error
2025-06-21 16:32:49 +01:00
McKlean
bdb526bd1e Commit[Billing]: added okok Billing
- Added OKOK's CreateInvoice as a choice for the billing
2025-06-21 14:52:09 +01:00
Jim Shield
bb9dbe248f Update callback.lua 2025-06-21 13:56:49 +01:00
Jim Shield
caf2e7fbed add support for esx_society to openBossMenu() 2025-06-21 13:29:42 +01:00
Jim Shield
d0b8fb16d6 fix for if ox_inv can't find an item when trying to get image 2025-06-21 13:29:01 +01:00
Jim Shield
2e57e66095 Fix confusion with old and new inv shop exports 2025-06-20 23:33:44 +01:00
Jim Shield
05fc856e86 small tidy up 2025-06-20 21:53:44 +01:00
Jim Shield
74e6a679e2 Tidy up onPlayerLoaded for all frameworks 2025-06-20 21:32:08 +01:00
Jim Shield
17db5aa31a Fix QBCore OnPlayerUnload event not triggering 2025-06-20 21:12:53 +01:00
Jim Shield
387c97de71 Fix jpr erroring when clearStash is triggered 2025-06-20 20:56:45 +01:00
Jim Shield
de45491c8c move exploit protection to new file
Moves Auth Token stuff to separate file because it doesn't really need to be in `itemcontrol.lua`

Helps me keep track of it better too

Also added a "cooldown" to workaround people's multicharacter scripts claiming the players loaded more than once and breaking it
2025-06-20 20:55:49 +01:00
Jim Shield
4da4cbfc15 Tidy up and organise several debugPrints better 2025-06-20 18:03:08 +01:00
Jim Shield
9fbf2f2211 Make frameworkCache.lua smurter
Add better checks for if theres errors in ox_inv items and add more prominent error messages all around
2025-06-20 17:47:54 +01:00
Jim Shield
41b2965743 Merge pull request #47 from oosayeroo/main 2025-06-20 13:35:45 +01:00
Jim Shield
a02c11d3cc Update crafting.lua 2025-06-19 22:18:53 +01:00
Jim Shield
c888aa5ecf Fix ox_inv item client info (images) caching 2025-06-19 22:15:49 +01:00
McKlean
30de9a2d9c Version Bump 2025-06-18 20:52:04 +01:00
oosayeroo
804327f3aa Merge branch 'jimathy:main' into main 2025-06-18 19:30:56 +01:00
oosayeroo
ba59418b6d return values (boolean)
- added return values on following functions
:fundPlayer
:chargePlayer

- added check for Config.System in Notify.lua
2025-06-18 19:30:21 +01:00
Jim Shield
f39678002f Fix progressbars getting stuck on ox_lib 2025-06-18 12:02:03 +01:00
McKlean
3e402cae3d Commit[progressBar]: ox progress options
- Added ability to choose circle/bar type
- Added ability for props when using progbar
2025-06-16 19:02:46 +01:00
Jim Shield
b4aa1b3eda Version Bump
`2.0.15 - 2.0.16`
2025-06-16 11:05:46 +01:00
Jim Shield
0f9bab00ef add openBossmenu() function 2025-06-16 00:10:32 +01:00
Jim Shield
9d8706e8c6 Tidy up setThirst() and setHunger() functions
added debug print and fixed non-esx functions setting needs wrong
2025-06-14 22:32:58 +01:00
Jim Shield
6ba1e14888 Change crafting menu slightly to make it more readable 2025-06-14 14:44:16 +01:00
Jim Shield
0454f8c0a9 Add full support for JPR-Inventory
Thanks to JPR for providing access to make this possible

https://jpresources.tebex.io/package/5284060
2025-06-13 23:25:32 +01:00
Jim Shield
e17d8f2b93 Merge pull request #46 from oosayeroo/main 2025-06-13 18:43:21 +01:00
oosayeroo
b44dfa91e5 Merge branch 'jimathy:main' into main 2025-06-11 18:44:49 +01:00
oosayeroo
51d4c88694 light fix (in case of missing Crafting Var)
- added check for missing Config.Crafting variables

- reduces errors in scripts if not added to config
2025-06-11 18:43:31 +01:00
Jim Shield
f5f502875e Comment out a couple debug prints for now 2025-06-11 16:30:51 +01:00
Jim Shield
9c769f4e8e Update frameworkCache.lua 2025-06-11 16:30:29 +01:00
Jim Shield
87cdd5502e Change QBInvNew export because i forgor
I forgot that it needed to check the client side too for the change, but I set it to check for a server only export

got lucky and realised `HasItem` is an export on both client and server
2025-06-10 21:47:12 +01:00
Jim Shield
68d713a8dc Add warnings for QB if theres an error in shared files
If `jim_bridge` attempts to find shared files, and it returns `nil` it will print an error message stating it couldn't find them.

So..people can stop blaming me for my script not working when its an error in their vehicles.lua
2025-06-10 18:29:10 +01:00
Jim Shield
dd34f8aab1 Add auto checkers for QBInvNew
I had to add a checker for if old qbinv was being used or new qbinv

This was made into a variable, but this update makes the script auto set it if it can't find an export. Automating the process
2025-06-10 18:26:57 +01:00
Jim Shield
4a3fb8db4d Add "support" for CodeM shops
This is a tricky one to support

They handle their shops inside their script with no way to add one from the outside

They give the ability to trigger a shop from outside the script, but not create one

This just adds that trigger for now
2025-06-07 19:50:34 +01:00
Jim Shield
59733de08e support for npwd_qbx_mail addon for sending mail 2025-06-07 19:48:18 +01:00
Jim Shield
2b7a1c2e6d Start working on billPlayer() function
The intention here is to try and add multiple "billing" script functions, so the user can pre-set it for scripts that use `jim_bridge`

Currently only handles `jim-payments`
2025-06-07 18:14:53 +01:00
Jim Shield
5db9e88bb9 add function checkExportExists()
Workaround function made to detect if new QB Inventory functions are available

This can be used in other situations like checking if a script is working correctly or not and the export has been registered
2025-06-07 18:13:06 +01:00
Jim Shield
a5b1f750dd Fix weapons caching for ox_inv
I completely overlooked the fact that when ox_inv shows weapon info, it does it with the upper case version `WEAPON_PISTOL` while my scripts were looking for `weapon_pistol`

making my scripts think they didn't exist

This fixes that
2025-06-06 19:36:12 +01:00
27 changed files with 1644 additions and 586 deletions

32
clientFrameworkCache.lua Normal file
View File

@@ -0,0 +1,32 @@
if _G.__bridge_cache_loaded then return end
_G.__bridge_cache_loaded = true
_G.BridgeCache = {
hasCache = false,
data = nil,
queue = {},
}
RegisterNetEvent("jim_bridge:receiveCache", function(data)
if _G.BridgeCache.hasCache then return end
_G.BridgeCache.data = data
_G.BridgeCache.hasCache = true
for _, cb in ipairs(_G.BridgeCache.queue) do
cb(data)
end
_G.BridgeCache.queue = nil
end)
-- Only send the request ONCE per client session
TriggerServerEvent("jim_bridge:requestCache")
-- Exported async function
function GetBridgeCache(callback)
if _G.BridgeCache.hasCache then
callback(_G.BridgeCache.data)
else
table.insert(_G.BridgeCache.queue, callback)
end
end
exports("GetBridgeCache", GetBridgeCache)

View File

@@ -1,10 +1,11 @@
--[[
Cached Resource Initialization Module
--------------------------------------
This module initializes shared data (Items, Vehicles, Jobs, Gangs)
only once and stores it in _G.__jimBridgeDataCache for reuse across scripts.
Initializes shared resource data (Items, Vehicles, Jobs, Gangs) once and caches it
to improve performance and reduce redundant data fetching across scripts.
]]
-- Define resource names used in different frameworks
local Exports = {
QBExport = "qb-core",
QBXExport = "qbx_core",
@@ -19,6 +20,7 @@ local Exports = {
CodeMInv = "codem-inventory",
OrigenInv = "origen_inventory",
TgiannInv = "tgiann-inventory",
JPRInv = "jpr-inventory",
OXLibExport = "ox_lib",
@@ -32,17 +34,23 @@ local Exports = {
RSGInv = "rsg-inventory"
}
-- Ensure cache only runs once
if _G.__jimBridgeDataCache then return end
_G.__jimBridgeDataCache = {}
local cache = _G.__jimBridgeDataCache
-- Prevent reloading if cache is already initialized
local cache = {
Items = {},
Vehicles = {},
Jobs = {},
Gangs = {},
}
function checkExists(resourceName)
-- Helper function to check if resource exists in server (instead of if it is already started)
local function checkExists(resourceName)
return GetResourceState(resourceName):find("start") or GetResourceState(resourceName):find("stopped")
end
-- Ensure oxmysql resource is loaded
local fileLoader = assert(load(LoadResourceFile("oxmysql", ('lib/MySQL.lua')), ('@@oxmysql/lib/MySQL.lua')))
fileLoader()
if checkExists(Exports.OXCoreExport) then
-- Detected OX_Core in server, wait for it to be started if needed
while GetResourceState(Exports.OXCoreExport) ~= "started" do Wait(100) end
@@ -56,9 +64,8 @@ if checkExists(Exports.ESXExport) then
fileLoader()
end
-- Init variables
local Items, Vehicles, Jobs, Gangs, Core = nil, nil, nil, nil, nil
local itemResource, jobResource, vehResource = "", "", ""
-- Initialize variables for caching
local itemResource, jobResource, vehResource = "N/A", "N/A", "N/A"
-- Print just to announce it knows the exports/scripts exist in the server
for _, v in pairs(Exports) do
@@ -70,51 +77,75 @@ end
---------------------
---- Load Items -----
---------------------
-- Items initialization based on detected inventory system
if checkExists(Exports.OXInv) then
-- Wait for OX Inventory to start if it's not already started
while GetResourceState(Exports.OXInv) ~= "started" do Wait(100) end
itemResource = Exports.OXInv
Items = exports[Exports.OXInv]:Items()
-- IF QBX-Core is running, merge items from there
if checkExists(Exports.QBExport)then
local tempWeapons = exports[Exports.QBExport]:GetCoreObject().Shared.Weapons
for k, v in pairs(tempWeapons) do
local info = exports[Exports.OXInv]:Items(v.name)
local weight = info and info.weight or 0
if not Items[v.name] then
Items[v.name] = {
name = v.name,
label = v.label,
type = "weapon",
ammotype = v.ammotype or "AMMO_PISTOL",
weight = weight,
image = v.image or (v.name..".png"),
description = v.label or "",
}
local success, result = pcall(function()
return exports[Exports.OXInv]:Items()
end)
if success and result then
cache.Items = result
end
-- Get Weapon info and duplicate them if they are uppercase
-- (duplicate incase anything checks for the uppercase version)
for k, v in pairs(cache.Items) do
if type(k) == "string" then
if k:find("WEAPON") then
cache.Items[k:lower()] = cache.Items[k]
end
else
print("^1ERROR^7: ^1Possible table inside a table, check your items.lua^7?")
print("^1Possible Issue found^7:")
print(json.encode(Items[k], {indent = true}))
end
end
-- tidy info into something jim_bridge can use
for k, v in pairs(Items) do
Items[k].image = (v.client and v.client.image) and v.client.image:gsub("nui://"..Exports.OXInv.."/web/images/", "") or k..".png"
Items[k].hunger = v.client and v.client.hunger
Items[k].thirst = v.client and v.client.thirst
elseif checkExists(Exports.QBXExport) then
while GetResourceState(Exports.QBXExport) ~= "started" do Wait(100) end
itemResource = Exports.QBXExport
cache.Items = exports[Exports.QBExport]:GetCoreObject().Shared.Items
-- If this is nil, they need to update to qbx_core 1.23.0+
if not cache.Items then
-- if their inventory doesn't allow that (they refuse to update their butchered core replacement):
if GetResourceState(Exports.QSInv):find("start") then
itemResource = Exports.QSInv
cache.Items = exports[Exports.QSInv]:GetItemList()
elseif GetResourceState(Exports.OrigenInv):find("start") then
itemResource = Exports.OrigenInv
cache.Items = exports[Exports.OrigenInv]:Items()
elseif GetResourceState(Exports.CodeMInv):find("start") then
itemResource = Exports.CodeMInv
cache.Items = exports[Exports.CodeMInv]:GetItemList()
elseif GetResourceState(Exports.CoreInv):find("start") then
itemResource = Exports.CoreInv
cache.Items = exports[Exports.CoreInv]:getItemsList()
elseif GetResourceState(Exports.TgiannInv):find("start") then
itemResource = Exports.TgiannInv
cache.Items = exports[Exports.TgiannInv]:Items()
end
end
elseif checkExists(Exports.QBExport) then
while GetResourceState(Exports.QBExport) ~= "started" do Wait(100) end
itemResource = Exports.QBExport
Core = exports[Exports.QBExport]:GetCoreObject()
Items = Core.Shared.Items
cache.Items = exports[Exports.QBExport]:GetCoreObject().Shared.Items
elseif checkExists(Exports.ESXExport) then
itemResource = Exports.ESXExport
if GetResourceState(Exports.QSInv):find("start") then
Items = exports[Exports.QSInv]:GetItemList()
cache.Items = exports[Exports.QSInv]:GetItemList()
else
Items = ESX.GetItems()
while not next(Items) do
Items = ESX.GetItems()
cache.Items = ESX.GetItems()
while not next(cache.Items) do
cache.Items = ESX.GetItems()
Wait(1000)
end
end
@@ -122,23 +153,26 @@ elseif checkExists(Exports.ESXExport) then
elseif checkExists(Exports.RSGExport) then
while GetResourceState(Exports.RSGExport) ~= "started" do Wait(100) end
itemResource = Exports.RSGExport
Core = exports[Exports.RSGExport]:GetCoreObject()
Items = Core.Shared.Items
cache.Items = exports[Exports.RSGExport]:GetCoreObject().Shared.Items
end
---------------------
--- Load Vehicles ---
---------------------
if checkExists(Exports.QBXExport) or checkExists(Exports.QBExport) then
-- Vehicle loading depending on framework
if checkExists(Exports.QBXExport) then
vehResource = Exports.QBXExport
cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles
elseif checkExists(Exports.QBExport)then
vehResource = Exports.QBExport
Core = Core or exports[Exports.QBExport]:GetCoreObject()
Vehicles = Core.Shared.Vehicles
cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles
elseif checkExists(Exports.OXCoreExport) then
vehResource = Exports.OXCoreExport
Vehicles = {}
cache.Vehicles = {}
for k, v in pairs(Ox.GetVehicleData()) do
Vehicles[k] = {
cache.Vehicles[k] = {
model = k, hash = GetHashKey(k),
price = v.price,
name = v.name,
@@ -149,9 +183,8 @@ elseif checkExists(Exports.OXCoreExport) then
elseif checkExists(Exports.ESXExport) then
vehResource = Exports.ESXExport
while not MySQL do Wait(1000) end
Vehicles = {}
for _, v in pairs(MySQL.query.await('SELECT model, price, name FROM vehicles')) do
Vehicles[v.model] = {
cache.Vehicles[v.model] = {
model = v.model,
hash = GetHashKey(v.model),
price = v.price,
@@ -161,21 +194,24 @@ elseif checkExists(Exports.ESXExport) then
elseif checkExists(Exports.RSGExport) then
vehResource = Exports.RSGExport
Core = Core or exports[Exports.RSGExport]:GetCoreObject()
Vehicles = Core.Shared.Vehicles
cache.Vehicles = exports[Exports.RSGExport]:GetCoreObject().Shared.Vehicles
end
---------------------
----- Load Jobs -----
---------------------
-- Jobs loading based on framework
if checkExists(Exports.QBXExport) then
jobResource = Exports.QBXExport
Core = Core or exports[Exports.QBXExport]:GetCoreObject()
Jobs, Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs()
cache.Jobs, cache.Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs()
elseif checkExists(Exports.QBExport) then
jobResource = Exports.QBExport
cache.Jobs, cache.Gangs = exports[Exports.QBExport]:GetCoreObject().Shared.Jobs, exports[Exports.QBExport]:GetCoreObject().Shared.Gangs
elseif checkExists(Exports.OXCoreExport) then
jobResource = Exports.OXCoreExport
Jobs = {}
while not MySQL do Wait(1000) end
local tempJobs = MySQL.query.await('SELECT * FROM `ox_groups`')
local tempGrades = MySQL.query.await('SELECT * FROM `ox_group_grades`')
@@ -185,34 +221,29 @@ elseif checkExists(Exports.OXCoreExport) then
gradeMap[grade.group][grade.grade] = { name = grade.label }
end
for _, job in pairs(tempJobs) do
Jobs[job.name] = {
cache.Jobs[job.name] = {
label = job.label,
grades = gradeMap[job.name] or {}
}
end
Gangs = Jobs
elseif checkExists(Exports.QBExport) then
jobResource = Exports.QBExport
Core = Core or exports[Exports.QBExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
cache.Gangs = cache.Jobs
elseif checkExists(Exports.ESXExport) then
jobResource = Exports.ESXExport
ESX = exports[Exports.ESXExport]:getSharedObject()
Jobs = ESX.GetJobs()
while not next(Jobs) do
cache.Jobs = ESX.GetJobs()
while not next(cache.Jobs) do
Wait(100)
Jobs = ESX.GetJobs()
cache.Jobs = ESX.GetJobs()
end
for Role, Grades in pairs(Jobs) do
for Role, Grades in pairs(cache.Jobs) do
-- Check for if user has added grades
if Grades.grades == nil or not next(Grades.grades) then
goto continue
end
for grade, info in pairs(Grades.grades) do
if info.label and info.label:find("[Bb]oss") then
Jobs[Role].grades[grade].isBoss = true
cache.Jobs[Role].grades[grade].isBoss = true
goto continue
end
end
@@ -225,61 +256,159 @@ elseif checkExists(Exports.ESXExport) then
end
if highestGrade then
print("found boss for", Role)
Jobs[Role].grades[tostring(highestGrade)].isBoss = true
cache.Jobs[Role].grades[tostring(highestGrade)].isBoss = true
end
::continue::
end
Gangs = Jobs
cache.Gangs = cache.Jobs
elseif checkExists(Exports.RSGExport) then
jobResource = Exports.RSGExport
Core = Core or exports[Exports.RSGExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
cache.Jobs, cache.Gangs = exports[Exports.RSGExport]:GetCoreObject().Shared.Jobs, exports[Exports.RSGExport]:GetCoreObject().Shared.Gangs
end
-- Fallback if nil or empty
if cache.Items == nil or not next(cache.Items) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..itemResource.." ^7Items ^1list^7, ^1possible error in that file or is it empty^7?")
print("^1--------------------------------------------^7")
cache.Items = {} -- Fallback to an empty table
end
if cache.Vehicles == nil or not next(cache.Vehicles) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..vehResource.." ^7Vehicles ^1list^7, ^1possible error in that file or is it empty^7?")
print("^1--------------------------------------------^7")
cache.Vehicles = {} -- Fallback to an empty table
end
if cache.Jobs == nil or not next(cache.Jobs) then
print("^1--------------------------------------------^7")
print("^1ERROR^7: ^1Can NOT find "..jobResource.." ^7job ^1list^7, ^1possible error in that file or is it empty^7?")
print("^1--------------------------------------------^7")
cache.Jobs = {} -- Fallback to an empty table
end
-- Auto Detection of Inventory Weight -- **EXPERIMENTAL**
-- Forcefully load the the specified config file from inventory scripts
-- This allows to get information required for certain functions that need to detect how much space is left in a players inventory
-- This is born from too many tickets of me needing to explain that they need to change "InventoryWeight" to match their inv setting
local function getInventoryConfig(resource, data)
if data.convars then
return function(path)
local key = path[1]
local convar = key == "MaxWeight" and data.convars.weight or key == "MaxSlots" and data.convars.slots
return convar and GetConvarInt(convar.key, convar.default) or nil, "Unsupported convar path: " .. table.concat(path, ".")
end
end
local content = LoadResourceFile(resource, data.file)
if not content then return nil, "Failed to load file" end
local env = {
GetConvar = GetConvar, vector3 = vector3, Citizen = Citizen,
GetResourceState = GetResourceState, exports = exports,
DependencyCheck = DependencyCheck or function() return nil end,
}
local fn, err = load(content, '@'..data.file, 't', env)
if not fn then return nil, "Failed to compile config: " .. err end
if not pcall(fn) then return nil, "Error executing config file" end
local cfg = env.Config or env.config
if not cfg then return nil, "Config table not found" end
return function(path)
local ref = cfg
for _, k in ipairs(path) do
if type(ref) ~= "table" then return nil, "Path invalid at: " .. tostring(k) end
ref = ref[k]
end
return ref
end
end
-- Inventory table
local invWeightTable = {
[Exports.OXInv] = { convars = {
weight = { key = "inventory:weight", default = 30000 },
slots = { key = "inventory:slots", default = 40 }
}},
[Exports.QBInv] = { file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } },
[Exports.JPRInv] = { file = "configs/main_config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } },
[Exports.PSInv] = { file = "config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } },
[Exports.QSInv] = { file = "config/config.lua", path = { "InventoryWeight", "weight" }, slotPath = { "InventoryWeight", "slots" } },
[Exports.TgiannInv] = { file = "configs/config.lua", path = { "slotsMaxWeights", "player", "maxWeight" }, slotPath = { "slotsMaxWeights", "player", "slots" } },
[Exports.CodeMInv] = { file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } },
[Exports.RSGInv] = { file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } },
--[Exports.OrigenInv] = { file = "config.lua", path = { "MaxWeight" } },
}
-- Run config detection
local invResource = ""
for script, data in pairs(invWeightTable) do
if checkExists(script) then
if script == Exports.QBInv and GetResourceState(Exports.JPRInv):find("start") then return end
local lookup, err = getInventoryConfig(script, data)
if not lookup then
print(("^1ERROR^7: ^1Config loader failed from ^5%s^7: ^1%s^7"):format(script, err or "unknown"))
break
end
local function resolve(label, path)
local val, perr = lookup(path)
if val then
cache["Inventory"..label] = val
return
end
local warnType = label == "Weight" and "^1ERROR" or "^3WARNING"
print(("%s^7: ^1Failed to get ^7Inventory%s ^1from ^5%s^7: ^1%s^7"):format(warnType, label, script, perr or "unknown"))
end
resolve("Weight", data.path or { "MaxWeight" })
resolve("Slots", data.slotPath or { "MaxSlots" })
invResource = script:gsub("-", "^7-^4"):gsub("_", "^7_^4")
break
end
end
-- Save to global cache
cache.Items = Items
cache.Vehicles = Vehicles
cache.Jobs = Jobs
cache.Gangs = Gangs
CreateThread(function()
local counts = {
Items = 0,
Vehicles = 0,
Jobs = 0,
Gangs = 0,
Items = 0, Vehicles = 0, Jobs = 0, Gangs = 0,
}
for k, v in pairs(cache) do
for count in pairs(v) do
counts[k] += 1
end
if type(v) ~= "number" then for count in pairs(v) do counts[k] += 1 end end
end
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Items).."^2 Items from ^7"..itemResource)
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Vehicles).."^2 Vehicles from ^7"..vehResource)
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Jobs).."^2 Jobs from ^7"..jobResource)
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Gangs).."^2 Gangs from ^7"..jobResource)
if cache.InventoryWeight then
print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventoryWeight^7: ^3"..cache.InventoryWeight.."^7 (^3"..(cache.InventoryWeight / 1000).."kg^7)")
end
if cache.InventorySlots then
print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventorySlots^7: ^3"..cache.InventorySlots.."^7")
end
print("^6FrameworkCache^7: ^4"..itemResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Items).."^2 Items^7")
print("^6FrameworkCache^7: ^4"..vehResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Vehicles).."^2 Vehicles^7")
print("^6FrameworkCache^7: ^4"..jobResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Jobs).."^2 Jobs^7")
print("^6FrameworkCache^7: ^4"..jobResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Gangs).."^2 Gangs^7")
end)
--print(json.encode(cache.Items , { indent = true}))
RegisterNetEvent("jim_bridge:requestCache", function()
local src = source
TriggerClientEvent("jim_bridge:receiveCache", src, _G.__jimBridgeDataCache)
TriggerClientEvent("jim_bridge:receiveCache", src, cache)
end)
exports("GetSharedData", function()
-- Wait for data to be ready before returning it
local timeout = GetGameTimer() + 5000
while (
not _G.__jimBridgeDataCache or
(not _G.__jimBridgeDataCache.Items or next(_G.__jimBridgeDataCache.Items) == nil) or
(not _G.__jimBridgeDataCache.Vehicles or next(_G.__jimBridgeDataCache.Vehicles) == nil) or
(not _G.__jimBridgeDataCache.Jobs or next(_G.__jimBridgeDataCache.Jobs) == nil)
not cache or
(not cache.Items or next(cache.Items) == nil) or
(not cache.Vehicles or next(cache.Vehicles) == nil) or
(not cache.Jobs or next(cache.Jobs) == nil)
) and GetGameTimer() < timeout do
Wait(50)
end
return _G.__jimBridgeDataCache
return cache
end)

View File

@@ -1,6 +1,6 @@
name "Jim_Bridge"
author "Jimathy"
version "2.0.15"
version "2.0.19"
description "Framework Bridge By Jimathy"
fx_version "cerulean"
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'
@@ -18,9 +18,10 @@ files {
-- Version checker
server_scripts {
'frameworkCache.lua',
'_versioncheck.lua'
'_versioncheck.lua',
}
client_scripts {
'ui_modules/*.lua'
'clientFrameworkCache.lua',
'ui_modules/*.lua',
}

118
shared/_authToken.lua Normal file
View File

@@ -0,0 +1,118 @@
-------------------------------------------------------------
-- Exploit Auth System
-------------------------------------------------------------
AuthEvent = nil
currentToken = nil
if isServer() then
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 = {}
authCooldown = {}
createCallback(getScript()..":callback:GetAuthEvent", function(source)
local src = source
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
if authCooldown[src] then
debugPrint("^1Auth^7: ^3Cooldown active^7 for Player ^1"..src.."^7, ignoring additional auth request")
return ""
end
debugPrint("^1Auth^7: ^2Player Source^7: "..src.." ^2requested ^3AuthEvent^7", AuthEvent)
authCooldown[src] = true
SetTimeout(5000, function() -- 5 second cooldown
authCooldown[src] = nil
end)
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)
RegisterNetEvent(getScript()..":clearAuthEventRequest", function()
local src = source
debugPrint("^1Auth^7: ^2Manually clearing Auth Event for Player Source^7:", src, AuthEvent)
receivedEvent[src] = nil
end)
-- Multiuse function to check if the generated client token is valid
function checkToken(src, token, genType, name)
if token == nil then
debugPrint("^1Auth^7: ^1No token recieved^7")
if genType == "stash" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1create a stash ^7"..name.." ^1without an auth token^7")
elseif genType == "item" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1attempted to spawn an item ^7"..name.." ^1without an auth token^7")
end
return false
else
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])
if genType == "stash" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1create a stash ^7"..name.." ^1with an incorrect auth token^7")
elseif genType == "item" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1attempted to spawn an item ^7"..name.." ^1with an incorrect auth token^7")
end
return false
else
debugPrint("^1Auth^7: ^2Client and Server Auth tokens match^7!", token, validTokens[src])
validTokens[src] = nil
return true
end
end
end
else
onPlayerLoaded(function()
debugPrint("^1Auth^7: ^2Requesting ^3Auth Event^7")
AuthEvent = triggerCallback(getScript()..":callback:GetAuthEvent")
end, true)
onPlayerUnload(function()
debugPrint("^1Auth^7: ^2Clearing Auth Event^7")
TriggerServerEvent(getScript()..":clearAuthEventRequest")
end, true)
end

View File

@@ -47,22 +47,21 @@ function onPlayerLoaded(func, onStart)
if isStarted(QBExport) or isStarted(QBXExport) then
onPlayerFramework = QBExport
AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc)
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then
onPlayerFramework = ESXExport
AddEventHandler('esx:playerLoaded', function()
RegisterNetEvent('esx:playerLoaded', function()
if waitForSharedLoad() then
if isStarted(ESXExport) then Wait(1000) end
tempFunc()
end
end
)
elseif isStarted(OXCoreExport) then
onPlayerFramework = OXCoreExport
AddEventHandler('ox:playerLoaded', tempFunc)
RegisterNetEvent('ox:playerLoaded', tempFunc)
elseif isStarted(RSGExport) then
onPlayerFramework = RSGExport
AddEventHandler('RSGCore:Client:OnPlayerLoaded', tempFunc)
RegisterNetEvent('RSGCore:Client:OnPlayerLoaded', tempFunc)
end
if onPlayerFramework ~= "" then
@@ -83,12 +82,15 @@ end
--- end)
--- ```
function onPlayerUnload(func)
AddEventHandler('QBCore:Client:OnPlayerUnload', function() func() end)
AddEventHandler('ox:playerLogout', function() func() end)
AddEventHandler('RSGCore:Client:OnPlayerUnload', function() func() end)
debugPrint("^6Bridge^7: ^2Registering ^3onPlayerUnload^7()")
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function() func() end)
RegisterNetEvent('ox:playerLogout', function() func() end)
RegisterNetEvent('RSGCore:Client:OnPlayerUnload', function() func() end)
RegisterNetEvent('esx:onPlayerLogout', 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
-------------------------------------------------------------
@@ -195,22 +197,23 @@ function waitForSharedLoad()
local timeout = 100000 -- 10 seconds in milliseconds
local startTime = GetGameTimer()
local loaded = true
--Wait(1000)
local count = {}
local loop = 0
while ((not Jobs or not next(Jobs)) and (not Items or not next(Items)) and (not Vehicles or not next(Vehicles))) and (GetGameTimer() - startTime) < timeout do
if not messageShown then
while ((not Jobs or not next(Jobs)) or
(not Items or not next(Items)) or
(not Vehicles or not next(Vehicles))
) and ((GetGameTimer() - startTime) < timeout) do
if loop >= 3 and not messageShown then
if (not Jobs or not next(Jobs)) then
debugPrint("^4Debug^7: ^2Waiting for Jobs to be loaded")
print("^4Debug^7: ^2Waiting for ^7Jobs^2 to be loaded")
end
if (not Items or not next(Items)) then
debugPrint("^4Debug^7: ^2Waiting for Items to be loaded")
print("^4Debug^7: ^2Waiting for ^7Items^2 to be loaded")
end
if (not Vehicles or not next(Vehicles)) then
debugPrint("^4Debug^7: ^2Waiting for Vehicles to be loaded")
print("^4Debug^7: ^2Waiting for ^7Vehicles^2 to be loaded")
end
messageShown = true
end
messageShown = true
--print((GetGameTimer() - startTime) < timeout)
Wait(1000)
if Jobs and Items and Vehicles then

View File

@@ -24,8 +24,8 @@
--- ```
function createCallback(callbackName, funct)
if isServer() then
debugPrint("^6Bridge^7: ^3Registering callback^7:", callbackName)
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..OXLibExport.." ^3Callback^7:", callbackName)
lib.callback.register(callbackName, funct)
else
local adaptedFunction = function(source, cb, ...)
@@ -34,12 +34,14 @@ function createCallback(callbackName, funct)
end
if isStarted(QBExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..QBExport.." ^3Callback^7:", callbackName)
Core = Core or exports[QBExport]:GetCoreObject()
Core.Functions.CreateCallback(callbackName, adaptedFunction)
elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..ESXExport.." ^3Callback^7:", callbackName)
ESX.RegisterServerCallback(callbackName, adaptedFunction)
else
print("^6Bridge^7: ^1ERROR^7: ^3Can't find any script to register callback with", callbackName)
print("^1ERROR^7: ^1Can't find any supported framework to register callback with^7: "..callbackName)
end
end
end
@@ -64,7 +66,7 @@ end
--- ```
function triggerCallback(callbackName, ...)
local result = nil
debugPrint("^6Bridge^7: ^3Triggering callback^7:", callbackName)
debugPrint("^6Bridge^7: ^2Triggering ^3Callback^7:", callbackName)
if isStarted(OXLibExport) then
result = lib.callback.await(callbackName, false, ...)
elseif isStarted(QBExport) then

View File

@@ -1,4 +1,4 @@
Items, Vehicles, Jobs, Gangs, Core = {}, nil, nil, nil, nil
Items, Vehicles, Jobs, Gangs = nil, nil, nil, nil
-- Shared Exports Initialization
Exports.PSInv = isStarted("lj-inventory") and "lj-inventory" or Exports.PSInv
@@ -10,7 +10,7 @@ OXLibExport, QBXExport, QBExport, ESXExport, OXCoreExport =
Exports.ESXExport or "",
Exports.OXCoreExport or ""
OXInv, QBInv, PSInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv =
OXInv, QBInv, PSInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, JPRInv =
Exports.OXInv or "",
Exports.QBInv or "",
Exports.PSInv or "",
@@ -18,7 +18,8 @@ OXInv, QBInv, PSInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv =
Exports.CoreInv or "",
Exports.CodeMInv or "",
Exports.OrigenInv or "",
Exports.TgiannInv or ""
Exports.TgiannInv or "",
Exports.JPRInv or ""
RSGExport, RSGInv = Exports.RSGExport or "", Exports.RSGInv or ""
QBMenuExport = Exports.QBMenuExport or ""
@@ -32,71 +33,72 @@ end
if IsDuplicityVersion() then
CreateThread(function()
local cache = nil
local timeout = GetGameTimer() + 5000 -- 5 seconds max wait
local cache = nil
local timeout = GetGameTimer() + 5000 -- 5 seconds max wait
-- Wait until jim_bridge is started and export is available
while not cache and GetGameTimer() < timeout do
if GetResourceState("jim_bridge"):find("start") then
local success, result = pcall(function()
return exports["jim_bridge"]:GetSharedData()
end)
if success and result then
cache = result
--print(json.encode(cache, {indent = true}))
end
-- Wait until jim_bridge is started and export is available
while not cache and GetGameTimer() < timeout do
if GetResourceState("jim_bridge"):find("start") then
local success, result = pcall(function()
return exports["jim_bridge"]:GetSharedData()
end)
if success and result then
cache = result
end
Wait(100)
end
Wait(100)
end
if not cache then
print("^1ERROR^7: ^2jim_bridge export not available after timeout^7.")
return
end
if not cache then
print("^1ERROR^7: ^2jim_bridge export not available after timeout^7.")
return
end
Items = cache.Items
Vehicles = cache.Vehicles
Jobs = cache.Jobs
Gangs = cache.Gangs
Items = cache.Items
Vehicles = cache.Vehicles
Jobs = cache.Jobs
Gangs = cache.Gangs
InventoryWeight = cache.InventoryWeight or InventoryWeight
InventorySlots = cache.InventorySlots or 40
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
end)
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
--print(countTable(Items), countTable(Vehicles), countTable(Jobs))
else
local hasCache = false
-- 🔹 Client Side: Request from server
_G.__jimBridgeDataCache = {}
RegisterNetEvent("jim_bridge:receiveCache", function(data)
if not hasCache then
_G.__jimBridgeDataCache = data
hasCache = true
else
return
end
end)
TriggerServerEvent("jim_bridge:requestCache")
CreateThread(function()
while not _G.__jimBridgeDataCache or not next(_G.__jimBridgeDataCache) do Wait(50) end
local cache = _G.__jimBridgeDataCache
-- Shared bridge cache - prevent duplicate listeners
exports["jim_bridge"]:GetBridgeCache(function(cache)
Items = cache.Items or {}
Vehicles = cache.Vehicles or {}
Jobs = cache.Jobs or {}
Gangs = cache.Gangs or {}
InventoryWeight = cache.InventoryWeight or InventoryWeight
InventorySlots = cache.InventorySlots or 50
if isStarted(ESXExport) then
for _, v in pairs(Vehicles) do
Vehicles[v.model] = {
model = v.model,
hash = v.hash,
price = v.price,
name = v.name,
brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper)
}
CreateThread(function()
if isStarted(ESXExport) then
for _, v in pairs(Vehicles) do
Vehicles[v.model] = {
model = v.model,
hash = v.hash,
price = v.price,
name = v.name,
brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper)
}
end
end
end
if isStarted(OXInv) then
for k, v in pairs(Items) do
local tempInfo = exports[OXInv]:Items(k)
Items[k].image = k..".png" -- Set default image
if tempInfo and tempInfo.client then -- if client info, check for hard set image
Items[k].image = (tempInfo.client.image) and tempInfo.client.image:gsub("nui://"..OXInv.."/web/images/", "") or Items[k].image
Items[k].hunger = tempInfo.client.hunger
Items[k].thirst = tempInfo.client.thirst
end
end
end
end)
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
end)
end

View File

@@ -88,6 +88,7 @@ function craftingMenu(data)
-- 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
@@ -106,10 +107,13 @@ function craftingMenu(data)
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 "")
local label = Items[l] and Items[l].label or "error - "..l
local hasItem = checkStashItem(data.stashName, { [l] = b })
local missingMark = not hasItem and "" or " "
settext = settext..(settext ~= "" and br or "").."[ x"..b.." ] - "..label..missingMark
metaTable[Items[l] and Items[l].label or "error - "..l] = b
itemTable[l] = b
--Wait(0)
end
while not canCarryTable do Wait(0) end
@@ -117,17 +121,17 @@ function craftingMenu(data)
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 "")
local statusEmoji = disable and " " or not canCarryTable[k] and " 📦" or " ✔️"
local statusEmoji = disable and " " or not canCarryTable[k] and " 📦" or " ✔️"
local isNew = (Recipes[i]["hasCrafted"] ~= nil and craftedItems[k] == nil) and "" or ""
setheader = isNew .. setheader .. statusEmoji
Menu[#Menu + 1] = {
arrow = not disable and canCarryTable[k],
arrow = isOx() and (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,
txt = (isStarted(QBMenuExport) or disable) and settext or nil,
txt = settext or nil,
metadata = metaTable,
onSelect = (not disable and canCarryTable[k]) and function()
local transdata = {
@@ -396,7 +400,7 @@ function makeItem(data)
currentToken = nil -- clear client cached token
CreateThread(function()
if data.craft["hasCrafted"] ~= nil then
debugPrint("hasCrafted Found, marking '"..data.item.."' as crafted for player")
debugPrint("^5Bridge^7: ^3hasCrafted ^2Found^7, ^2marking ^7'^4"..data.item.."^7' ^2as crafted for player^7")
data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:SetMetadata", "craftedItems", data.craftable.craftedItems)
end
@@ -404,7 +408,7 @@ function makeItem(data)
if data.craft["exp"] ~= nil then
craftingLevel += data.craft["exp"].give
jsonPrint(data.craft["exp"])
debugPrint("exp found, giving exp for '"..data.item.."'")
debugPrint("^6Bridge^7: ^3EXP ^2found^7, ^2giving exp for ^7'^4"..data.item.."^7'")
triggerCallback(getScript()..":server:SetMetadata", "craftingLevel", craftingLevel)
end
end)
@@ -453,9 +457,9 @@ end
--- @usage
RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable, stashName, metadata, token)
local src = source
debugPrint(GetInvokingResource())
-- debugPrint("^6Bridge^7: ^4"..getScript().."^7:^4Crafting^7:^4GetItem ^2invoked by^7: "..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")
debugPrint("^1ERROR^7: ^1Possible exploit^7, ^1vital function was called from an external resource^7")
return
end

View File

@@ -56,6 +56,25 @@ function isServer()
return IsDuplicityVersion()
end
function checkExportExists(resource, export)
if not resource or not export then return false end
local exists = false
local ok, result = pcall(function()
exists = type(exports[resource][export]) == "function"
end)
if ok and exists then
debugPrint(("^3Export Check^7: ^5exports^7['^5%s^7']:^5%s^7() ^2Exists^7"):format(resource, export))
return true
else
debugPrint(("^3Export Check^7: ^5exports^7['^5%s^7']:^5%s^7() ^1Doesn^7'^1t Exist^7"):format(resource, export))
return false
end
end
-------------------------------------------------------------
-- Debugging and JSON Utilities
-------------------------------------------------------------
@@ -474,7 +493,7 @@ end
--- end
--- ```
function ensureNetToVeh(vehNetID)
debugPrint("^6Bridge^7: ^3ensureNetToVeh^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..vehNetID.."^7)")
--debugPrint("^6Bridge^7: ^3ensureNetToVeh^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..vehNetID.."^7)")
local timeout = 100
while not NetworkDoesNetworkIdExist(vehNetID) and timeout > 0 do
timeout -= 1
@@ -502,7 +521,7 @@ end
--- end
--- ```
function ensureNetToEnt(entNetID)
debugPrint("^6Bridge^7: ^3ensureNetToEnt^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..entNetID.."^7)")
--debugPrint("^6Bridge^7: ^3ensureNetToEnt^7: ^2Requesting NetworkDoesNetworkIdExist^7(^6"..entNetID.."^7)")
local timeout = 100
while not NetworkDoesNetworkIdExist(entNetID) and timeout > 0 do
timeout -= 1

View File

@@ -50,7 +50,7 @@ function hasItem(items, amount, src)
local count = 0
for _, itemData in pairs(grabInv) do
jsonPrint(itemData)
--jsonPrint(itemData)
if itemData and itemData.name == item then
count += (itemData.amount or itemData.count or 1)
end
@@ -138,6 +138,14 @@ function getPlayerInv(src)
grabInv = exports[TgiannInv]:GetPlayerItems()
end
elseif isStarted(JPRInv) then
foundInv = JPRInv
if src then
grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else
grabInv = Core.Functions.GetPlayerData().items
end
elseif isStarted(QBInv) then
foundInv = QBInv
if src then
@@ -148,8 +156,11 @@ function getPlayerInv(src)
elseif isStarted(PSInv) then
foundInv = PSInv
if src then grabInv = Core.Functions.GetPlayer(src).PlayerData.items
else grabInv = Core.Functions.GetPlayerData().items end
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
@@ -179,41 +190,6 @@ function isInventoryOpen()
return IsNuiFocused()
--if isStarted(OXInv) then
-- return LocalPlayer.state.invBusy
--elseif isStarted(QSInv) then
-- return exports[QSInv]:inInventory()
--elseif isStarted(OrigenInv) then
-- return exports[OrigenInv]:IsInventoryOpen()
--elseif isStarted(CoreInv) then
-- return exports[CoreInv]:isInventoryOpen()
--elseif isStarted(CodeMInv) then
-- return false
-- -- CodeM doesn't have a function to check if the inventory is open
-- -- No idea what it uses, so it just skips the check
--elseif isStarted(TgiannInv) then
-- return IsNuiFocused()
--elseif isStarted(QBInv) then
-- return LocalPlayer.state.inv_busy
--elseif isStarted(PSInv) then
-- return LocalPlayer.state.inv_busy
--elseif ESX and isStarted(ESXExport) then
-- return false
--elseif isStarted(RSGInv) then
-- return LocalPlayer.state.inv_busy
--end
end
-------------------------------------------------------------
@@ -248,12 +224,14 @@ function invImg(item)
elseif isStarted(OrigenInv) then
imgLink = "nui://"..OrigenInv.."/html/img/"..(Items[item].image or "")
elseif isStarted(JPRInv) then
imgLink = "nui://"..JPRInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(QBInv) then
imgLink = "nui://"..QBInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(PSInv) then
imgLink = "nui://"..PSInv.."/html/images/"..(Items[item].image or "")
elseif isStarted(TgiannInv) then
imgLink = "nui://inventory_images/images/"..(Items[item].image or "")

View File

@@ -5,7 +5,7 @@
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
- isCat, isPedDog, 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.
@@ -26,13 +26,13 @@
]]
-- Global animal classification flags.
isCat, isDog, isBigDog, isSmallDog, isCoyote, isAnimal = false, false, false, false, false, false
isPedCat, isPedDog, isBigDog, isSmallDog, isCoyote, isAnimal = false, false, false, false, false, false
if not isServer() then
onPlayerLoaded(function()
Wait(2000)
Wait(1000)
-- Reset classification flags
isCat, isDog, isBigDog, isSmallDog, isCoyote = false, false, false, false, false
isPedCat, isPedDog, isBigDog, isSmallDog, isCoyote = false, false, false, false, false
-- Check if the player's Ped is an animal.
isPedAnimal()
if isAnimal then
@@ -41,18 +41,18 @@ if not isServer() then
-- 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`)
isPedCat = (isCat(ped) == true or pedModel == `ft-raccoon`) and (pedModel ~= `ft-sphynx`)
-- Determine if the Ped is a dog and whether it's big:
isDog, isBigDog = isDog(ped)
isPedDog, isBigDog = isDog(ped)
isSmallDog = not isBigDog
if isDog and pedModel == `a_c_coyote` then isDog = false end
if isPedDog and pedModel == `a_c_coyote` then isPedDog = 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
if pedModel == `ft-capmonkey2` then isPedDog = true end
end
end, true)
@@ -79,7 +79,7 @@ if not isServer() then
for animalModelHash, _ in pairs(animalCategory) do
if PedModel == animalModelHash then
isAnimal = true
debugPrint("^6Bridge^7: ^2Ped is Animal")
debugPrint("^4isAnimal^7: ^2Ped is ^4Animal")
return true
end
end
@@ -109,6 +109,7 @@ if not isServer() then
local PedModel = GetEntityModel(ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.CatPeds) do
if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Cat")
return true
end
end
@@ -126,8 +127,8 @@ if not isServer() then
---
---@usage
--- ```lua
--- local isDog, isBigDog = isDog()
--- if isDog then
--- local isPedDog, isBigDog = isDog()
--- if isPedDog then
--- if isBigDog then
--- print("Player is a big dog!")
--- else
@@ -151,11 +152,13 @@ if not isServer() then
local PedModel = GetEntityModel(ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.BigDogs) do
if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Dog")
return true, true
end
end
for modelHash, _ in pairs(AnimalPeds.SmallDogs) do
if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Small Dog")
return true, false
end
end

View File

@@ -30,25 +30,34 @@ validTokens = {}
--- end)
--- ```
function createUseableItem(item, funct)
if isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7es_extended^7", item)
while not ESX do Wait(0) end
ESX.RegisterUsableItem(item, funct)
if doesItemExist(item) then
local itemResource = ""
if isStarted(ESXExport) then
itemResource = ESXExport
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^7", item)
Core.Functions.CreateUseableItem(item, funct)
elseif isStarted(QBExport) and not isStarted(QBXExport) then
itemResource = QBExport
Core.Functions.CreateUseableItem(item, funct)
elseif isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7qbx_core^7", item)
exports[QBXExport]:CreateUseableItem(item, funct)
elseif isStarted(QBXExport) then
itemResource = QBXExport
exports[QBXExport]:CreateUseableItem(item, funct)
elseif isStarted(RSGExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^1rsg-core^7", item)
Core.Functions.CreateUseableItem(item, funct)
elseif isStarted(RSGExport) then
itemResource = RSGExport
Core.Functions.CreateUseableItem(item, funct)
end
if itemResource ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^3UsableItem^2 with ^4"..itemResource.."^7:", item)
else
debugPrint("^4ERROR^7: No supported framework detected for registering usable item: ^3"..item.."^7")
end
else
print("^4ERROR^7: No supported framework detected for registering usable item: ^3"..item.."^7")
print("^1ERROR^7: ^1Tried to make item usable but it didn't exist^7: "..item)
end
end
@@ -186,6 +195,20 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
invName = TgiannInv
exports[TgiannInv]:RemoveItem(src, item, remamount)
elseif isStarted(JPRInv) then
invName = JPRInv
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 ~= nil and Config.Crafting.showItemBox then
TriggerClientEvent("inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
elseif isStarted(QBInv) then
invName = QBInv
while remamount > 0 do
@@ -196,7 +219,7 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
break
end
end
if Config.Crafting.showItemBox then
if Config.Crafting ~= nil and Config.Crafting.showItemBox then
TriggerClientEvent((isStarted(QBInv) and QBInvNew and "qb-" or "").."inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
@@ -210,7 +233,7 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
break
end
end
if Config.Crafting.showItemBox then
if Config.Crafting ~= nil and Config.Crafting.showItemBox then
TriggerClientEvent("inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
@@ -223,7 +246,7 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
break
end
end
if Config.Crafting.showItemBox then
if Config.Crafting ~= nil and Config.Crafting.showItemBox then
TriggerClientEvent("rsg-inventory:client:ItemBox", src, Items[item], "remove", amount or 1)
end
@@ -270,6 +293,13 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
elseif isStarted(TgiannInv) then invName = TgiannInv
exports[TgiannInv]:AddItem(src, item, amountToAdd, slot, info)
elseif isStarted(JPRInv) then invName = JPRInv
if Core.Functions.GetPlayer(src).Functions.AddItem(item, amountToAdd, nil, info) then
if Config.Crafting ~= nil and Config.Crafting.showItemBox then
TriggerClientEvent("ps-inventory:client:ItemBox", src, Items[item], "add", amountToAdd)
end
end
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)
@@ -277,7 +307,7 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
elseif isStarted(PSInv) then invName = PSInv
if Core.Functions.GetPlayer(src).Functions.AddItem(item, amountToAdd, nil, info) then
if Config.Crafting.showItemBox then
if Config.Crafting ~= nil and Config.Crafting.showItemBox then
TriggerClientEvent("ps-inventory:client:ItemBox", src, Items[item], "add", amountToAdd)
end
end
@@ -379,7 +409,7 @@ end
function getDurability(item)
local lowestSlot = 100
local durability = nil
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) then
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) or isStarted(JPRInv) then
local itemcheck = Core.Functions.GetPlayerData().items
for k, v in pairs(itemcheck) do
if v.name == item then
@@ -486,17 +516,19 @@ end
--- ```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)
RegisterNetEvent(getScript()..":server:setMetaData", function(data, src)
local src = src or source
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) or isStarted(JPRInv) 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
if data.metadata.durability then
Player.PlayerData.items[data.slot].description = "HP : "..data.metadata.durability
end
Player.Functions.SetInventory(Player.PlayerData.items)
elseif isStarted(OXInv) then
exports[OXInv]:SetDurability(src, data.slot, data.metadata.durability)
exports[OXInv]:SetMetadata(src, data.slot, data.metadata)
elseif isStarted(QSInv) then
exports[QSInv]:SetItemMetadata(src, data.slot, data.metadata)
@@ -626,6 +658,22 @@ function canCarry(itemTable, src)
resultTable[k] = exports[TgiannInv]:CanCarryItem(source, k, v)
end
elseif isStarted(JPRInv) 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 then
resultTable[k] = true
else
resultTable[k] = (totalWeight + (itemInfo.weight * v)) <= InventoryWeight
end
end
elseif isStarted(QBInv) then
if QBInvNew then
for k, v in pairs(itemTable) do
@@ -671,8 +719,6 @@ end
-------------------------------------------------------------
-- Server Callback Registration
-------------------------------------------------------------
AuthEvent = nil
currentToken = nil
if isServer() then
createCallback(getScript()..":server:canCarry", function(source, itemTable)
local result = canCarry(itemTable, source)
@@ -698,103 +744,138 @@ if isServer() then
end
return maxCanCarry
end)
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 ""
function getMaxInvWeight()
local weight = 0
if isStarted(QBInv) then
if checkExportExists(QBInv, "GetMaxWeight") then
return exports[QBInv]:GetMaxWeight()
else
return InventoryWeight
end
end
if isStarted(PSInv) then
if checkExportExists(PSInv, "GetMaxWeight") then
return exports[PSInv]:GetMaxWeight()
else
return InventoryWeight
end
end
if isStarted(RSGInv) then
if checkExportExists(RSGInv, "GetMaxWeight") then
return exports[RSGInv]:GetMaxWeight()
else
return InventoryWeight
end
end
if isStarted(JPRInv) then
if checkExportExists(JPRInv, "GetMaxWeight") then
return exports[JPRInv]:GetMaxWeight()
else
return InventoryWeight
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)
if isStarted(OXInv) then
return exports[OXInv]:GetPlayerMaxWeight()
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 ""
if isStarted(QSInv) then
return InventoryWeight
end
if isStarted(CoreInv) then
return InventoryWeight
end
if isStarted(CodeMInv) then
return InventoryWeight
end
if isStarted(OrigenInv) then
return InventoryWeight
end
if isStarted(TgiannInv) then
return InventoryWeight
end
-- For ESX default inventory (es_extended)
if ESX and isStarted(ESXExport) then
return InventoryWeight
end
return InventoryWeight
end
function getCurrentInvWeight()
local weight = 0
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) or isStarted(JPRInv) then
local itemcheck = Core.Functions.GetPlayerData().items
for _, v in pairs(itemcheck) do
weight += ((v.weight * v.amount) or 0)
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
if isStarted(OXInv) then
weight = exports[OXInv]:GetPlayerWeight()
end
if isStarted(QSInv) then
local itemcheck = exports[QSInv]:getUserInventory()
for _, v in pairs(itemcheck) do
weight += ((v.weight * v.amount) or 0)
end
end)
end
RegisterNetEvent(getScript()..":clearAuthEventRequest", function()
local src = source
debugPrint("^1Auth^7: ^2Manually clearing Auth Event for Player Source^7:", src, AuthEvent)
receivedEvent[src] = nil
end)
if isStarted(CoreInv) then
local itemcheck = exports[CoreInv]:getInventory()
for _, v in pairs(itemcheck) do
weight += ((v.weight * v.amount) or 0)
end
end
-- Multiuse function to check if the generated client token is valid
function checkToken(src, token, genType, name)
if token == nil then
debugPrint("^1Auth^7: ^1No token recieved^7")
if genType == "stash" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1create a stash ^7"..name.." ^1without an auth token^7")
elseif genType == "item" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1attempted to spawn an item ^7"..name.." ^1without an auth token^7")
end
return false
else
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])
if genType == "stash" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1create a stash ^7"..name.." ^1with an incorrect auth token^7")
elseif genType == "item" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1attempted to spawn an item ^7"..name.." ^1with an incorrect auth token^7")
end
return false
else
debugPrint("^1Auth^7: ^2Client and Server Auth tokens match^7!", token, validTokens[src])
validTokens[src] = nil
return true
if isStarted(CodeMInv) then
local itemcheck = exports[CodeMInv]:GetClientPlayerInventory()
for _, v in pairs(itemcheck) do
weight += ((v.weight * v.amount) or 0)
end
end
if isStarted(OrigenInv) then
local itemcheck = exports[OrigenInv]:getPlayerInventory()
for _, v in pairs(itemcheck) do
weight += ((v.weight * v.amount) or 0)
end
end
if isStarted(TgiannInv) then
local itemcheck = exports[TgiannInv]:GetPlayerItems()
for _, v in pairs(itemcheck) do
weight += ((v.weight * v.amount) or 0)
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 pairs(xPlayer.inventory) do
weight += ((v.weight * v.amount) or 0)
end
end
end
else
onPlayerLoaded(function()
debugPrint("^1Auth^7: ^2Requesting ^3Auth Event^7")
AuthEvent = triggerCallback(getScript()..":callback:GetAuthEvent")
end, true)
onPlayerUnload(function()
debugPrint("^1Auth^7: ^2Clearing Auth Event^7")
TriggerServerEvent(getScript()..":clearAuthEventRequest")
end, true)
return weight
end
function hasFreeInventorySlots(slots, src)
local inv = getPlayerInv(src)
if (countTable(inv) + slots) <= InventorySlots then
return true
end
return false
end
-------------------------------------------------------------

View File

@@ -231,3 +231,19 @@ function useDoor(data)
DoScreenFadeIn(1000)
Wait(100)
end
function openBossMenu(isGang, group)
if isStarted("qb-management") then
if isGang then
TriggerEvent("qb-gangmenu:client:OpenMenu")
else
TriggerEvent("qb-bossmenu:client:OpenMenu")
end
elseif isStarted("qbx_management") then
exports["qbx_management"]:OpenBossMenu(isGang and "gang" or "job")
elseif isStarted("esx_society") then
TriggerEvent('esx_society:openBossMenu', group, function() end, { wash = false })
end
end

View File

@@ -187,7 +187,7 @@ end
--- ```
function playAnim(animDict, animName, duration, flag, ped, speed)
loadAnimDict(animDict)
debugPrint("Attempting to make player play anim", animDict, animName)
debugPrint("^6Bridge^7: ^3playAnim^7() ^2Triggered^7: ", 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
@@ -204,7 +204,7 @@ end
--- stopAnim('amb@world_human_hang_out_street@male_c@base', 'base', PlayerPedId())
--- ```
function stopAnim(animDict, animName, ped)
debugPrint("Stopping anim for "..(ped or PlayerPedId()))
debugPrint("^6Bridge^7: ^3stopAnim^7() ^2Triggered^7: ", animDict, animName)
StopAnimTask(ped or PlayerPedId(), animDict, animName, 0.5)
StopAnimTask(ped or PlayerPedId(), animName, animDict, 0.5)
unloadAnimDict(animDict)

View File

@@ -54,14 +54,14 @@ function makeDistVehicle(data, radius, onEnter, onExit)
onEnter = function()
vehicle = makeVeh(data.model, data.coords)
if onEnter then
debugPrint("makeDistVehicle onEnter running")
debugPrint("^6Bridge^7: ^4makeDistVehicle ^3onEnter^7() ^2running^7")
onEnter(vehicle)
end
end,
onExit = function()
deleteVehicle(vehicle)
if onExit then
debugPrint("makeDistVehicle onExit running")
debugPrint("^6Bridge^7: ^4makeDistVehicle ^3onExit^7() ^2running^7")
onExit(vehicle)
end
end,

View File

@@ -1,4 +1,5 @@
local inProgress = false
local storedPID = nil
--- Displays a progress bar using the configured progress bar system.
---
@@ -43,11 +44,12 @@ function progressBar(data)
local result = nil
if data.cam then startTempCam(data.cam) end
if Config.System.ProgressBar == "ox" then
if exports[OXLibExport]:progressBar({
local options = {
duration = debugMode and 1000 or data.time,
label = data.label,
position = data.position or "bottom",
useWhileDead = data.dead or false,
canCancel = data.cancel and data.cancel or true,
canCancel = data.cancel or true,
anim = {
dict = data.dict,
clip = data.anim,
@@ -55,12 +57,41 @@ function progressBar(data)
scenario = data.task
},
disable = {
combat = true
combat = data.combat or true,
move = data.disableMovement or false,
car = data.disableMovement or false,
mouse = data.mouse or false
},
}) then
result = true
else
result = false
}
if data.prop and data.prop.model then
options.prop = {
model = data.prop.model,
pos = data.prop.pos or vec3(0, 0, 0),
rot = data.prop.rot or vec3(0, 0, 0),
bone = data.prop.bone or 0
}
end
if data.propTwo and data.propTwo.model then
options.propTwo = {
model = data.propTwo.model,
pos = data.propTwo.pos or vec3(0, 0, 0),
rot = data.propTwo.rot or vec3(0, 0, 0),
bone = data.propTwo.bone or 0
}
end
if data.progressType == "circle" then
if exports[OXLibExport]:progressCircle(options) then
result = true
else
result = false
end
end
if not data.progressType or data.progressType == "bar" then
if exports[OXLibExport]:progressBar(options) then
result = true
else
result = false
end
end
elseif Config.System.ProgressBar == "qb" then
@@ -69,8 +100,19 @@ function progressBar(data)
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 }, {}, {},
{
disableMovement = data.disableMovement or false,
disableCarMovement = data.disableMovement or false,
disableMouse = data.disableMouse or false,
disableCombat = data.disableCombat or true,
},
{
animDict = data.dict,
anim = data.anim,
flags = data.flag or 32,
task = data.task
},
{}, {},
function()
result = true
end, function()
@@ -95,14 +137,15 @@ function progressBar(data)
elseif Config.System.ProgressBar == "red" then
-- Currently only uses jim-redui if you choose this option
if exports["jim-redui"]:progressBar({
if exports["jim_bridge"]:redProgressBar({
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,
disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then
result = true
else
@@ -110,76 +153,26 @@ function progressBar(data)
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)
if exports["jim_bridge"]:gtaProgressBar({
label = data.label,
time = debugMode and 1000 or data.time,
dict = data.dict,
anim = data.anim,
flag = data.flag or 32,
task = data.task,
disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then
result = true
else
result = false
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
while result == nil do
Wait(10)
end
-- Cleanup
FreezeEntityPosition(ped, false)
@@ -203,51 +196,6 @@ function progressBar(data)
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.
@@ -256,15 +204,14 @@ function stopProgressBar()
exports[OXLibExport]:cancelProgress()
elseif Config.System.ProgressBar == "qb" then
TriggerEvent("progressbar:client:cancel")
elseif Config.System.ProgressBar == "gta" then
inProgress = false
elseif Config.System.ProgressBar == "gta" or Config.System.ProgressBar == "red" then
exports["jim_bridge"]:stopProgressBar()
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.

View File

@@ -31,6 +31,7 @@
--- triggerNotify("Alert", "You have been warned for misconduct.", "error", playerId)
--- ```
function triggerNotify(title, message, type, src)
if not Config.System or not Config.System.Notify then debugPrint("Notify triggered but not set up") return end
if Config.System.Notify == "okok" then
if not src then
TriggerEvent('okokNotify:Alert', title, message, 6000, type)

View File

@@ -73,6 +73,11 @@ function sendPhoneMail(data)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
{ name = "npwd_qbx_mail",
send = function(mailData)
TriggerServerEvent('qb-phone:server:sendNewMail', mailData)
end,
},
{ name = "jpr-phonesystem",
send = function(mailData)
TriggerServerEvent(getScript()..":jpr:SendMail", mailData)
@@ -85,23 +90,125 @@ function sendPhoneMail(data)
},
}
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
debugPrint("^6Bridge^7[^3"..phone.name.."^7]: ^2Sending mail to player")
phone.send(data)
break
return true
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
print("^6Bridge^7: ^1ERROR ^2Sending mail to player ^7- ^2No supported phone found")
return false
end
function sendPhoneInvoice(data)
if not data.src then return end
-- Define each supported phone system and its corresponding mail-sending function.
local phoneSystems = {
{
name = "qb-phone",
send = function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "src" }
for _, field in ipairs(required) do
if mailData[field] == nil then
print("^1[jim-payments] ERROR:^0 Missing field '" .. field .. "' in mailData")
return
end
end
-- Safe insert with all parameters present
MySQL.Async.insert(
'INSERT INTO phone_invoices (citizenid, amount, society, sender, sendercitizenid) VALUES (?, ?, ?, ?, ?)',
{
mailData.billedCitizenid,
mailData.amount,
mailData.job,
mailData.name,
mailData.billerCitizenid
},
function(id)
if id then
TriggerClientEvent('qb-phone:client:AcceptorDenyInvoice', mailData.src, id, mailData.name, mailData.job, mailData.billerCitizenid, mailData.amount, GetInvokingResource())
end
end
)
TriggerClientEvent('qb-phone:RefreshPhone', mailData.src)
end
},
{
name = "codem-phone",
send = function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "src" }
for _, field in ipairs(required) do
if mailData[field] == nil then
print("^1[jim-payments] ERROR:^0 Missing field '" .. field .. "' in mailData")
return
end
end
-- Safe insert with all parameters present
MySQL.Async.insert(
'INSERT INTO phone_invoices (citizenid, amount, society, sender, sendercitizenid) VALUES (?, ?, ?, ?, ?)',
{
mailData.billedCitizenid,
mailData.amount,
mailData.job,
mailData.name,
mailData.billerCitizenid
},
function(id)
-- if id then
-- TriggerClientEvent('qb-phone:client:AcceptorDenyInvoice', mailData.src, id, mailData.name, mailData.job, mailData.billerCitizenid, mailData.amount, GetInvokingResource())
-- end
end
)
end
},
{
name = "gks-phone",
send = function(mailData)
-- Defensive check for required fields
local required = { "billedCitizenid", "amount", "job", "name", "billerCitizenid", "label" }
for _, field in ipairs(required) do
if mailData[field] == nil then
print("^1[jim-payments] ERROR:^0 Missing field '" .. field .. "' in mailData")
return
end
end
MySQL.Async.execute(
'INSERT INTO gksphone_invoices (citizenid, amount, society, sender, sendercitizenid, label) VALUES (@citizenid, @amount, @society, @sender, @sendercitizenid, @label)',
{
['@citizenid'] = mailData.billedCitizenid,
['@amount'] = mailData.amount,
['@society'] = mailData.job,
['@sender'] = mailData.name,
['@sendercitizenid'] = mailData.billerCitizenid,
['@label'] = mailData.label
}
)
end
}
}
-- Check each phone system in order and use the first active one.
for _, phone in ipairs(phoneSystems) do
if isStarted(phone.name) then
debugPrint("^6Bridge^7[^3"..phone.name.."^7]: ^2Sending mail to player^7", data.src)
phone.send(data)
return true
end
end
print("^6Bridge^7: ^1ERROR ^2Sending mail to player ^7- ^2No supported phone found")
return false
end
-------------------------------------------------------------
-- Phone System Event Handlers
-------------------------------------------------------------

View File

@@ -109,19 +109,18 @@ end)
--- setThirst(playerId, 80)
--- ```
function setThirst(src, thirst)
debugPrint("^4Debug^7: ^2Adding thirst^7: ^3"..thirst.." ^2to player^7: ^3"..src.."^7")
if isStarted(ESXExport) then
TriggerClientEvent('esx_status:add', src, 'thirst', thirst)
elseif isStarted(QBExport) or isStarted(QBXExport) then
elseif isStarted(QBExport) or isStarted(QBXExport) or isStarted(RSGExport) then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('thirst', thirst)
TriggerClientEvent("hud:client:UpdateNeeds", src, thirst, Player.PlayerData.metadata.thirst)
TriggerClientEvent("hud:client:UpdateNeeds", src, Player.PlayerData.metadata.hunger, thirst)
elseif isStarted(RSGExport) 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.
@@ -134,18 +133,16 @@ end
--- setHunger(playerId, 60)
--- ```
function setHunger(src, hunger)
debugPrint("^4Debug^7: ^2Adding hunger^7: ^3"..hunger.." ^2to player^7: ^3"..src.."^7")
if isStarted(ESXExport) then
TriggerClientEvent('esx_status:add', src, 'hunger', hunger)
elseif isStarted(QBExport) or isStarted(QBXExport) then
elseif isStarted(QBExport) or isStarted(QBXExport) or isStarted(RSGExport) then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('hunger', hunger)
TriggerClientEvent("hud:client:UpdateNeeds", src, hunger, Player.PlayerData.metadata.hunger)
TriggerClientEvent("hud:client:UpdateNeeds", src, hunger, Player.PlayerData.metadata.thirst)
elseif isStarted(RSGExport) then
local Player = Core.Functions.GetPlayer(src)
Player.Functions.SetMetaData('hunger', hunger)
TriggerClientEvent("hud:client:UpdateNeeds", src, hunger, Player.PlayerData.metadata.hunger)
end
end
@@ -153,6 +150,21 @@ end
-- Economy Event Handlers
-------------------------------------------------------------
--- BillPlayer
function billPlayer(data)
if not Config.System.Billing or Config.System.Billing == "jim" then
TriggerEvent("jim-payments:client:Charge", {
job = data.job,
gang = data.gang,
coords = data.coords.xyz,
img = data.img
})
elseif Config.System.Billing == "okok" then
-- TriggerServerEvent("okokBilling:CreateCustomInvoice", target, price, reason, invoiceSource, society, societyName)
TriggerEvent("okokBilling:ToggleCreateInvoice")
end
end
--- Charges a player by removing money from their account.
---
--- @param cost number The amount to charge.
@@ -164,6 +176,7 @@ end
--- chargePlayer(100, "cash", playerId)
--- ```
function chargePlayer(cost, moneyType, newsrc)
local is_success = false
local src = newsrc or source
local fundResource = ""
if cost < 0 then
@@ -172,33 +185,35 @@ function chargePlayer(cost, moneyType, newsrc)
end
if moneyType == "cash" then
if isStarted(OXInv) then fundResource = OXInv
exports[OXInv]:RemoveItem(src, "money", cost)
is_success = exports[OXInv]:RemoveItem(src, "money", cost)
elseif isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
elseif isStarted(RSGExport) then
fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
elseif isStarted(ESXExport) then
fundResource = ESXExport
ESX.GetPlayerFromId(src).removeMoney(cost, "")
is_success = true
end
elseif moneyType == "bank" then
if isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
elseif isStarted(RSGExport) then
fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
elseif isStarted(ESXExport) then
fundResource = ESXExport
ESX.GetPlayerFromId(src).removeMoney(cost, "")
is_success = true
end
end
@@ -207,6 +222,7 @@ function chargePlayer(cost, moneyType, newsrc)
else
debugPrint("^6Bridge^7: ^2Charging ^2Player^7: '^6"..cost.."^7'", moneyType, fundResource)
end
return is_success
end
RegisterNetEvent(getScript()..":server:ChargePlayer", function(cost, moneyType, newsrc)
debugPrint(GetInvokingResource())
@@ -228,39 +244,42 @@ end)
--- fundPlayer(150, "cash", playerId)
--- ```
function fundPlayer(fund, moneyType, newsrc)
local is_success = false
local src = newsrc or source
local fundResource = ""
if moneyType == "cash" then
if isStarted(OXInv) then
fundResource = OXInv
exports[OXInv]:AddItem(src, "money", fund)
is_success = exports[OXInv]:AddItem(src, "money", fund)
elseif isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
elseif isStarted(RSGExport) then
fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
elseif isStarted(ESXExport) then
fundResource = ESXExport
ESX.GetPlayerFromId(src).addMoney(fund, "")
is_success = true
end
elseif moneyType == "bank" then
if isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
elseif isStarted(RSGExport) then
fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
elseif isStarted(ESXExport) then
fundResource = ESXExport
ESX.GetPlayerFromId(src).addMoney(fund, "")
is_success = true
end
end
@@ -269,6 +288,7 @@ function fundPlayer(fund, moneyType, newsrc)
else
debugPrint("^6Bridge^7: ^2Funding Player: '^2"..fund.."^7'", moneyType, fundResource)
end
return is_success
end
-------------------------------------------------------------

View File

@@ -164,25 +164,23 @@ function openShop(data)
elseif isStarted(OXInv) then
exports[OXInv]:openInventory('shop', { type = data.shop })
elseif isStarted(QSInv) or isStarted(CodeMInv) then
elseif isStarted(QSInv) then
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(TgiannInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
elseif isStarted(CodeMInv) then
--print(data.shop)
TriggerEvent("codem-inventory:openshop", data.shop)
elseif isStarted(QBInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
else
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
end
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(PSInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
else
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
end
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
elseif isStarted(RSGInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
@@ -191,10 +189,10 @@ function openShop(data)
end
RegisterNetEvent(getScript()..':server:openServerShop', function(data)
if isStarted(QBInv) then
if isStarted(QBInv) and checkExportExists(QBInv, "OpenShop") then
exports[QBInv]:OpenShop(source, data)
end
if isStarted(PSInv) then
if isStarted(PSInv) and checkExportExists(PSInv, "OpenShop") then
exports[PSInv]:OpenShop(source, data)
end
if isStarted(TgiannInv) then
@@ -217,8 +215,9 @@ end)
--- registerShop("weaponShop", "Weapon Shop", weaponItems, "society_weapons")
--- ```
function registerShop(name, label, items, society)
local shopResource = ""
if isStarted(OXInv) then
debugPrint("^6Bridge^7: ^2Registering ^3OX ^2Store^7:", name, label)
shopResource = OXInv
exports[OXInv]:RegisterShop(name, {
name = label,
inventory = items,
@@ -226,11 +225,11 @@ function registerShop(name, label, items, society)
})
elseif isStarted(TgiannInv) then
debugPrint("^6Bridge^7: ^2Registering ^3Tgiann ^2Store^7:", name, label)
shopResource = TgiannInv
exports[TgiannInv]:RegisterShop(name, items)
elseif isStarted(QBInv) and QBInvNew then
debugPrint("^6Bridge^7: ^2Registering ^3QB ^2Store^7:", name, label)
elseif isStarted(QBInv) and checkExportExists(QBInv, "CreateShop") then
shopResource = QBInv
exports[QBInv]:CreateShop({
name = name,
label = label,
@@ -239,8 +238,8 @@ function registerShop(name, label, items, society)
society = society,
})
elseif isStarted(PSInv) and QBInvNew then
debugPrint("^6Bridge^7: ^2Registering ^3PS ^2Store^7:", name, label)
elseif isStarted(PSInv) and checkExportExists(PSInv, "CreateShop") then
shopResource = PSInv
exports[PSInv]:CreateShop({
name = name,
label = label,
@@ -250,7 +249,7 @@ function registerShop(name, label, items, society)
})
elseif isStarted(RSGInv) then
debugPrint("^6Bridge^7: ^2Registering ^3RSG ^2Store^7:", name, label)
shopResource = RSGInv
exports[RSGInv]:CreateShop({
name = name,
label = label,
@@ -259,4 +258,9 @@ function registerShop(name, label, items, society)
society = society,
})
end
if shopResource ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^5"..shopResource.." ^3Store^7:", name, "^4Label^7: "..label)
else
debugPrint("^1ERROR^7: ^1Couldn't find supported inventory to register shop^7:", name)
end
end

View File

@@ -151,6 +151,22 @@ function openStash(data)
slots = data.slots or 40
})
elseif isStarted(JPRInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerStash', {
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, {
slots = data.slots or 50,
maxWeight = data.maxWeight or 600000
})
end
elseif isStarted(QBInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:openServerStash', {
@@ -176,6 +192,7 @@ function openStash(data)
slots = data.slots or 40
})
else
TriggerEvent("ps-inventory:client:SetCurrentStash", data.stash)
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, {
slots = data.slots or 50,
@@ -211,6 +228,9 @@ RegisterNetEvent(getScript()..":server:openServerStash", function(data)
if isStarted(TgiannInv) then
exports[TgiannInv]:OpenInventory(source, 'stash', data.stashName, data)
end
if isStarted(JPRInv) then
exports[JPRInv]:OpenInventory(source, data.stashName, data)
end
if isStarted(QBInv) then
exports[QBInv]:OpenInventory(source, data.stashName, data)
end
@@ -223,8 +243,15 @@ RegisterNetEvent(getScript()..":server:openServerStash", function(data)
end)
function clearStash(stashId)
if isStarted(QBInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..QBInv.."^2 Stash^7", stashId)
if isStarted(JPRInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..JPRInv.."^2 Stash^7", stashId)
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashId,
['items'] = json.encode({})
})
elseif isStarted(QBInv) then
debugPrint("^5Bridge^7: ^2Clearing ^3"..QBInv.."^2 Stash^7", stashId)
if QBInvNew then
exports[QBInv]:ClearStash(stashId)
else
@@ -235,42 +262,38 @@ function clearStash(stashId)
end
elseif isStarted(OXInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..OXInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..OXInv.."^2 Stash^7", stashId)
exports[OXInv]:ClearInventory(stashId)
elseif isStarted(PSInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..PSInv.."^2 Stash^7", stashId)
if QBInvNew then
exports[QBInv]:ClearStash(stashId)
else
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashId,
['items'] = json.encode({})
})
end
debugPrint("^5Bridge^7: ^2Clearing ^3"..PSInv.."^2 Stash^7", stashId)
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashId,
['items'] = json.encode({})
})
elseif isStarted(QSInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..QSInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..QSInv.."^2 Stash^7", stashId)
exports[QSInv]:ClearOtherInventory('stash', stashId)
elseif isStarted(CoreInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..CoreInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..CoreInv.."^2 Stash^7", stashId)
exports[CoreInv]:clearInventory("stash-"..stashId)
elseif isStarted(CodeMInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..CodeMInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..CodeMInv.."^2 Stash^7", stashId)
exports[CodeMInv]:ClearInventory(stashId)
elseif isStarted(OrigenInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..OrigenInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..OrigenInv.."^2 Stash^7", stashId)
exports[OrigenInv]:ClearInventory(stashId)
elseif isStarted(TgiannInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..TgiannInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..TgiannInv.."^2 Stash^7", stashId)
exports["tgiann-inventory"]:DeleteInventory("stash", stashId)
elseif isStarted(RSGInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..RSGInv.."^2 Stash^7", stashId)
debugPrint("^5Bridge^7: ^2Clearing ^3"..RSGInv.."^2 Stash^7", stashId)
exports[RSGInv]:ClearStash(stashId)
end
@@ -331,6 +354,11 @@ function getStash(stashName)
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
if result then stashItems = json.decode(result) end
elseif isStarted(JPRInv) then
stashResource = JPRInv
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
if QBInvNew then
@@ -449,6 +477,29 @@ function stashRemoveItem(stashItems, stashName, items)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..TgiannInv, k, v)
end
elseif isStarted(JPRInv) then
if not stashItems or not next(stashItems) then
stashItems = getStash(stashName[1])
end
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 "..JPRInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3JPR^2 stash '^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
elseif isStarted(QBInv) then
if QBInvNew then
for k, v in pairs(items) do
@@ -531,7 +582,7 @@ RegisterNetEvent(getScript()..":server:stashRemoveItem", stashRemoveItem)
--- local hasAll, details = stashhasItem(currentStashItems, { iron = 2, wood = 5 })
--- ```
function stashhasItem(stashItems, items, amount)
local invs = { OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, QBInv, PSInv, RSGInv }
local invs = { OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, TgiannInv, JPRInv, QBInv, PSInv, RSGInv }
local foundInv = ""
for _, inv in ipairs(invs) do
if isStarted(inv) then
@@ -585,27 +636,25 @@ end
--- )
--- ```
function registerStash(name, label, slots, weight, owner, coords)
local stashResource = ""
if isStarted(OXInv) then
debugPrint("^6Bridge^7: ^2Registering ^3OX ^2Stash^7:", name, label, owner or nil)
stashResource = OXInv
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)
stashResource = OrigenInv
exports["origen_inventory"]:registerStash(name, label, slots or 50, weight or 4000000)
elseif isStarted(TgiannInv) then
debugPrint("^6Bridge^7: ^2Registering ^3TgiannInv ^2Stash^7:", name, label)
stashResource = TgiannInv
exports[TgiannInv]:RegisterStash(name, label, slots or 50, weight or 4000000)
end
if stashResource ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^4"..stashResource.." ^3Stash^7:", name, "^4Label^7: "..label)
else
debugPrint("^1ERROR^7: ^1Couldn't find supported inventory to register stash^7:", name)
end
end
if isServer() then

View File

@@ -21,24 +21,29 @@
--- })
--- ```
function registerCommand(command, options)
local commandResource = ""
if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Registering ^3Command^2 with ^7"..OXLibExport, command)
commandResource = OXLibExport
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)
commandResource = QBExport
Core.Commands.Add(command, options[1], options[2], options[3], options[4], options[5] or nil)
elseif isStarted(RSGExport) then
debugPrint("^6Bridge^7: ^2Registering ^3Command^2 with ^7"..RSGExport, command)
commandResource = RSGExport
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)
commandResource = ESXExport
ESX.RegisterCommand(command, options[5] or 'admin', function(xPlayer, args, showError)
options[4](xPlayer.source, args, showError)
end, false, { help = options[1] })
end
if commandResource ~= "" then
debugPrint("^6Bridge^7: ^2Registering ^3Command^2 with ^4"..commandResource.."^7:", "^7/"..command)
else
print("^1ERROR^7: ^1Couldn't find supported framework to register command^7:", "/"..command)
end
end

View File

@@ -14,6 +14,7 @@ Exports = {
CodeMInv = "codem-inventory",
OrigenInv = "origen_inventory",
TgiannInv = "tgiann-inventory",
JPRInv = "jpr-inventory",
OXLibExport = "ox_lib",
@@ -176,7 +177,7 @@ for _, v in pairs({ -- This is a specific load order
'effects.lua',
--'warmenu.lua',
'_authToken.lua',
-- Do version check last
'_scriptversioncheck.lua'
}) do
@@ -188,4 +189,48 @@ for _, v in pairs({ -- This is a specific load order
if debugMode then
print("^5CoreLoader^7: ^2loaded file^7: ^3"..(v):gsub("/", "^7/^3"):gsub("%.lua", "^7.lua").."^7")
end
end
-- Auto Detection of Old/New QBInv/PSInv versions --
if isStarted(QBInv) then
if isServer() then
if not checkExportExists(QBInv, "CreateShop") then
print("^6Bridge^7: ^2Can^7'^2t ^2find new ^4"..QBInv.."^2 export^7, ^2forcing ^1QBInvNew ^2to ^1false^7")
QBInvNew = false
end
else
if checkExportExists(QBInv, "GetTrunkSize") then
print("^6Bridge^7: ^2Found old ^4"..QBInv.."^3 export^7, ^2forcing ^1QBInvNew ^2to ^1false^7")
QBInvNew = false
end
end
end
if isStarted(PSInv) then
if isServer() then
if not checkExportExists(PSInv, "CreateShop") then
print("^6Bridge^7: ^2Can^7'^2t ^2find new ^4"..PSInv.."^2 export^7, ^2forcing ^1QBInvNew ^2to ^1false^7")
QBInvNew = false
end
else
local function versionCompare(v1, v2)
local split = function(v) local t = {} for s in v:gmatch("[^.]+") do t[#t+1] = tonumber(s) end return t end
local a, b = split(v1), split(v2)
for i = 1, math.max(#a, #b) do
local ai, bi = a[i] or 0, b[i] or 0
if ai > bi then return true
elseif ai < bi then return false end
end
return true
end
if versionCompare(GetResourceMetadata(PSInv, "version", 0), "1.0.6") then
print("^6Bridge^7: ^4"..PSInv.."^2 Version above ^31.0.6^7, ^2forcing ^1QBInvNew ^2to ^1true^7")
QBInvNew = true
else
print("^6Bridge^7: ^4"..PSInv.."^2 Version ^1below ^31.0.6^7, ^2forcing ^1QBInvNew ^2to ^1false^7")
QBInvNew = false
end
end
end

View File

@@ -2,13 +2,15 @@ local notifications = {}
local spacing = 60 -- vertical spacing between notifications
local activeDrawing = false -- flag for drawing loop state
if not HasStreamedTextureDictLoaded("timerbars") then
while not HasStreamedTextureDictLoaded("timerbars") do
RequestStreamedTextureDict("timerbars")
Wait(5)
end
local function loadTextureDict(dict)
if not HasStreamedTextureDictLoaded(dict) then
while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
end
end
--- GTA Section ---
local notifTypes = {
success = "✔️",
error = "",
@@ -35,12 +37,13 @@ function gtaNotify(title, message, emoji, src)
-- This allows it to be silent until the first notifcation is called, then the loop starts
if not activeDrawing then
activeDrawing = true
StartDrawingLoop()
StartGTADrawingLoop()
end
end
-- Drawing loop as a separate controlled thread
function StartDrawingLoop()
function StartGTADrawingLoop()
--loadTextureDict("timerbars")
CreateThread(function()
while #notifications > 0 do
local currentTime = GetGameTimer()
@@ -87,14 +90,14 @@ function StartDrawingLoop()
if not notif.title or notif.title == "" then
moveMessage = true
else
drawNotiText(8, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
drawGTANotiText(8, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
end
-- Message text
drawNotiText(4, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.015 or 0.03)))
drawGTANotiText(4, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.015 or 0.03)))
-- Emoji
drawNotiText(0, 0.3, vec2(0.75, 0.995), notif.emoji, vec2(posX, posY + 0.015))
drawGTANotiText(0, 0.3, vec2(0.75, 0.995), notif.emoji, vec2(posX, posY + 0.015))
::continue::
end
@@ -104,7 +107,7 @@ function StartDrawingLoop()
end)
end
function drawNotiText(font, scale, wrap, string, pos)
function drawGTANotiText(font, scale, wrap, string, pos)
SetTextFont(font)
SetTextScale(scale, scale)
SetTextWrap(wrap.x, wrap.y)
@@ -116,5 +119,148 @@ function drawNotiText(font, scale, wrap, string, pos)
DrawText(pos.x, pos.y)
end
RegisterNetEvent("jim-bridge:Notify", gtaNotify)
exports("Notify", gtaNotify)
------------------
-- REDM SECTION --
------------------
---
---
local REDMnotifTypes = {
success = vec3(0, 150, 0),
error = vec3(150, 0, 0),
warning = vec3(0, 150, 150),
police = vec3(0, 0, 150),
ambulance = vec3(0, 0, 150),
}
function redNotify(title, message, style)
local notif = {
title = title and CreateVarString(10, "LITERAL_STRING", title) or nil,
message = message and CreateVarString(10, "LITERAL_STRING", message) or nil,
state = "enter",
startTime = GetGameTimer(),
style = REDMnotifTypes[style] or vec3(0, 0, 0),
progress = 0,
holdTime = 8000,
slideDuration = 100,
currentOffset = 0,
}
table.insert(notifications, notif)
-- Activate drawing loop if not already running
if not activeDrawing then
activeDrawing = true
StartREDMDrawingLoop()
end
end
-- Drawing loop as a separate controlled thread
function StartREDMDrawingLoop()
CreateThread(function()
loadTextureDict("generic_textures")
while #notifications > 0 do
local currentTime = GetGameTimer()
-- Update notifications vertical offset
for i, notif in ipairs(notifications) do
local target = (#notifications - i) * spacing
notif.currentOffset += (target - notif.currentOffset) * 0.1
end
for i = #notifications, 1, -1 do
local notif = notifications[i]
if notif.state == "enter" then
local elapsed = currentTime - notif.startTime
notif.progress = math.min(elapsed / notif.slideDuration, 1.0)
if notif.progress >= 1.0 then
notif.state = "hold"
notif.holdStart = currentTime
end
elseif notif.state == "hold" then
if currentTime - notif.holdStart >= notif.holdTime then
notif.state = "exit"
notif.exitStart = currentTime
end
elseif notif.state == "exit" then
local elapsed = currentTime - notif.exitStart
notif.progress = 1.0 - math.min(elapsed / notif.slideDuration, 1.0)
if notif.progress <= 0 then
table.remove(notifications, i)
goto continue
end
end
local startX, targetX = 1.0, 0.8
local posX = startX - (startX - targetX) * notif.progress
local posY = 0.05 + (notif.currentOffset / 1080)
-- Background sprite
DrawSprite("generic_textures", "inkroller_1a", posX + 0.09, posY + 0.025, 0.2, 0.053, 180.0, notif.style.x, notif.style.y, notif.style.z, 150)
-- Title text
local moveMessage = false
if not notif.title or notif.title == "" then
moveMessage = true
else
drawREDMNotiText(1, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
end
-- Message text
drawREDMNotiText(6, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.0145 or 0.025)))
::continue::
end
Wait(0)
end
activeDrawing = false -- No notifications left, pause drawing
end)
end
function drawREDMNotiText(font, scale, wrap, string, pos)
SetTextFontForCurrentCommand(font)
SetTextScale(scale, scale)
SetTextColor(255, 255, 255, 255)
SetTextWrap(wrap.x, wrap.y)
SetTextJustification(2)
SetTextDropshadow(1, 0, 0, 0, 200)
DisplayText(string, pos.x, pos.y)
end
-- Exports --
-- Example:
-- TriggerEvent("jim_bridge:Notify", nil, "Short test message", "success")
--
-- exports["jim_bridge"]:Notify(nil, "Short test message", "success")
--
RegisterNetEvent("jim_bridge:RedNotify", redNotify)
RegisterNetEvent("jim_bridge:GTANotify", gtaNotify)
RegisterNetEvent("jim_bridge:Notify", function(...)
if GetCurrentGameName() == "rdr3" then
redNotify(...)
else
gtaNotify(...)
end
end)
function Notify(...)
if GetCurrentGameName() == "rdr3" then
redNotify(...)
else
gtaNotify(...)
end
end
exports("Notify", Notify)
-- Example testing notifications (can remove after testing)
--CreateThread(function()
-- TriggerEvent("jim_bridge:Notify", nil, "Short test message", "success")
-- Wait(3000)
-- TriggerEvent("jim_bridge:Notify", "Error!", "This is a longer example message to show stacking.", "error")
-- Wait(3000)
-- TriggerEvent("jim_bridge:Notify", "Test!", "This notification has to 'type' set.", nil )
-- Wait(4000)
--end)

344
ui_modules/progressbar.lua Normal file
View File

@@ -0,0 +1,344 @@
local inProgress = false
local function loadTextureDict(dict)
if not HasStreamedTextureDictLoaded(dict) then
while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
end
end
function redProgressBar(data)
local ped = PlayerPedId()
local result = nil
loadTextureDict("generic_textures")
if inProgress then return false end
inProgress = true
local wait = debugMode and 1000 or data.time
local endTime = GetGameTimer() + wait
LocalPlayer.state:set("inv_busy", true, true)
TriggerEvent('inventory:client:busy:status', true)
TriggerEvent('canUseInventoryAndHotbar:toggle', not true)
-- 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 = 1 -- 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
ShowRedProgressBar(segmentProgress, data.label, ("%.0f%%"):format(percentage))
-- Controls to disable during progress
if data.disableMouse then
DisableControlAction(0, `INPUT_LOOK_LR`, true)
DisableControlAction(0, `INPUT_LOOK_UD`, true)
DisableControlAction(0, `INPUT_VEH_MOUSE_CONTROL_OVERRIDE`, true)
end
if data.disableMovement then
DisableControlAction(0, `INPUT_MOVE_LR`, true)
DisableControlAction(0, `INPUT_MOVE_UD`, true)
DisableControlAction(0, `INPUT_DUCK`, true)
DisableControlAction(0, `INPUT_SPRINT`, true)
end
if data.disableCarMovement then
DisableControlAction(0, `INPUT_VEH_MOVE_LEFT_ONLY`, true)
DisableControlAction(0, `INPUT_VEH_MOVE_RIGHT_ONLY`, true)
DisableControlAction(0, `INPUT_VEH_ACCELERATE`, true)
DisableControlAction(0, `INPUT_VEH_BRAKE`, true)
DisableControlAction(0, `INPUT_VEH_EXIT`, true)
end
if data.disableCombat then
DisablePlayerFiring(PlayerId(), true)
DisableControlAction(0, `INPUT_ATTACK`, true)
DisableControlAction(0, `INPUT_AIM`, true)
DisableControlAction(0, `INPUT_OPEN_WHEEL_MENU`, true)
DisableControlAction(0, `INPUT_DETONATE`, true)
DisableControlAction(0, `INPUT_THROW_GRENADE`, true)
DisableControlAction(0, `INPUT_MELEE_ATTACK`, true)
DisableControlAction(0, `INPUT_MELEE_GRAPPLE_ATTACK`, true)
end
if data.cancel and (
IsControlJustReleased(0, `INPUT_FRONTEND_RS`) or
IsControlJustReleased(0, `INPUT_SWITCH_SHOULDER`) or
IsControlJustReleased(0, `INPUT_GAME_MENU_TAB_RIGHT_SECONDARY`) or
IsControlJustReleased(0, `INPUT_FRONTEND_CANCEL`) or
IsControlJustReleased(0, `INPUT_GAME_MENU_CANCEL`) or
IsControlJustReleased(0, `INPUT_FRONTEND_RRIGHT`) or
IsControlJustReleased(0, `INPUT_QUIT`) or
IsControlJustReleased(0, `INPUT_MINIGAME_QUIT`)
) 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
if data.task then
ClearPedTasks(ped)
end
result = inProgress
inProgress = false
while result == nil do Wait(10) end
-- Cleanup
FreezeEntityPosition(ped, false)
LocalPlayer.state:set("inv_busy", false, true)
TriggerEvent('inventory:client:busy:status', false)
TriggerEvent('canUseInventoryAndHotbar:toggle', not false)
return result
end
function ShowRedProgressBar(currentProg, title, level)
local loc = vec2(0.40, 0.90)
local size = vec2(0.3, 0.03)
-- Draw background box
DrawSprite("generic_textures", "inkroller_1a", loc.x+0.1, loc.y-0.01, 0.25, 0.07, 180.0, 0, 0, 0, 200)
SetTextFontForCurrentCommand(6)
SetTextScale(0.35, 0.35)
SetTextColor(255, 255, 255, 255)
SetTextDropshadow(1, 0, 0, 0, 200)
BgDisplayText(title, loc.x - size.x / 4 + 0.074, loc.y - 0.034)
SetTextFontForCurrentCommand(1)
SetTextScale(0.35, 0.35)
SetTextColor(255, 255, 255, 255)
SetTextDropshadow(1, 0, 0, 0, 200)
BgDisplayText(level, loc.x - size.x / 4 + 0.246, loc.y - 0.030)
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, 255, 0, 0, 200) -- Blue progress
end
end
end
function gtaProgressBar(data)
local ped = PlayerPedId()
local result = nil
loadTextureDict("timerbars")
if inProgress then return false end
inProgress = true
local wait = debugMode and 1000 or data.time
local endTime = GetGameTimer() + wait
-- 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 = 1 -- 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
if data.task then
ClearPedTasks(ped)
end
result = inProgress
inProgress = false
while result == nil do Wait(10) end
-- Cleanup
FreezeEntityPosition(ped, false)
LocalPlayer.state:set("inv_busy", false, true)
TriggerEvent('inventory:client:busy:status', false)
TriggerEvent('canUseInventoryAndHotbar:toggle', not false)
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
function stopProgressBar() inProgress = false end
function isProgressBar() return inProgress end
function progressBar(...)
if GetCurrentGameName() == "rdr3" then
return redProgressBar(...)
else
return gtaProgressBar(...)
end
end
exports("progressBar", function(...)
return progressBar(...)
end)
exports("gtaProgressBar", function(...)
return gtaProgressBar(...)
end)
exports("redProgressBar", function(...)
return redProgressBar(...)
end)
exports("stopProgressBar", stopProgressBar)
exports("isProgressBar", isProgressBar)
--RegisterCommand("testprog", function()
-- print("test")
-- if progressBar({
-- label = "Processing...",
-- time = 10000,
-- disableMovement = true,
-- --dict = "amb@world_human_hang_out_street@female_hold_arm@base",
-- --anim = "base",
-- --flag = 49,
-- cancel = true,
-- }) then
-- Notify("Success!", "Short test message", "success")
-- else
-- Notify("Error!", "This is a longer example message to show stacking.", "error")
-- end
--end)

View File

@@ -79,7 +79,7 @@ function gtaSkillCheck()
-- 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)
drawGTASuccessText(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
@@ -94,7 +94,7 @@ function gtaSkillCheck()
return successes == barsRequired
end
function drawSuccessText(x, y, text, r, g, b)
function drawGTASuccessText(x, y, text, r, g, b)
SetTextFont(8)
SetTextScale(0.45, 0.45)
SetTextColour(r, g, b, 255)
@@ -118,4 +118,10 @@ function createScaleBars(x, y, width, height)
DrawRect(x, y, width, height, 100, 100, 100, 255)
end
exports("skillCheck", gtaSkillCheck)
exports("skillCheck", function(...)
if GetCurrentGameName() == "rdr3" then
--redSkillCheck(...)
else
gtaSkillCheck(...)
end
end)

View File

@@ -1,12 +1,8 @@
2.0.15
2.0.19
- Fix old PSInv/QBInv stashes being wiped when it should be updating them
- Better breakout from opening inventory while crafting
- Unify isInventoryOpen() function to simply check for IsNuiFocused()
- Add clearStash() and doesItemExist() functions for future use
- Add warmenu.lua file for gta scaleform menus (loading is disabled by default)
- Move custom GTA native notify, skillcheck, target to separate files, can be used outside the script
- Complete refactor of framework shared info loading, now only does it once and then shares to scripts
- Added extra checks for ESX loading, should hopefully stop the coreloader line 317 error
- SetMetadata function now handles full metadata, not just durability
- Completely rework framework caching, it was lagging behind and breaking
- Add new hasFreeInvnentorySlots() function
- Add inv config file grabber, checks inventory configs for inventory weight/slots
https://github.com/jimathy/jim_bridge