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37 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
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
24 changed files with 1284 additions and 516 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

@@ -35,9 +35,12 @@ local Exports = {
} }
-- Prevent reloading if cache is already initialized -- Prevent reloading if cache is already initialized
if _G.__jimBridgeDataCache then return end local cache = {
_G.__jimBridgeDataCache = {} Items = {},
local cache = _G.__jimBridgeDataCache Vehicles = {},
Jobs = {},
Gangs = {},
}
-- Helper function to check if resource exists in server (instead of if it is already started) -- Helper function to check if resource exists in server (instead of if it is already started)
local function checkExists(resourceName) local function checkExists(resourceName)
@@ -62,8 +65,7 @@ if checkExists(Exports.ESXExport) then
end end
-- Initialize variables for caching -- Initialize variables for caching
local Items, Vehicles, Jobs, Gangs, Core = nil, nil, nil, nil, nil local itemResource, jobResource, vehResource = "N/A", "N/A", "N/A"
local itemResource, jobResource, vehResource = "", "", ""
-- Print just to announce it knows the exports/scripts exist in the server -- Print just to announce it knows the exports/scripts exist in the server
for _, v in pairs(Exports) do for _, v in pairs(Exports) do
@@ -80,38 +82,70 @@ if checkExists(Exports.OXInv) then
-- Wait for OX Inventory to start if it's not already started -- Wait for OX Inventory to start if it's not already started
while GetResourceState(Exports.OXInv) ~= "started" do Wait(100) end while GetResourceState(Exports.OXInv) ~= "started" do Wait(100) end
itemResource = Exports.OXInv itemResource = Exports.OXInv
Items = exports[Exports.OXInv]:Items()
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 -- Get Weapon info and duplicate them if they are uppercase
-- (duplicate incase anything checks for the uppercase version) -- (duplicate incase anything checks for the uppercase version)
for k, v in pairs(Items) do for k, v in pairs(cache.Items) do
if k:find("WEAPON") then if type(k) == "string" then
Items[k:lower()] = Items[k] if k:find("WEAPON") then
Items[k:lower()].image = k..".png" 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
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
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
end end
elseif checkExists(Exports.QBExport) then elseif checkExists(Exports.QBExport) then
while GetResourceState(Exports.QBExport) ~= "started" do Wait(100) end while GetResourceState(Exports.QBExport) ~= "started" do Wait(100) end
itemResource = Exports.QBExport itemResource = Exports.QBExport
Core = exports[Exports.QBExport]:GetCoreObject() cache.Items = exports[Exports.QBExport]:GetCoreObject().Shared.Items
Items = Core.Shared.Items
if Items == nil then
print("^1ERROR^7: ^1Can NOT find shared ^7Items ^1table^7, ^1possible error in that file^7?")
Items = {} -- Fallback to an empty table
end
elseif checkExists(Exports.ESXExport) then elseif checkExists(Exports.ESXExport) then
itemResource = Exports.ESXExport itemResource = Exports.ESXExport
if GetResourceState(Exports.QSInv):find("start") then if GetResourceState(Exports.QSInv):find("start") then
Items = exports[Exports.QSInv]:GetItemList() cache.Items = exports[Exports.QSInv]:GetItemList()
else else
Items = ESX.GetItems() cache.Items = ESX.GetItems()
while not next(Items) do while not next(cache.Items) do
Items = ESX.GetItems() cache.Items = ESX.GetItems()
Wait(1000) Wait(1000)
end end
end end
@@ -119,33 +153,26 @@ elseif checkExists(Exports.ESXExport) then
elseif checkExists(Exports.RSGExport) then elseif checkExists(Exports.RSGExport) then
while GetResourceState(Exports.RSGExport) ~= "started" do Wait(100) end while GetResourceState(Exports.RSGExport) ~= "started" do Wait(100) end
itemResource = Exports.RSGExport itemResource = Exports.RSGExport
Core = exports[Exports.RSGExport]:GetCoreObject() cache.Items = exports[Exports.RSGExport]:GetCoreObject().Shared.Items
Items = Core.Shared.Items
if Items == nil then
print("^1ERROR^7: ^1Can NOT find shared ^7Items ^1table^7, ^1possible error in that file^7?")
Items = {} -- Fallback to an empty table
end
end end
--------------------- ---------------------
--- Load Vehicles --- --- Load Vehicles ---
--------------------- ---------------------
-- Vehicle loading depending on framework -- Vehicle loading depending on framework
if checkExists(Exports.QBXExport) or checkExists(Exports.QBExport) then if checkExists(Exports.QBXExport) then
vehResource = Exports.QBXExport
cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles
elseif checkExists(Exports.QBExport)then
vehResource = Exports.QBExport vehResource = Exports.QBExport
Core = Core or exports[Exports.QBExport]:GetCoreObject() cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles
Vehicles = Core.Shared.Vehicles
if Vehicles == nil then
print("^1ERROR^7: ^1Can NOT find shared ^7Vehicles ^1table^7, ^1possible error in that file^7?")
Vehicles = {} -- Fallback to an empty table
end
elseif checkExists(Exports.OXCoreExport) then elseif checkExists(Exports.OXCoreExport) then
vehResource = Exports.OXCoreExport vehResource = Exports.OXCoreExport
Vehicles = {} cache.Vehicles = {}
for k, v in pairs(Ox.GetVehicleData()) do for k, v in pairs(Ox.GetVehicleData()) do
Vehicles[k] = { cache.Vehicles[k] = {
model = k, hash = GetHashKey(k), model = k, hash = GetHashKey(k),
price = v.price, price = v.price,
name = v.name, name = v.name,
@@ -156,9 +183,8 @@ elseif checkExists(Exports.OXCoreExport) then
elseif checkExists(Exports.ESXExport) then elseif checkExists(Exports.ESXExport) then
vehResource = Exports.ESXExport vehResource = Exports.ESXExport
while not MySQL do Wait(1000) end while not MySQL do Wait(1000) end
Vehicles = {}
for _, v in pairs(MySQL.query.await('SELECT model, price, name FROM vehicles')) do for _, v in pairs(MySQL.query.await('SELECT model, price, name FROM vehicles')) do
Vehicles[v.model] = { cache.Vehicles[v.model] = {
model = v.model, model = v.model,
hash = GetHashKey(v.model), hash = GetHashKey(v.model),
price = v.price, price = v.price,
@@ -168,12 +194,7 @@ elseif checkExists(Exports.ESXExport) then
elseif checkExists(Exports.RSGExport) then elseif checkExists(Exports.RSGExport) then
vehResource = Exports.RSGExport vehResource = Exports.RSGExport
Core = Core or exports[Exports.RSGExport]:GetCoreObject() cache.Vehicles = exports[Exports.RSGExport]:GetCoreObject().Shared.Vehicles
Vehicles = Core.Shared.Vehicles
if Vehicles == nil then
print("^1ERROR^7: ^1Can NOT find shared ^7Vehicles ^1table^7, ^1possible error in that file^7?")
Vehicles = {} -- Fallback to an empty table
end
end end
@@ -183,16 +204,14 @@ end
-- Jobs loading based on framework -- Jobs loading based on framework
if checkExists(Exports.QBXExport) then if checkExists(Exports.QBXExport) then
jobResource = Exports.QBXExport jobResource = Exports.QBXExport
Core = Core or exports[Exports.QBXExport]:GetCoreObject() cache.Jobs, cache.Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs()
Jobs, Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs()
if Jobs == nil then elseif checkExists(Exports.QBExport) then
print("^1ERROR^7: ^1Can NOT find shared ^7Jobs ^1table^7, ^1possible error in that file^7?") jobResource = Exports.QBExport
Jobs = {} -- Fallback to an empty table cache.Jobs, cache.Gangs = exports[Exports.QBExport]:GetCoreObject().Shared.Jobs, exports[Exports.QBExport]:GetCoreObject().Shared.Gangs
end
elseif checkExists(Exports.OXCoreExport) then elseif checkExists(Exports.OXCoreExport) then
jobResource = Exports.OXCoreExport jobResource = Exports.OXCoreExport
Jobs = {}
while not MySQL do Wait(1000) end while not MySQL do Wait(1000) end
local tempJobs = MySQL.query.await('SELECT * FROM `ox_groups`') local tempJobs = MySQL.query.await('SELECT * FROM `ox_groups`')
local tempGrades = MySQL.query.await('SELECT * FROM `ox_group_grades`') local tempGrades = MySQL.query.await('SELECT * FROM `ox_group_grades`')
@@ -202,34 +221,29 @@ elseif checkExists(Exports.OXCoreExport) then
gradeMap[grade.group][grade.grade] = { name = grade.label } gradeMap[grade.group][grade.grade] = { name = grade.label }
end end
for _, job in pairs(tempJobs) do for _, job in pairs(tempJobs) do
Jobs[job.name] = { cache.Jobs[job.name] = {
label = job.label, label = job.label,
grades = gradeMap[job.name] or {} grades = gradeMap[job.name] or {}
} }
end end
Gangs = Jobs cache.Gangs = cache.Jobs
elseif checkExists(Exports.QBExport) then
jobResource = Exports.QBExport
Core = Core or exports[Exports.QBExport]:GetCoreObject()
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
elseif checkExists(Exports.ESXExport) then elseif checkExists(Exports.ESXExport) then
jobResource = Exports.ESXExport jobResource = Exports.ESXExport
ESX = exports[Exports.ESXExport]:getSharedObject() ESX = exports[Exports.ESXExport]:getSharedObject()
Jobs = ESX.GetJobs() cache.Jobs = ESX.GetJobs()
while not next(Jobs) do while not next(cache.Jobs) do
Wait(100) Wait(100)
Jobs = ESX.GetJobs() cache.Jobs = ESX.GetJobs()
end end
for Role, Grades in pairs(Jobs) do for Role, Grades in pairs(cache.Jobs) do
-- Check for if user has added grades -- Check for if user has added grades
if Grades.grades == nil or not next(Grades.grades) then if Grades.grades == nil or not next(Grades.grades) then
goto continue goto continue
end end
for grade, info in pairs(Grades.grades) do for grade, info in pairs(Grades.grades) do
if info.label and info.label:find("[Bb]oss") then 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 goto continue
end end
end end
@@ -242,62 +256,159 @@ elseif checkExists(Exports.ESXExport) then
end end
if highestGrade then if highestGrade then
Jobs[Role].grades[tostring(highestGrade)].isBoss = true cache.Jobs[Role].grades[tostring(highestGrade)].isBoss = true
end end
::continue:: ::continue::
end end
Gangs = Jobs cache.Gangs = cache.Jobs
elseif checkExists(Exports.RSGExport) then elseif checkExists(Exports.RSGExport) then
jobResource = Exports.RSGExport jobResource = Exports.RSGExport
Core = Core or exports[Exports.RSGExport]:GetCoreObject() cache.Jobs, cache.Gangs = exports[Exports.RSGExport]:GetCoreObject().Shared.Jobs, exports[Exports.RSGExport]:GetCoreObject().Shared.Gangs
Jobs, Gangs = Core.Shared.Jobs, Core.Shared.Gangs
if Jobs == nil then
print("^1ERROR^7: ^1Can NOT find shared ^7Jobs ^1table^7, ^1possible error in that file^7?")
Jobs = {} -- Fallback to an empty table
end
end end
-- Save to global cache -- Fallback if nil or empty
cache.Items = Items if cache.Items == nil or not next(cache.Items) then
cache.Vehicles = Vehicles print("^1--------------------------------------------^7")
cache.Jobs = Jobs print("^1ERROR^7: ^1Can NOT find "..itemResource.." ^7Items ^1list^7, ^1possible error in that file or is it empty^7?")
cache.Gangs = Gangs 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
CreateThread(function() CreateThread(function()
local counts = { local counts = {
Items = 0, Items = 0, Vehicles = 0, Jobs = 0, Gangs = 0,
Vehicles = 0,
Jobs = 0,
Gangs = 0,
} }
for k, v in pairs(cache) do for k, v in pairs(cache) do
for count in pairs(v) do if type(v) ~= "number" then for count in pairs(v) do counts[k] += 1 end end
counts[k] += 1
end
end end
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Items).."^2 Items from ^7"..itemResource) if cache.InventoryWeight then
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Vehicles).."^2 Vehicles from ^7"..vehResource) print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventoryWeight^7: ^3"..cache.InventoryWeight.."^7 (^3"..(cache.InventoryWeight / 1000).."kg^7)")
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Jobs).."^2 Jobs from ^7"..jobResource) end
print("^6FrameworkCache^7: ^2Loaded ^5"..tostring(counts.Gangs).."^2 Gangs from ^7"..jobResource) 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) end)
RegisterNetEvent("jim_bridge:requestCache", function() RegisterNetEvent("jim_bridge:requestCache", function()
local src = source local src = source
TriggerClientEvent("jim_bridge:receiveCache", src, _G.__jimBridgeDataCache) TriggerClientEvent("jim_bridge:receiveCache", src, cache)
end) end)
exports("GetSharedData", function() exports("GetSharedData", function()
-- Wait for data to be ready before returning it -- Wait for data to be ready before returning it
local timeout = GetGameTimer() + 5000 local timeout = GetGameTimer() + 5000
while ( while (
not _G.__jimBridgeDataCache or not cache or
(not _G.__jimBridgeDataCache.Items or next(_G.__jimBridgeDataCache.Items) == nil) or (not cache.Items or next(cache.Items) == nil) or
(not _G.__jimBridgeDataCache.Vehicles or next(_G.__jimBridgeDataCache.Vehicles) == nil) or (not cache.Vehicles or next(cache.Vehicles) == nil) or
(not _G.__jimBridgeDataCache.Jobs or next(_G.__jimBridgeDataCache.Jobs) == nil) (not cache.Jobs or next(cache.Jobs) == nil)
) and GetGameTimer() < timeout do ) and GetGameTimer() < timeout do
Wait(50) Wait(50)
end end
return _G.__jimBridgeDataCache return cache
end) end)

View File

@@ -1,6 +1,6 @@
name "Jim_Bridge" name "Jim_Bridge"
author "Jimathy" author "Jimathy"
version "2.0.17" version "2.0.19"
description "Framework Bridge By Jimathy" description "Framework Bridge By Jimathy"
fx_version "cerulean" 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.' 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 -- Version checker
server_scripts { server_scripts {
'frameworkCache.lua', 'frameworkCache.lua',
'_versioncheck.lua' '_versioncheck.lua',
} }
client_scripts { 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 if isStarted(QBExport) or isStarted(QBXExport) then
onPlayerFramework = QBExport onPlayerFramework = QBExport
AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc) RegisterNetEvent('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
onPlayerFramework = ESXExport onPlayerFramework = ESXExport
AddEventHandler('esx:playerLoaded', function() RegisterNetEvent('esx:playerLoaded', function()
if waitForSharedLoad() then if waitForSharedLoad() then
if isStarted(ESXExport) then Wait(1000) end
tempFunc() tempFunc()
end end
end end
) )
elseif isStarted(OXCoreExport) then elseif isStarted(OXCoreExport) then
onPlayerFramework = OXCoreExport onPlayerFramework = OXCoreExport
AddEventHandler('ox:playerLoaded', tempFunc) RegisterNetEvent('ox:playerLoaded', tempFunc)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
onPlayerFramework = RSGExport onPlayerFramework = RSGExport
AddEventHandler('RSGCore:Client:OnPlayerLoaded', tempFunc) RegisterNetEvent('RSGCore:Client:OnPlayerLoaded', tempFunc)
end end
if onPlayerFramework ~= "" then if onPlayerFramework ~= "" then
@@ -83,12 +82,15 @@ end
--- end) --- end)
--- ``` --- ```
function onPlayerUnload(func) function onPlayerUnload(func)
AddEventHandler('QBCore:Client:OnPlayerUnload', function() func() end) debugPrint("^6Bridge^7: ^2Registering ^3onPlayerUnload^7()")
AddEventHandler('ox:playerLogout', function() func() end) RegisterNetEvent('QBCore:Client:OnPlayerUnload', function() func() end)
AddEventHandler('RSGCore: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 end
------------------------------------------------------------- -------------------------------------------------------------
@@ -195,22 +197,23 @@ function waitForSharedLoad()
local timeout = 100000 -- 10 seconds in milliseconds local timeout = 100000 -- 10 seconds in milliseconds
local startTime = GetGameTimer() local startTime = GetGameTimer()
local loaded = true local loaded = true
--Wait(1000)
local count = {}
local loop = 0 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 while ((not Jobs or not next(Jobs)) or
if not messageShown then (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 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 end
if (not Items or not next(Items)) then 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 end
if (not Vehicles or not next(Vehicles)) then 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 end
messageShown = true
end end
messageShown = true
--print((GetGameTimer() - startTime) < timeout) --print((GetGameTimer() - startTime) < timeout)
Wait(1000) Wait(1000)
if Jobs and Items and Vehicles then if Jobs and Items and Vehicles then

View File

@@ -24,8 +24,8 @@
--- ``` --- ```
function createCallback(callbackName, funct) function createCallback(callbackName, funct)
if isServer() then if isServer() then
debugPrint("^6Bridge^7: ^3Registering callback^7:", callbackName)
if isStarted(OXLibExport) then if isStarted(OXLibExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..OXLibExport.." ^3Callback^7:", callbackName)
lib.callback.register(callbackName, funct) lib.callback.register(callbackName, funct)
else else
local adaptedFunction = function(source, cb, ...) local adaptedFunction = function(source, cb, ...)
@@ -34,12 +34,14 @@ function createCallback(callbackName, funct)
end end
if isStarted(QBExport) then if isStarted(QBExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..QBExport.." ^3Callback^7:", callbackName)
Core = Core or exports[QBExport]:GetCoreObject() Core = Core or exports[QBExport]:GetCoreObject()
Core.Functions.CreateCallback(callbackName, adaptedFunction) Core.Functions.CreateCallback(callbackName, adaptedFunction)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^2Registering ^4"..ESXExport.." ^3Callback^7:", callbackName)
ESX.RegisterServerCallback(callbackName, adaptedFunction) ESX.RegisterServerCallback(callbackName, adaptedFunction)
else 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 end
end end
@@ -64,7 +66,7 @@ end
--- ``` --- ```
function triggerCallback(callbackName, ...) function triggerCallback(callbackName, ...)
local result = nil local result = nil
debugPrint("^6Bridge^7: ^3Triggering callback^7:", callbackName) debugPrint("^6Bridge^7: ^2Triggering ^3Callback^7:", callbackName)
if isStarted(OXLibExport) then if isStarted(OXLibExport) then
result = lib.callback.await(callbackName, false, ...) result = lib.callback.await(callbackName, false, ...)
elseif isStarted(QBExport) then 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 -- Shared Exports Initialization
Exports.PSInv = isStarted("lj-inventory") and "lj-inventory" or Exports.PSInv Exports.PSInv = isStarted("lj-inventory") and "lj-inventory" or Exports.PSInv
@@ -33,71 +33,72 @@ end
if IsDuplicityVersion() then if IsDuplicityVersion() then
CreateThread(function() local cache = nil
local cache = nil local timeout = GetGameTimer() + 5000 -- 5 seconds max wait
local timeout = GetGameTimer() + 5000 -- 5 seconds max wait
-- Wait until jim_bridge is started and export is available -- Wait until jim_bridge is started and export is available
while not cache and GetGameTimer() < timeout do while not cache and GetGameTimer() < timeout do
if GetResourceState("jim_bridge"):find("start") then if GetResourceState("jim_bridge"):find("start") then
local success, result = pcall(function() local success, result = pcall(function()
return exports["jim_bridge"]:GetSharedData() return exports["jim_bridge"]:GetSharedData()
end) end)
if success and result then if success and result then
cache = result cache = result
--print(json.encode(cache, {indent = true}))
end
end end
Wait(100)
end end
Wait(100)
end
if not cache then if not cache then
print("^1ERROR^7: ^2jim_bridge export not available after timeout^7.") print("^1ERROR^7: ^2jim_bridge export not available after timeout^7.")
return return
end end
Items = cache.Items Items = cache.Items
Vehicles = cache.Vehicles Vehicles = cache.Vehicles
Jobs = cache.Jobs Jobs = cache.Jobs
Gangs = cache.Gangs Gangs = cache.Gangs
InventoryWeight = cache.InventoryWeight or InventoryWeight
InventorySlots = cache.InventorySlots or 40
debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.") debugPrint("^6Bridge^7: ^2Shared cache successfully loaded from export^7.")
end) --print(countTable(Items), countTable(Vehicles), countTable(Jobs))
else else
local hasCache = false -- Shared bridge cache - prevent duplicate listeners
-- 🔹 Client Side: Request from server exports["jim_bridge"]:GetBridgeCache(function(cache)
_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
Items = cache.Items or {} Items = cache.Items or {}
Vehicles = cache.Vehicles or {} Vehicles = cache.Vehicles or {}
Jobs = cache.Jobs or {} Jobs = cache.Jobs or {}
Gangs = cache.Gangs or {} Gangs = cache.Gangs or {}
InventoryWeight = cache.InventoryWeight or InventoryWeight
InventorySlots = cache.InventorySlots or 50
if isStarted(ESXExport) then CreateThread(function()
for _, v in pairs(Vehicles) do if isStarted(ESXExport) then
Vehicles[v.model] = { for _, v in pairs(Vehicles) do
model = v.model, Vehicles[v.model] = {
hash = v.hash, model = v.model,
price = v.price, hash = v.hash,
name = v.name, price = v.price,
brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper) name = v.name,
} brand = GetMakeNameFromVehicleModel(v.model):lower():gsub("^%l", string.upper)
}
end
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)
end end

View File

@@ -110,7 +110,7 @@ function craftingMenu(data)
local label = Items[l] and Items[l].label or "error - "..l local label = Items[l] and Items[l].label or "error - "..l
local hasItem = checkStashItem(data.stashName, { [l] = b }) local hasItem = checkStashItem(data.stashName, { [l] = b })
local missingMark = not hasItem and "" or " " local missingMark = not hasItem and "" or " "
settext = settext..(settext ~= "" and br or "").."[ x"..b.." ] - "..label..(b > 1 and " x"..b or "")..missingMark settext = settext..(settext ~= "" and br or "").."[ x"..b.." ] - "..label..missingMark
metaTable[Items[l] and Items[l].label or "error - "..l] = b metaTable[Items[l] and Items[l].label or "error - "..l] = b
itemTable[l] = b itemTable[l] = b
@@ -400,7 +400,7 @@ function makeItem(data)
currentToken = nil -- clear client cached token currentToken = nil -- clear client cached token
CreateThread(function() CreateThread(function()
if data.craft["hasCrafted"] ~= nil then 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 data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:SetMetadata", "craftedItems", data.craftable.craftedItems) triggerCallback(getScript()..":server:SetMetadata", "craftedItems", data.craftable.craftedItems)
end end
@@ -408,7 +408,7 @@ function makeItem(data)
if data.craft["exp"] ~= nil then if data.craft["exp"] ~= nil then
craftingLevel += data.craft["exp"].give craftingLevel += data.craft["exp"].give
jsonPrint(data.craft["exp"]) 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) triggerCallback(getScript()..":server:SetMetadata", "craftingLevel", craftingLevel)
end end
end) end)
@@ -457,9 +457,9 @@ end
--- @usage --- @usage
RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable, stashName, metadata, token) RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable, stashName, metadata, token)
local src = source 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 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 return
end end

View File

@@ -5,7 +5,7 @@
or other type (e.g., coyote). It uses predefined model hashes stored in the AnimalPeds table. or other type (e.g., coyote). It uses predefined model hashes stored in the AnimalPeds table.
Global Flags: 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. current animal classification.
When running client-side (not on the server), the module checks the player's Ped after they load. 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. -- 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 if not isServer() then
onPlayerLoaded(function() onPlayerLoaded(function()
Wait(2000) Wait(1000)
-- Reset classification flags -- 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. -- Check if the player's Ped is an animal.
isPedAnimal() isPedAnimal()
if isAnimal then if isAnimal then
@@ -41,18 +41,18 @@ if not isServer() then
-- Determine if the Ped is a cat: -- Determine if the Ped is a cat:
-- Also treat 'ft-raccoon' as a cat unless it is 'ft-sphynx' -- 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: -- Determine if the Ped is a dog and whether it's big:
isDog, isBigDog = isDog(ped) isPedDog, isBigDog = isDog(ped)
isSmallDog = not isBigDog 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): -- Determine if the Ped is a coyote (special case):
isCoyote = (pedModel == `ft-sphynx` or pedModel == `a_c_coyote`) isCoyote = (pedModel == `ft-sphynx` or pedModel == `a_c_coyote`)
-- Special override: if model is 'ft-capmonkey2', treat as a dog. -- 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
end, true) end, true)
@@ -79,7 +79,7 @@ if not isServer() then
for animalModelHash, _ in pairs(animalCategory) do for animalModelHash, _ in pairs(animalCategory) do
if PedModel == animalModelHash then if PedModel == animalModelHash then
isAnimal = true isAnimal = true
debugPrint("^6Bridge^7: ^2Ped is Animal") debugPrint("^4isAnimal^7: ^2Ped is ^4Animal")
return true return true
end end
end end
@@ -109,6 +109,7 @@ if not isServer() then
local PedModel = GetEntityModel(ped or PlayerPedId()) local PedModel = GetEntityModel(ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.CatPeds) do for modelHash, _ in pairs(AnimalPeds.CatPeds) do
if PedModel == modelHash then if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Cat")
return true return true
end end
end end
@@ -126,8 +127,8 @@ if not isServer() then
--- ---
---@usage ---@usage
--- ```lua --- ```lua
--- local isDog, isBigDog = isDog() --- local isPedDog, isBigDog = isDog()
--- if isDog then --- if isPedDog then
--- if isBigDog then --- if isBigDog then
--- print("Player is a big dog!") --- print("Player is a big dog!")
--- else --- else
@@ -151,11 +152,13 @@ if not isServer() then
local PedModel = GetEntityModel(ped or PlayerPedId()) local PedModel = GetEntityModel(ped or PlayerPedId())
for modelHash, _ in pairs(AnimalPeds.BigDogs) do for modelHash, _ in pairs(AnimalPeds.BigDogs) do
if PedModel == modelHash then if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Dog")
return true, true return true, true
end end
end end
for modelHash, _ in pairs(AnimalPeds.SmallDogs) do for modelHash, _ in pairs(AnimalPeds.SmallDogs) do
if PedModel == modelHash then if PedModel == modelHash then
debugPrint("^4isAnimal^7: ^2Ped is ^4Small Dog")
return true, false return true, false
end end
end end

View File

@@ -30,25 +30,34 @@ validTokens = {}
--- end) --- end)
--- ``` --- ```
function createUseableItem(item, funct) function createUseableItem(item, funct)
if isStarted(ESXExport) then if doesItemExist(item) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7es_extended^7", item) local itemResource = ""
while not ESX do Wait(0) end if isStarted(ESXExport) then
ESX.RegisterUsableItem(item, funct) itemResource = ESXExport
while not ESX do Wait(0) end
ESX.RegisterUsableItem(item, funct)
elseif isStarted(QBExport) and not isStarted(QBXExport) then elseif isStarted(QBExport) and not isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7qb-core^7", item) itemResource = QBExport
Core.Functions.CreateUseableItem(item, funct) Core.Functions.CreateUseableItem(item, funct)
elseif isStarted(QBXExport) then elseif isStarted(QBXExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^7qbx_core^7", item) itemResource = QBXExport
exports[QBXExport]:CreateUseableItem(item, funct) exports[QBXExport]:CreateUseableItem(item, funct)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
debugPrint("^6Bridge^7: ^2Registering item as ^3Usable^2 with ^1rsg-core^7", item) itemResource = RSGExport
Core.Functions.CreateUseableItem(item, funct) 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 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
end end
@@ -507,17 +516,19 @@ end
--- ```lua --- ```lua
--- TriggerServerEvent("script:server:setMetaData", { item = "drill", slot = 5, metadata = { durability = 80 } }) --- TriggerServerEvent("script:server:setMetaData", { item = "drill", slot = 5, metadata = { durability = 80 } })
--- ``` --- ```
RegisterNetEvent(getScript()..":server:setMetaData", function(data) RegisterNetEvent(getScript()..":server:setMetaData", function(data, src)
local src = source local src = src or source
if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) or isStarted(JPRInv) then if isStarted(QBInv) or isStarted(PSInv) or isStarted(RSGInv) or isStarted(JPRInv) then
debugPrint(src, data.item, 1, data.slot) --debugPrint(src, data.item, 1, data.slot)
local Player = Core.Functions.GetPlayer(src) local Player = Core.Functions.GetPlayer(src)
Player.PlayerData.items[data.slot].info = data.metadata 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) Player.Functions.SetInventory(Player.PlayerData.items)
elseif isStarted(OXInv) then 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 elseif isStarted(QSInv) then
exports[QSInv]:SetItemMetadata(src, data.slot, data.metadata) exports[QSInv]:SetItemMetadata(src, data.slot, data.metadata)
@@ -708,8 +719,6 @@ end
------------------------------------------------------------- -------------------------------------------------------------
-- Server Callback Registration -- Server Callback Registration
------------------------------------------------------------- -------------------------------------------------------------
AuthEvent = nil
currentToken = nil
if isServer() then if isServer() then
createCallback(getScript()..":server:canCarry", function(source, itemTable) createCallback(getScript()..":server:canCarry", function(source, itemTable)
local result = canCarry(itemTable, source) local result = canCarry(itemTable, source)
@@ -735,103 +744,138 @@ if isServer() then
end end
return maxCanCarry return maxCanCarry
end) end)
end
local AuthEvent = getScript()..":"..keyGen()..keyGen()..keyGen()..keyGen()..":"..keyGen()..keyGen()..keyGen()..keyGen() function getMaxInvWeight()
validTokens = validTokens or {} local weight = 0
if isStarted(QBInv) then
createCallback(AuthEvent, function(source) if checkExportExists(QBInv, "GetMaxWeight") then
local src = source return exports[QBInv]:GetMaxWeight()
local token = keyGen()..keyGen()..keyGen()..keyGen() -- Use a secure random generator here else
--debugPrint(GetInvokingResource()) return InventoryWeight
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then end
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital function was called from an external resource^7") end
return "" 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 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 end
RegisterNetEvent(getScript()..":clearAuthToken", function() if isStarted(OXInv) then
local src = source return exports[OXInv]:GetPlayerMaxWeight()
debugPrint("^1Auth^7: ^2Manually removing token for Player Source^7:", src, validTokens[src]) end
validTokens[src] = nil
end)
receivedEvent = {} if isStarted(QSInv) then
createCallback(getScript()..":callback:GetAuthEvent", function(source) return InventoryWeight
local src = source end
--debugPrint(GetInvokingResource())
if GetInvokingResource() and GetInvokingResource() ~= getScript() and GetInvokingResource() ~= "qb-core" then if isStarted(CoreInv) then
debugPrint("^1Error^7: ^1Possible exploit^7, ^1vital callback was called from an external resource^7") return InventoryWeight
return "" 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 end
debugPrint("^1Auth^7: ^2Player Source^7: "..src.." ^2requested ^3AuthEvent^7", AuthEvent) end
if not receivedEvent[src] then
receivedEvent[src] = true if isStarted(OXInv) then
return AuthEvent weight = exports[OXInv]:GetPlayerWeight()
else end
print("^1Auth^7: ^1Player ^7"..src.." ^1tried to request auth token more than once^7")
return "" 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) end
RegisterNetEvent(getScript()..":clearAuthEventRequest", function() if isStarted(CoreInv) then
local src = source local itemcheck = exports[CoreInv]:getInventory()
debugPrint("^1Auth^7: ^2Manually clearing Auth Event for Player Source^7:", src, AuthEvent) for _, v in pairs(itemcheck) do
receivedEvent[src] = nil weight += ((v.weight * v.amount) or 0)
end) end
end
-- Multiuse function to check if the generated client token is valid if isStarted(CodeMInv) then
function checkToken(src, token, genType, name) local itemcheck = exports[CodeMInv]:GetClientPlayerInventory()
if token == nil then for _, v in pairs(itemcheck) do
debugPrint("^1Auth^7: ^1No token recieved^7") weight += ((v.weight * v.amount) or 0)
if genType == "stash" then end
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1create a stash ^7"..name.." ^1without an auth token^7") end
elseif genType == "item" then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1attempted to spawn an item ^7"..name.." ^1without an auth token^7") if isStarted(OrigenInv) then
end local itemcheck = exports[OrigenInv]:getPlayerInventory()
return false for _, v in pairs(itemcheck) do
else weight += ((v.weight * v.amount) or 0)
debugPrint("^1Auth^7: ^2Auth token received^7, ^2checking against server cache^7..") end
if token ~= validTokens[src] then end
debugPrint("^1Auth^7: ^1Tokens don't match! ^7", token, validTokens[src])
if genType == "stash" then if isStarted(TgiannInv) then
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1create a stash ^7"..name.." ^1with an incorrect auth token^7") local itemcheck = exports[TgiannInv]:GetPlayerItems()
elseif genType == "item" then for _, v in pairs(itemcheck) do
dupeWarn(src, name, "^1Auth Error^7: ^3"..src.." ^1attempted to spawn an item ^7"..name.." ^1with an incorrect auth token^7") weight += ((v.weight * v.amount) or 0)
end end
return false end
else
debugPrint("^1Auth^7: ^2Client and Server Auth tokens match^7!", token, validTokens[src]) -- For ESX default inventory (es_extended)
validTokens[src] = nil if ESX and isStarted(ESXExport) then
return true 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 end
end end
else
onPlayerLoaded(function()
debugPrint("^1Auth^7: ^2Requesting ^3Auth Event^7")
AuthEvent = triggerCallback(getScript()..":callback:GetAuthEvent")
end, true)
onPlayerUnload(function() return weight
debugPrint("^1Auth^7: ^2Clearing Auth Event^7") end
TriggerServerEvent(getScript()..":clearAuthEventRequest")
end, true) function hasFreeInventorySlots(slots, src)
local inv = getPlayerInv(src)
if (countTable(inv) + slots) <= InventorySlots then
return true
end
return false
end end
------------------------------------------------------------- -------------------------------------------------------------

View File

@@ -242,5 +242,8 @@ function openBossMenu(isGang, group)
end end
elseif isStarted("qbx_management") then elseif isStarted("qbx_management") then
exports["qbx_management"]:OpenBossMenu(isGang and "gang" or "job") 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
end end

View File

@@ -187,7 +187,7 @@ end
--- ``` --- ```
function playAnim(animDict, animName, duration, flag, ped, speed) function playAnim(animDict, animName, duration, flag, ped, speed)
loadAnimDict(animDict) 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) 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 end
@@ -204,7 +204,7 @@ end
--- stopAnim('amb@world_human_hang_out_street@male_c@base', 'base', PlayerPedId()) --- stopAnim('amb@world_human_hang_out_street@male_c@base', 'base', PlayerPedId())
--- ``` --- ```
function stopAnim(animDict, animName, ped) 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(), animDict, animName, 0.5)
StopAnimTask(ped or PlayerPedId(), animName, animDict, 0.5) StopAnimTask(ped or PlayerPedId(), animName, animDict, 0.5)
unloadAnimDict(animDict) unloadAnimDict(animDict)

View File

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

View File

@@ -1,4 +1,5 @@
local inProgress = false local inProgress = false
local storedPID = nil
--- Displays a progress bar using the configured progress bar system. --- Displays a progress bar using the configured progress bar system.
--- ---
@@ -48,7 +49,7 @@ function progressBar(data)
label = data.label, label = data.label,
position = data.position or "bottom", position = data.position or "bottom",
useWhileDead = data.dead or false, useWhileDead = data.dead or false,
canCancel = data.cancel and data.cancel or true, canCancel = data.cancel or true,
anim = { anim = {
dict = data.dict, dict = data.dict,
clip = data.anim, clip = data.anim,
@@ -57,8 +58,8 @@ function progressBar(data)
}, },
disable = { disable = {
combat = data.combat or true, combat = data.combat or true,
move = data.movement or false, move = data.disableMovement or false,
car = data.carMovement or false, car = data.disableMovement or false,
mouse = data.mouse or false mouse = data.mouse or false
}, },
} }
@@ -99,8 +100,19 @@ function progressBar(data)
debugMode and 1000 or data.time, debugMode and 1000 or data.time,
data.dead or false, data.dead or false,
data.cancel or true, 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() function()
result = true result = true
end, function() end, function()
@@ -125,14 +137,15 @@ function progressBar(data)
elseif Config.System.ProgressBar == "red" then elseif Config.System.ProgressBar == "red" then
-- Currently only uses jim-redui if you choose this option -- Currently only uses jim-redui if you choose this option
if exports["jim-redui"]:progressBar({ if exports["jim_bridge"]:redProgressBar({
label = data.label, label = data.label,
time = debugMode and 1000 or data.time, time = debugMode and 1000 or data.time,
dict = data.dict, dict = data.dict,
anim = data.anim, anim = data.anim,
flag = data.flag or 32, flag = data.flag or 32,
task = data.task, task = data.task,
cancel = true, disableMovement = data.disableMovement or false,
cancel = data.cancel or true,
}) then }) then
result = true result = true
else else
@@ -140,73 +153,21 @@ function progressBar(data)
end end
elseif Config.System.ProgressBar == "gta" then elseif Config.System.ProgressBar == "gta" then
loadTextureDict("timerbars") if exports["jim_bridge"]:gtaProgressBar({
if inProgress then return false end label = data.label,
inProgress = true time = debugMode and 1000 or data.time,
local wait = debugMode and 1000 or data.time dict = data.dict,
local endTime = GetGameTimer() + wait anim = data.anim,
local ped = PlayerPedId() flag = data.flag or 32,
task = data.task,
-- Setup Animation/Task if specified disableMovement = data.disableMovement or false,
if data.dict then cancel = data.cancel or true,
playAnim(data.dict, data.anim, -1, data.flag or 32) }) then
elseif data.task then result = true
TaskStartScenarioInPlace(ped, data.task, -1, true) else
result = false
end 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 end
while result == nil do while result == nil do
@@ -235,51 +196,6 @@ function progressBar(data)
return result return result
end 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. --- Stops the current progress bar.
--- ---
--- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup. --- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup.
@@ -289,14 +205,13 @@ function stopProgressBar()
elseif Config.System.ProgressBar == "qb" then elseif Config.System.ProgressBar == "qb" then
TriggerEvent("progressbar:client:cancel") TriggerEvent("progressbar:client:cancel")
elseif Config.System.ProgressBar == "gta" or Config.System.ProgressBar == "red" then elseif Config.System.ProgressBar == "gta" or Config.System.ProgressBar == "red" then
inProgress = false exports["jim_bridge"]:stopProgressBar()
end end
end end
-- System to handle sending/sharing progress bars between players -- -- System to handle sending/sharing progress bars between players --
-- For example, healing someone -- -- For example, healing someone --
local storedPID = nil
--- Server event handler for starting a shared progress bar. --- 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. --- 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) --- triggerNotify("Alert", "You have been warned for misconduct.", "error", playerId)
--- ``` --- ```
function triggerNotify(title, message, type, src) 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 Config.System.Notify == "okok" then
if not src then if not src then
TriggerEvent('okokNotify:Alert', title, message, 6000, type) TriggerEvent('okokNotify:Alert', title, message, 6000, type)

View File

@@ -159,6 +159,9 @@ function billPlayer(data)
coords = data.coords.xyz, coords = data.coords.xyz,
img = data.img img = data.img
}) })
elseif Config.System.Billing == "okok" then
-- TriggerServerEvent("okokBilling:CreateCustomInvoice", target, price, reason, invoiceSource, society, societyName)
TriggerEvent("okokBilling:ToggleCreateInvoice")
end end
end end
@@ -173,6 +176,7 @@ end
--- chargePlayer(100, "cash", playerId) --- chargePlayer(100, "cash", playerId)
--- ``` --- ```
function chargePlayer(cost, moneyType, newsrc) function chargePlayer(cost, moneyType, newsrc)
local is_success = false
local src = newsrc or source local src = newsrc or source
local fundResource = "" local fundResource = ""
if cost < 0 then if cost < 0 then
@@ -181,33 +185,35 @@ function chargePlayer(cost, moneyType, newsrc)
end end
if moneyType == "cash" then if moneyType == "cash" then
if isStarted(OXInv) then fundResource = OXInv 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 elseif isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost) is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
fundResource = RSGExport fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost) is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("cash", cost)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
fundResource = ESXExport fundResource = ESXExport
ESX.GetPlayerFromId(src).removeMoney(cost, "") ESX.GetPlayerFromId(src).removeMoney(cost, "")
is_success = true
end end
elseif moneyType == "bank" then elseif moneyType == "bank" then
if isStarted(QBExport) or isStarted(QBXExport) then if isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost) is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
fundResource = RSGExport fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost) is_success = Core.Functions.GetPlayer(src).Functions.RemoveMoney("bank", cost)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
fundResource = ESXExport fundResource = ESXExport
ESX.GetPlayerFromId(src).removeMoney(cost, "") ESX.GetPlayerFromId(src).removeMoney(cost, "")
is_success = true
end end
end end
@@ -216,6 +222,7 @@ function chargePlayer(cost, moneyType, newsrc)
else else
debugPrint("^6Bridge^7: ^2Charging ^2Player^7: '^6"..cost.."^7'", moneyType, fundResource) debugPrint("^6Bridge^7: ^2Charging ^2Player^7: '^6"..cost.."^7'", moneyType, fundResource)
end end
return is_success
end end
RegisterNetEvent(getScript()..":server:ChargePlayer", function(cost, moneyType, newsrc) RegisterNetEvent(getScript()..":server:ChargePlayer", function(cost, moneyType, newsrc)
debugPrint(GetInvokingResource()) debugPrint(GetInvokingResource())
@@ -237,39 +244,42 @@ end)
--- fundPlayer(150, "cash", playerId) --- fundPlayer(150, "cash", playerId)
--- ``` --- ```
function fundPlayer(fund, moneyType, newsrc) function fundPlayer(fund, moneyType, newsrc)
local is_success = false
local src = newsrc or source local src = newsrc or source
local fundResource = "" local fundResource = ""
if moneyType == "cash" then if moneyType == "cash" then
if isStarted(OXInv) then if isStarted(OXInv) then
fundResource = OXInv fundResource = OXInv
exports[OXInv]:AddItem(src, "money", fund) is_success = exports[OXInv]:AddItem(src, "money", fund)
elseif isStarted(QBExport) or isStarted(QBXExport) then elseif isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund) is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
fundResource = RSGExport fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund) is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("cash", fund)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
fundResource = ESXExport fundResource = ESXExport
ESX.GetPlayerFromId(src).addMoney(fund, "") ESX.GetPlayerFromId(src).addMoney(fund, "")
is_success = true
end end
elseif moneyType == "bank" then elseif moneyType == "bank" then
if isStarted(QBExport) or isStarted(QBXExport) then if isStarted(QBExport) or isStarted(QBXExport) then
fundResource = QBExport fundResource = QBExport
Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund) is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
fundResource = RSGExport fundResource = RSGExport
Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund) is_success = Core.Functions.GetPlayer(src).Functions.AddMoney("bank", fund)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
fundResource = ESXExport fundResource = ESXExport
ESX.GetPlayerFromId(src).addMoney(fund, "") ESX.GetPlayerFromId(src).addMoney(fund, "")
is_success = true
end end
end end
@@ -278,6 +288,7 @@ function fundPlayer(fund, moneyType, newsrc)
else else
debugPrint("^6Bridge^7: ^2Funding Player: '^2"..fund.."^7'", moneyType, fundResource) debugPrint("^6Bridge^7: ^2Funding Player: '^2"..fund.."^7'", moneyType, fundResource)
end end
return is_success
end end
------------------------------------------------------------- -------------------------------------------------------------

View File

@@ -175,18 +175,12 @@ function openShop(data)
TriggerEvent("codem-inventory:openshop", data.shop) TriggerEvent("codem-inventory:openshop", data.shop)
elseif isStarted(QBInv) then elseif isStarted(QBInv) then
if QBInvNew then TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
TriggerServerEvent(getScript()..':server:openServerShop', data.shop) TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
else
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
end
elseif isStarted(PSInv) then elseif isStarted(PSInv) then
if QBInvNew then TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
TriggerServerEvent(getScript()..':server:openServerShop', data.shop) TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
else
TriggerServerEvent("inventory:server:OpenInventory", "shop", data.items.label, data.items)
end
elseif isStarted(RSGInv) then elseif isStarted(RSGInv) then
TriggerServerEvent(getScript()..':server:openServerShop', data.shop) TriggerServerEvent(getScript()..':server:openServerShop', data.shop)
@@ -195,10 +189,10 @@ function openShop(data)
end end
RegisterNetEvent(getScript()..':server:openServerShop', function(data) RegisterNetEvent(getScript()..':server:openServerShop', function(data)
if isStarted(QBInv) then if isStarted(QBInv) and checkExportExists(QBInv, "OpenShop") then
exports[QBInv]:OpenShop(source, data) exports[QBInv]:OpenShop(source, data)
end end
if isStarted(PSInv) then if isStarted(PSInv) and checkExportExists(PSInv, "OpenShop") then
exports[PSInv]:OpenShop(source, data) exports[PSInv]:OpenShop(source, data)
end end
if isStarted(TgiannInv) then if isStarted(TgiannInv) then
@@ -221,8 +215,9 @@ end)
--- registerShop("weaponShop", "Weapon Shop", weaponItems, "society_weapons") --- registerShop("weaponShop", "Weapon Shop", weaponItems, "society_weapons")
--- ``` --- ```
function registerShop(name, label, items, society) function registerShop(name, label, items, society)
local shopResource = ""
if isStarted(OXInv) then if isStarted(OXInv) then
debugPrint("^6Bridge^7: ^2Registering ^3OX ^2Store^7:", name, label) shopResource = OXInv
exports[OXInv]:RegisterShop(name, { exports[OXInv]:RegisterShop(name, {
name = label, name = label,
inventory = items, inventory = items,
@@ -230,11 +225,11 @@ function registerShop(name, label, items, society)
}) })
elseif isStarted(TgiannInv) then elseif isStarted(TgiannInv) then
debugPrint("^6Bridge^7: ^2Registering ^3Tgiann ^2Store^7:", name, label) shopResource = TgiannInv
exports[TgiannInv]:RegisterShop(name, items) exports[TgiannInv]:RegisterShop(name, items)
elseif isStarted(QBInv) and QBInvNew then elseif isStarted(QBInv) and checkExportExists(QBInv, "CreateShop") then
debugPrint("^6Bridge^7: ^2Registering ^3QB ^2Store^7:", name, label) shopResource = QBInv
exports[QBInv]:CreateShop({ exports[QBInv]:CreateShop({
name = name, name = name,
label = label, label = label,
@@ -243,8 +238,8 @@ function registerShop(name, label, items, society)
society = society, society = society,
}) })
elseif isStarted(PSInv) and QBInvNew then elseif isStarted(PSInv) and checkExportExists(PSInv, "CreateShop") then
debugPrint("^6Bridge^7: ^2Registering ^3PS ^2Store^7:", name, label) shopResource = PSInv
exports[PSInv]:CreateShop({ exports[PSInv]:CreateShop({
name = name, name = name,
label = label, label = label,
@@ -254,7 +249,7 @@ function registerShop(name, label, items, society)
}) })
elseif isStarted(RSGInv) then elseif isStarted(RSGInv) then
debugPrint("^6Bridge^7: ^2Registering ^3RSG ^2Store^7:", name, label) shopResource = RSGInv
exports[RSGInv]:CreateShop({ exports[RSGInv]:CreateShop({
name = name, name = name,
label = label, label = label,
@@ -263,4 +258,9 @@ function registerShop(name, label, items, society)
society = society, society = society,
}) })
end 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 end

View File

@@ -192,6 +192,7 @@ function openStash(data)
slots = data.slots or 40 slots = data.slots or 40
}) })
else else
TriggerEvent("ps-inventory:client:SetCurrentStash", data.stash)
TriggerEvent("inventory:client:SetCurrentStash", data.stash) TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, { TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, {
slots = data.slots or 50, slots = data.slots or 50,
@@ -243,18 +244,14 @@ end)
function clearStash(stashId) function clearStash(stashId)
if isStarted(JPRInv) then if isStarted(JPRInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..JPRInv.."^2 Stash^7", stashId) debugPrint("^5Bridge^7: ^2Clearing ^3"..JPRInv.."^2 Stash^7", stashId)
if QBInvNew then MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
exports[JPRInv]:ClearStash(stashId) ['stash'] = stashId,
else ['items'] = json.encode({})
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { })
['stash'] = stashId,
['items'] = json.encode({})
})
end
elseif isStarted(QBInv) then elseif isStarted(QBInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..QBInv.."^2 Stash^7", stashId) debugPrint("^5Bridge^7: ^2Clearing ^3"..QBInv.."^2 Stash^7", stashId)
if QBInvNew then if QBInvNew then
exports[QBInv]:ClearStash(stashId) exports[QBInv]:ClearStash(stashId)
else else
@@ -265,43 +262,38 @@ function clearStash(stashId)
end end
elseif isStarted(OXInv) then 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) exports[OXInv]:ClearInventory(stashId)
elseif isStarted(PSInv) then elseif isStarted(PSInv) then
debugPrint("^5Bridge^7: ^2Cleared ^3"..PSInv.."^2 Stash^7", stashId) debugPrint("^5Bridge^7: ^2Clearing ^3"..PSInv.."^2 Stash^7", stashId)
if QBInvNew then MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
exports[PSInv]:ClearStash(stashId) ['stash'] = stashId,
else ['items'] = json.encode({})
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { })
['stash'] = stashId,
['items'] = json.encode({})
})
end
elseif isStarted(QSInv) then 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) exports[QSInv]:ClearOtherInventory('stash', stashId)
elseif isStarted(CoreInv) then 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) exports[CoreInv]:clearInventory("stash-"..stashId)
elseif isStarted(CodeMInv) then 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) exports[CodeMInv]:ClearInventory(stashId)
elseif isStarted(OrigenInv) then 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) exports[OrigenInv]:ClearInventory(stashId)
elseif isStarted(TgiannInv) then 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) exports["tgiann-inventory"]:DeleteInventory("stash", stashId)
elseif isStarted(RSGInv) then 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) exports[RSGInv]:ClearStash(stashId)
end end
@@ -644,27 +636,25 @@ end
--- ) --- )
--- ``` --- ```
function registerStash(name, label, slots, weight, owner, coords) function registerStash(name, label, slots, weight, owner, coords)
local stashResource = ""
if isStarted(OXInv) then 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) 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 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) exports["origen_inventory"]:registerStash(name, label, slots or 50, weight or 4000000)
elseif isStarted(TgiannInv) then 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) exports[TgiannInv]:RegisterStash(name, label, slots or 50, weight or 4000000)
end 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 end
if isServer() then if isServer() then

View File

@@ -21,24 +21,29 @@
--- }) --- })
--- ``` --- ```
function registerCommand(command, options) function registerCommand(command, options)
local commandResource = ""
if isStarted(OXLibExport) then 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]) 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 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) Core.Commands.Add(command, options[1], options[2], options[3], options[4], options[5] or nil)
elseif isStarted(RSGExport) then 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) Core.Commands.Add(command, options[1], options[2], options[3], options[4], options[5] or nil)
elseif isStarted(ESXExport) then 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) ESX.RegisterCommand(command, options[5] or 'admin', function(xPlayer, args, showError)
options[4](xPlayer.source, args, showError) options[4](xPlayer.source, args, showError)
end, false, { help = options[1] }) end, false, { help = options[1] })
end 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 end

View File

@@ -177,7 +177,7 @@ for _, v in pairs({ -- This is a specific load order
'effects.lua', 'effects.lua',
--'warmenu.lua', --'warmenu.lua',
'_authToken.lua',
-- Do version check last -- Do version check last
'_scriptversioncheck.lua' '_scriptversioncheck.lua'
}) do }) do
@@ -191,16 +191,46 @@ for _, v in pairs({ -- This is a specific load order
end end
end end
-- Auto Detection of Old/New QBInv/PSInv versions --
if isStarted(QBInv) then if isStarted(QBInv) then
if not checkExportExists(QBInv, "HasItem") then if isServer() then
print("^6Bridge^7: ^2Can^7'^2t ^2find new QBInv export^7, ^2forcing ^1QBInvNew ^2to ^1false^7") if not checkExportExists(QBInv, "CreateShop") then
QBInvNew = false 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
end end
if isStarted(PSInv) then if isStarted(PSInv) then
if not checkExportExists(PSInv, "HasItem") then if isServer() then
print("^6Bridge^7: ^2Can^7't ^2find new PSInv export^7, ^2forcing ^1QBInvNew ^2to ^1false^7") if not checkExportExists(PSInv, "CreateShop") then
QBInvNew = false 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
end end

View File

@@ -2,13 +2,15 @@ local notifications = {}
local spacing = 60 -- vertical spacing between notifications local spacing = 60 -- vertical spacing between notifications
local activeDrawing = false -- flag for drawing loop state local activeDrawing = false -- flag for drawing loop state
if not HasStreamedTextureDictLoaded("timerbars") then local function loadTextureDict(dict)
while not HasStreamedTextureDictLoaded("timerbars") do if not HasStreamedTextureDictLoaded(dict) then
RequestStreamedTextureDict("timerbars") while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
Wait(5) end
end
end end
--- GTA Section ---
local notifTypes = { local notifTypes = {
success = "✔️", success = "✔️",
error = "", 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 -- This allows it to be silent until the first notifcation is called, then the loop starts
if not activeDrawing then if not activeDrawing then
activeDrawing = true activeDrawing = true
StartDrawingLoop() StartGTADrawingLoop()
end end
end end
-- Drawing loop as a separate controlled thread -- Drawing loop as a separate controlled thread
function StartDrawingLoop() function StartGTADrawingLoop()
--loadTextureDict("timerbars")
CreateThread(function() CreateThread(function()
while #notifications > 0 do while #notifications > 0 do
local currentTime = GetGameTimer() local currentTime = GetGameTimer()
@@ -87,14 +90,14 @@ function StartDrawingLoop()
if not notif.title or notif.title == "" then if not notif.title or notif.title == "" then
moveMessage = true moveMessage = true
else 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 end
-- Message text -- 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 -- 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:: ::continue::
end end
@@ -104,7 +107,7 @@ function StartDrawingLoop()
end) end)
end end
function drawNotiText(font, scale, wrap, string, pos) function drawGTANotiText(font, scale, wrap, string, pos)
SetTextFont(font) SetTextFont(font)
SetTextScale(scale, scale) SetTextScale(scale, scale)
SetTextWrap(wrap.x, wrap.y) SetTextWrap(wrap.x, wrap.y)
@@ -116,5 +119,148 @@ function drawNotiText(font, scale, wrap, string, pos)
DrawText(pos.x, pos.y) DrawText(pos.x, pos.y)
end 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 -- Draw stationary cursor at result position
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255) DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
-- Display result text -- 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 end
if result then if result then
successes += 1 successes += 1
@@ -94,7 +94,7 @@ function gtaSkillCheck()
return successes == barsRequired return successes == barsRequired
end end
function drawSuccessText(x, y, text, r, g, b) function drawGTASuccessText(x, y, text, r, g, b)
SetTextFont(8) SetTextFont(8)
SetTextScale(0.45, 0.45) SetTextScale(0.45, 0.45)
SetTextColour(r, g, b, 255) SetTextColour(r, g, b, 255)
@@ -118,4 +118,10 @@ function createScaleBars(x, y, width, height)
DrawRect(x, y, width, height, 100, 100, 100, 255) DrawRect(x, y, width, height, 100, 100, 100, 255)
end end
exports("skillCheck", gtaSkillCheck) exports("skillCheck", function(...)
if GetCurrentGameName() == "rdr3" then
--redSkillCheck(...)
else
gtaSkillCheck(...)
end
end)

View File

@@ -1,6 +1,8 @@
2.0.17 2.0.19
- Fix progressbars getting stuck on ox_lib - SetMetadata function now handles full metadata, not just durability
- #BlameMcklean for this one - 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 https://github.com/jimathy/jim_bridge